Serialization v3 content PR (#3491)
* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -5,8 +5,8 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.StationEvents
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{
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@@ -18,16 +18,17 @@ namespace Content.Server.GameObjects.Components.StationEvents
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[Dependency] private readonly IRobustRandom _random = default!;
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private float _duration;
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private float _radsPerSecond;
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private float _range;
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private float _radsPerSecond = 40f;
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private float _range = 5f;
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private TimeSpan _endTime;
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private bool _draw;
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private bool _decay;
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private bool _draw = true;
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private bool _decay = true;
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/// <summary>
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/// Whether the entity will delete itself after a certain duration defined by
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/// <see cref="MinPulseLifespan"/> and <see cref="MaxPulseLifespan"/>
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/// </summary>
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[DataField("decay")]
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public override bool Decay
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{
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get => _decay;
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@@ -38,10 +39,13 @@ namespace Content.Server.GameObjects.Components.StationEvents
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}
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}
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public float MinPulseLifespan { get; set; }
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[DataField("minPulseLifespan")]
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public float MinPulseLifespan { get; set; } = 0.8f;
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public float MaxPulseLifespan { get; set; }
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[DataField("maxPulseLifespan")]
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public float MaxPulseLifespan { get; set; } = 2.5f;
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[DataField("dps")]
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public override float RadsPerSecond
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{
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get => _radsPerSecond;
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@@ -52,8 +56,9 @@ namespace Content.Server.GameObjects.Components.StationEvents
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}
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}
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public string Sound { get; set; }
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[DataField("sound")] public string Sound { get; set; } = "/Audio/Weapons/Guns/Gunshots/laser3.ogg";
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[DataField("range")]
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public override float Range
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{
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get => _range;
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@@ -64,6 +69,7 @@ namespace Content.Server.GameObjects.Components.StationEvents
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}
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}
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[DataField("draw")]
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public override bool Draw
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{
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get => _draw;
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@@ -76,18 +82,6 @@ namespace Content.Server.GameObjects.Components.StationEvents
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public override TimeSpan EndTime => _endTime;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.RadsPerSecond, "dps", 40.0f);
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serializer.DataField(this, x => x.Sound, "sound", "/Audio/Weapons/Guns/Gunshots/laser3.ogg");
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serializer.DataField(this, x => x.Range, "range", 5.0f);
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serializer.DataField(this, x => x.Draw, "draw", true);
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serializer.DataField(this, x => x.Decay, "decay", true);
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serializer.DataField(this, x => x.MaxPulseLifespan, "maxPulseLifespan", 2.5f);
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serializer.DataField(this, x => x.MinPulseLifespan, "minPulseLifespan", 0.8f);
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}
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public void DoPulse()
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{
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if (Decay)
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