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>
This commit is contained in:
Paul Ritter
2021-03-05 01:08:38 +01:00
committed by GitHub
parent 05d4d9692c
commit 5c50b1f6ed
545 changed files with 4547 additions and 6650 deletions

View File

@@ -16,13 +16,14 @@ using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Body
{
// TODO BODY Damage methods for collections of IDamageableComponents
public abstract class SharedBodyComponent : Component, IBody
public abstract class SharedBodyComponent : Component, IBody, ISerializationHooks
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
@@ -30,15 +31,20 @@ namespace Content.Shared.GameObjects.Components.Body
public override uint? NetID => ContentNetIDs.BODY;
[DataField("centerSlot", required: true)]
private string? _centerSlot;
private Dictionary<string, string> _partIds = new();
private readonly Dictionary<string, IBodyPart> _parts = new();
[ViewVariables] public string? TemplateName { get; private set; }
[ViewVariables]
[DataField("template", required: true)]
public string? TemplateName { get; private set; }
[ViewVariables] public string? PresetName { get; private set; }
[ViewVariables]
[DataField("preset", required: true)]
public string? PresetName { get; private set; }
[ViewVariables]
public Dictionary<string, BodyPartType> Slots { get; private set; } = new();
@@ -56,6 +62,62 @@ namespace Content.Shared.GameObjects.Components.Body
[ViewVariables] public IReadOnlyDictionary<string, string> PartIDs => _partIds;
public override void Initialize()
{
base.Initialize();
// TODO BODY BeforeDeserialization
// TODO BODY Move to template or somewhere else
if (TemplateName != null)
{
var template = _prototypeManager.Index<BodyTemplatePrototype>(TemplateName);
Connections = template.Connections;
Slots = template.Slots;
_centerSlot = template.CenterSlot;
}
if (PresetName != null)
{
var preset = _prototypeManager.Index<BodyPresetPrototype>(PresetName);
_partIds = preset.PartIDs;
}
// Our prototypes don't force the user to define a BodyPart connection twice. E.g. Head: Torso v.s. Torso: Head.
// The user only has to do one. We want it to be that way in the code, though, so this cleans that up.
var cleanedConnections = new Dictionary<string, List<string>>();
foreach (var targetSlotName in Slots.Keys)
{
var tempConnections = new List<string>();
foreach (var (slotName, slotConnections) in Connections)
{
if (slotName == targetSlotName)
{
foreach (var connection in slotConnections)
{
if (!tempConnections.Contains(connection))
{
tempConnections.Add(connection);
}
}
}
else if (slotConnections.Contains(targetSlotName))
{
tempConnections.Add(slotName);
}
}
if (tempConnections.Count > 0)
{
cleanedConnections.Add(targetSlotName, tempConnections);
}
}
Connections = cleanedConnections;
}
protected virtual bool CanAddPart(string slot, IBodyPart part)
{
if (!HasSlot(slot) || !_parts.TryAdd(slot, part))
@@ -537,122 +599,6 @@ namespace Content.Shared.GameObjects.Components.Body
return Parts.ElementAt(index);
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"template",
null,
name =>
{
if (string.IsNullOrEmpty(name))
{
return;
}
var template = _prototypeManager.Index<BodyTemplatePrototype>(name);
Connections = template.Connections;
Slots = template.Slots;
_centerSlot = template.CenterSlot;
TemplateName = name;
},
() => TemplateName);
serializer.DataReadWriteFunction(
"preset",
null,
name =>
{
if (string.IsNullOrEmpty(name))
{
return;
}
var preset = _prototypeManager.Index<BodyPresetPrototype>(name);
_partIds = preset.PartIDs;
},
() => PresetName);
serializer.DataReadWriteFunction(
"connections",
new Dictionary<string, List<string>>(),
connections =>
{
foreach (var (from, to) in connections)
{
Connections.GetOrNew(from).AddRange(to);
}
},
() => Connections);
serializer.DataReadWriteFunction(
"slots",
new Dictionary<string, BodyPartType>(),
slots =>
{
foreach (var (part, type) in slots)
{
Slots[part] = type;
}
},
() => Slots);
// TODO BODY Move to template or somewhere else
serializer.DataReadWriteFunction(
"centerSlot",
null,
slot => _centerSlot = slot,
() => _centerSlot);
serializer.DataReadWriteFunction(
"partIds",
new Dictionary<string, string>(),
partIds =>
{
foreach (var (slot, part) in partIds)
{
_partIds[slot] = part;
}
},
() => _partIds);
// Our prototypes don't force the user to define a BodyPart connection twice. E.g. Head: Torso v.s. Torso: Head.
// The user only has to do one. We want it to be that way in the code, though, so this cleans that up.
var cleanedConnections = new Dictionary<string, List<string>>();
foreach (var targetSlotName in Slots.Keys)
{
var tempConnections = new List<string>();
foreach (var (slotName, slotConnections) in Connections)
{
if (slotName == targetSlotName)
{
foreach (var connection in slotConnections)
{
if (!tempConnections.Contains(connection))
{
tempConnections.Add(connection);
}
}
}
else if (slotConnections.Contains(targetSlotName))
{
tempConnections.Add(slotName);
}
}
if (tempConnections.Count > 0)
{
cleanedConnections.Add(targetSlotName, tempConnections);
}
}
Connections = cleanedConnections;
}
public override ComponentState GetComponentState(ICommonSession player)
{
var parts = new (string slot, EntityUid partId)[_parts.Count];