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