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

@@ -12,6 +12,7 @@ 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.ViewVariables;
namespace Content.Shared.GameObjects.Components.Damage
@@ -22,27 +23,31 @@ namespace Content.Shared.GameObjects.Components.Damage
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
public class DamageableComponent : Component, IDamageableComponent, IRadiationAct
public class DamageableComponent : Component, IDamageableComponent, IRadiationAct, ISerializationHooks
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
// TODO define these in yaml?
public const string DefaultDamageContainer = "metallicDamageContainer";
public const string DefaultResistanceSet = "defaultResistances";
public override string Name => "Damageable";
public override uint? NetID => ContentNetIDs.DAMAGEABLE;
// TODO define these in yaml?
public const string DefaultResistanceSet = "defaultResistances";
public const string DefaultDamageContainer = "metallicDamageContainer";
private readonly Dictionary<DamageType, int> _damageList = DamageTypeExtensions.ToNewDictionary();
private readonly HashSet<DamageType> _supportedTypes = new();
private readonly HashSet<DamageClass> _supportedClasses = new();
[DataField("flags")]
private DamageFlag _flags;
// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
[ViewVariables] public string DamageContainerId { get; set; } = default!;
[DataField("resistances")] public string ResistanceSetId = DefaultResistanceSet;
[ViewVariables] private ResistanceSet Resistances { get; set; } = default!;
// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
[ViewVariables] [DataField("damageContainer")] public string DamageContainerId { get; set; } = DefaultDamageContainer;
[ViewVariables] private ResistanceSet Resistances { get; set; } = new();
// TODO DAMAGE Cache this
[ViewVariables] public int TotalDamage => _damageList.Values.Sum();
@@ -93,70 +98,24 @@ namespace Content.Shared.GameObjects.Components.Damage
return _supportedTypes.Contains(type);
}
public override void ExposeData(ObjectSerializer serializer)
public override void Initialize()
{
base.ExposeData(serializer);
base.Initialize();
serializer.DataReadWriteFunction(
"flags",
new List<DamageFlag>(),
flags =>
{
var result = DamageFlag.None;
foreach (var flag in flags)
{
result |= flag;
}
Flags = result;
},
() =>
{
var writeFlags = new List<DamageFlag>();
if (Flags == DamageFlag.None)
{
return writeFlags;
}
foreach (var flag in (DamageFlag[]) Enum.GetValues(typeof(DamageFlag)))
{
if ((Flags & flag) == flag)
{
writeFlags.Add(flag);
}
}
return writeFlags;
});
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
// TODO DAMAGE Serialize damage done and resistance changes
serializer.DataReadWriteFunction(
"damageContainer",
DefaultDamageContainer,
prototype =>
{
var damagePrototype = _prototypeManager.Index<DamageContainerPrototype>(prototype);
var damagePrototype = prototypeManager.Index<DamageContainerPrototype>(DamageContainerId);
_supportedClasses.Clear();
_supportedTypes.Clear();
_supportedClasses.Clear();
_supportedTypes.Clear();
DamageContainerId = damagePrototype.ID;
_supportedClasses.UnionWith(damagePrototype.SupportedClasses);
_supportedTypes.UnionWith(damagePrototype.SupportedTypes);
},
() => DamageContainerId);
DamageContainerId = damagePrototype.ID;
_supportedClasses.UnionWith(damagePrototype.SupportedClasses);
_supportedTypes.UnionWith(damagePrototype.SupportedTypes);
serializer.DataReadWriteFunction(
"resistances",
DefaultResistanceSet,
prototype =>
{
var resistancePrototype = _prototypeManager.Index<ResistanceSetPrototype>(prototype);
Resistances = new ResistanceSet(resistancePrototype);
},
() => Resistances.ID);
var resistancePrototype = prototypeManager.Index<ResistanceSetPrototype>(ResistanceSetId);
Resistances = new ResistanceSet(resistancePrototype);
}
protected override void Startup()