Fix server crash for name identifiers (#15584)
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@@ -8,4 +8,10 @@ public sealed class NameIdentifierComponent : Component
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{
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[DataField("group", required: true, customTypeSerializer:typeof(PrototypeIdSerializer<NameIdentifierGroupPrototype>))]
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public string Group = string.Empty;
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/// <summary>
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/// The randomly generated ID for this entity.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("identifier")]
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public int Identifier = -1;
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}
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@@ -1,7 +1,10 @@
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using Content.Shared.GameTicking;
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using System.Linq;
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using Content.Shared.GameTicking;
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using Content.Shared.NameIdentifier;
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using Robust.Shared.Collections;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.NameIdentifier;
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@@ -13,20 +16,37 @@ public sealed class NameIdentifierSystem : EntitySystem
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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/// <summary>
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/// Free IDs available per <see cref="NameIdentifierGroupPrototype"/>.
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/// </summary>
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[ViewVariables]
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public Dictionary<NameIdentifierGroupPrototype, HashSet<int>> CurrentIds = new();
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public Dictionary<string, List<int>> CurrentIds = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NameIdentifierComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<NameIdentifierComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<NameIdentifierComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(CleanupIds);
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InitialSetupPrototypes();
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_prototypeManager.PrototypesReloaded += OnReloadPrototypes;
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}
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private void OnComponentShutdown(EntityUid uid, NameIdentifierComponent component, ComponentShutdown args)
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{
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if (CurrentIds.TryGetValue(component.Group, out var ids))
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{
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// Avoid inserting the value right back at the end or shuffling in place:
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// just pick a random spot to put it and then move that one to the end.
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var randomIndex = _robustRandom.Next(ids.Count);
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var random = ids[randomIndex];
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ids[randomIndex] = component.Identifier;
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ids.Add(random);
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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@@ -38,43 +58,52 @@ public sealed class NameIdentifierSystem : EntitySystem
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/// Generates a new unique name/suffix for a given entity and adds it to <see cref="CurrentIds"/>
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/// but does not set the entity's name.
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/// </summary>
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public string GenerateUniqueName(EntityUid uid, NameIdentifierGroupPrototype proto)
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public string GenerateUniqueName(EntityUid uid, NameIdentifierGroupPrototype proto, out int randomVal)
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{
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randomVal = 0;
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var entityName = Name(uid);
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if (!CurrentIds.TryGetValue(proto, out var set))
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if (!CurrentIds.TryGetValue(proto.ID, out var set))
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return entityName;
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if (set.Count == (proto.MaxValue - proto.MinValue) + 1)
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if (set.Count == 0)
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{
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// Oh jeez. We're outta numbers.
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return entityName;
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}
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// This is kind of inefficient with very large amounts of entities but its better than any other method
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// I could come up with.
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var randomVal = _robustRandom.Next(proto.MinValue, proto.MaxValue);
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while (set.Contains(randomVal))
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{
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randomVal = _robustRandom.Next(proto.MinValue, proto.MaxValue);
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}
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set.Add(randomVal);
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randomVal = set[^1];
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set.RemoveAt(set.Count - 1);
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return proto.Prefix is not null
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? $"{proto.Prefix}-{randomVal}"
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: $"{randomVal}";
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}
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private void OnComponentInit(EntityUid uid, NameIdentifierComponent component, ComponentInit args)
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private void OnMapInit(EntityUid uid, NameIdentifierComponent component, MapInitEvent args)
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{
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if (!_prototypeManager.TryIndex<NameIdentifierGroupPrototype>(component.Group, out var group))
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return;
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// Generate a new name.
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var meta = MetaData(uid);
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var uniqueName = GenerateUniqueName(uid, group);
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int id;
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string uniqueName;
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// If it has an existing valid identifier then use that, otherwise generate a new one.
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if (component.Identifier != -1 &&
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CurrentIds.TryGetValue(component.Group, out var ids) &&
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ids.Remove(component.Identifier))
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{
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id = component.Identifier;
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uniqueName = group.Prefix is not null
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? $"{group.Prefix}-{id}"
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: $"{id}";
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}
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else
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{
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uniqueName = GenerateUniqueName(uid, group, out id);
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component.Identifier = id;
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}
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var meta = MetaData(uid);
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// "DR-1234" as opposed to "drone (DR-1234)"
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meta.EntityName = group.FullName
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? uniqueName
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@@ -85,33 +114,58 @@ public sealed class NameIdentifierSystem : EntitySystem
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{
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foreach (var proto in _prototypeManager.EnumeratePrototypes<NameIdentifierGroupPrototype>())
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{
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CurrentIds.Add(proto, new());
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AddGroup(proto);
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}
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}
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private void AddGroup(NameIdentifierGroupPrototype proto)
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{
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var values = new List<int>(proto.MaxValue - proto.MinValue);
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for (var i = proto.MinValue; i < proto.MaxValue; i++)
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{
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values.Add(i);
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}
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_robustRandom.Shuffle(values);
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CurrentIds.Add(proto.ID, values);
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}
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private void OnReloadPrototypes(PrototypesReloadedEventArgs ev)
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{
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if (!ev.ByType.TryGetValue(typeof(NameIdentifierGroupPrototype), out var set))
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return;
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foreach (var (_, proto) in set.Modified)
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var toRemove = new ValueList<string>();
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foreach (var proto in CurrentIds.Keys)
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{
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if (proto is not NameIdentifierGroupPrototype group)
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continue;
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if (!_prototypeManager.HasIndex<NameIdentifierGroupPrototype>(proto))
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{
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toRemove.Add(proto);
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}
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}
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foreach (var proto in toRemove)
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{
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CurrentIds.Remove(proto);
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}
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foreach (var proto in set.Modified.Values)
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{
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// Only bother adding new ones.
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if (CurrentIds.ContainsKey(group))
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if (CurrentIds.ContainsKey(proto.ID))
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continue;
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CurrentIds.Add(group, new());
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AddGroup((NameIdentifierGroupPrototype) proto);
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}
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}
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private void CleanupIds(RoundRestartCleanupEvent ev)
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{
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foreach (var (_, set) in CurrentIds)
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foreach (var values in CurrentIds.Values)
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{
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set.Clear();
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_robustRandom.Shuffle(values);
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}
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}
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}
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@@ -18,7 +18,7 @@ public sealed class NameIdentifierGroupPrototype : IPrototype
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public string? Prefix;
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[DataField("maxValue")]
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public int MaxValue = 999;
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public int MaxValue = 1000;
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[DataField("minValue")]
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public int MinValue = 0;
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