* Add admin logging, models, migrations * Add logging damage changes * Add Log admin flag, LogFilter, Logs admin menu tab, message Refactor admin logging API * Change admin log get method names * Fix the name again * Minute amount of reorganization * Reset Postgres db snapshot * Reset Sqlite db snapshot * Make AdminLog have a composite primary key of round, id * Minute cleanup * Change admin system to do a type check instead of index check * Make admin logs use C# 10 interpolated string handlers * Implement UI on its own window Custom controls Searching Add admin log converters * Implement limits into the query * Change logs to be put into an OutputPanel instead for text wrapping * Add log <-> player m2m relationship back * UI improvements, make text wrap, add separators * Remove entity prefix from damaged log * Add explicit m2m model, fix any players filter * Add debug command to test bulk adding logs * Admin logs now just kinda go * Add histogram for database update time * Make admin log system update run every 5 seconds * Add a cap to the log queue and a metric for how many times it has been reached * Add metric for logs sent in a round * Make cvars out of admin logs queue send delay and cap * Merge fixes * Reset some changes * Add test for adding and getting a single log * Add tests for bulk adding logs * Add test for querying logs * Add CallerArgumentExpression to LogStringHandler methods and test * Improve UI, fix SQLite, add searching by round * Add entities to admin logs * Move distinct after orderby * Add migrations * ef core eat my ass * Add cvar for client logs batch size * Sort logs from newest to oldest by default * Merge fixes * Reorganize tests and add one for date ordering * Add note to log types to not change their numeric values * Add impacts to logs, better UI filtering * Make log add callable from shared for convenience * Get current round id directly from game ticker * Revert namespace change for DamageableSystem
295 lines
7.9 KiB
C#
295 lines
7.9 KiB
C#
using System;
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using System.Globalization;
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using System.Linq;
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using Robust.Shared.Serialization;
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namespace Content.Shared.FixedPoint
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{
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/// <summary>
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/// Represents a quantity of something, to a precision of 0.01.
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/// To enforce this level of precision, floats are shifted by 2 decimal points, rounded, and converted to an int.
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/// </summary>
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[Serializable]
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public struct FixedPoint2 : ISelfSerialize, IComparable<FixedPoint2>, IEquatable<FixedPoint2>, IFormattable
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{
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private int _value;
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private const int Shift = 2;
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public static FixedPoint2 MaxValue { get; } = new(int.MaxValue);
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public static FixedPoint2 Epsilon { get; } = new(1);
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public static FixedPoint2 Zero { get; } = new(0);
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private readonly double ShiftDown()
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{
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return _value / Math.Pow(10, Shift);
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}
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private FixedPoint2(int value)
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{
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_value = value;
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}
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public static FixedPoint2 New(int value)
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{
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return new(value * (int) Math.Pow(10, Shift));
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}
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public static FixedPoint2 New(float value)
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{
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return new(FromFloat(value));
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}
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private static int FromFloat(float value)
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{
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return (int) MathF.Round(value * MathF.Pow(10, Shift), MidpointRounding.AwayFromZero);
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}
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public static FixedPoint2 New(double value)
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{
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return new((int) Math.Round(value * Math.Pow(10, Shift), MidpointRounding.AwayFromZero));
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}
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public static FixedPoint2 New(string value)
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{
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return New(FloatFromString(value));
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}
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private static float FloatFromString(string value)
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{
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return float.Parse(value, CultureInfo.InvariantCulture);
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}
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public static FixedPoint2 operator +(FixedPoint2 a) => a;
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public static FixedPoint2 operator -(FixedPoint2 a) => new(-a._value);
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public static FixedPoint2 operator +(FixedPoint2 a, FixedPoint2 b)
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=> new(a._value + b._value);
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public static FixedPoint2 operator -(FixedPoint2 a, FixedPoint2 b)
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=> a + -b;
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public static FixedPoint2 operator *(FixedPoint2 a, FixedPoint2 b)
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{
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var aD = a.ShiftDown();
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var bD = b.ShiftDown();
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return New(aD * bD);
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}
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public static FixedPoint2 operator *(FixedPoint2 a, float b)
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{
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var aD = (float) a.ShiftDown();
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return New(aD * b);
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}
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public static FixedPoint2 operator *(FixedPoint2 a, double b)
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{
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var aD = a.ShiftDown();
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return New(aD * b);
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}
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public static FixedPoint2 operator *(FixedPoint2 a, int b)
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{
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return new(a._value * b);
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}
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public static FixedPoint2 operator /(FixedPoint2 a, FixedPoint2 b)
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{
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if (b._value == 0)
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{
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throw new DivideByZeroException();
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}
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var aD = a.ShiftDown();
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var bD = b.ShiftDown();
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return New(aD / bD);
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}
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public static FixedPoint2 operator /(FixedPoint2 a, float b)
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{
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return a / FixedPoint2.New(b);
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}
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public static bool operator <=(FixedPoint2 a, int b)
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{
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return a <= New(b);
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}
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public static bool operator >=(FixedPoint2 a, int b)
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{
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return a >= New(b);
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}
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public static bool operator <(FixedPoint2 a, int b)
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{
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return a < New(b);
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}
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public static bool operator >(FixedPoint2 a, int b)
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{
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return a > New(b);
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}
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public static bool operator ==(FixedPoint2 a, int b)
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{
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return a == New(b);
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}
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public static bool operator !=(FixedPoint2 a, int b)
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{
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return a != New(b);
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}
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public static bool operator ==(FixedPoint2 a, FixedPoint2 b)
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{
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return a.Equals(b);
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}
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public static bool operator !=(FixedPoint2 a, FixedPoint2 b)
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{
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return !a.Equals(b);
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}
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public static bool operator <=(FixedPoint2 a, FixedPoint2 b)
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{
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return a._value <= b._value;
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}
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public static bool operator >=(FixedPoint2 a, FixedPoint2 b)
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{
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return a._value >= b._value;
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}
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public static bool operator <(FixedPoint2 a, FixedPoint2 b)
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{
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return a._value < b._value;
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}
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public static bool operator >(FixedPoint2 a, FixedPoint2 b)
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{
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return a._value > b._value;
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}
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public readonly float Float()
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{
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return (float) ShiftDown();
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}
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public readonly double Double()
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{
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return ShiftDown();
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}
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public readonly int Int()
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{
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return (int) ShiftDown();
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}
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// Implicit operators ftw
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public static implicit operator FixedPoint2(float n) => FixedPoint2.New(n);
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public static implicit operator FixedPoint2(double n) => FixedPoint2.New(n);
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public static implicit operator FixedPoint2(int n) => FixedPoint2.New(n);
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public static explicit operator float(FixedPoint2 n) => n.Float();
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public static explicit operator double(FixedPoint2 n) => n.Double();
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public static explicit operator int(FixedPoint2 n) => n.Int();
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public static FixedPoint2 Min(params FixedPoint2[] fixedPoints)
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{
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return fixedPoints.Min();
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}
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public static FixedPoint2 Min(FixedPoint2 a, FixedPoint2 b)
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{
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return a < b ? a : b;
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}
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public static FixedPoint2 Max(FixedPoint2 a, FixedPoint2 b)
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{
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return a > b ? a : b;
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}
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public static FixedPoint2 Abs(FixedPoint2 a)
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{
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return FixedPoint2.New(Math.Abs(a._value));
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}
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public static FixedPoint2 Dist(FixedPoint2 a, FixedPoint2 b)
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{
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return FixedPoint2.Abs(a - b);
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}
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public static FixedPoint2 Clamp(FixedPoint2 reagent, FixedPoint2 min, FixedPoint2 max)
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{
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if (min > max)
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{
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throw new ArgumentException($"{nameof(min)} {min} cannot be larger than {nameof(max)} {max}");
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}
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return reagent < min ? min : reagent > max ? max : reagent;
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}
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public override readonly bool Equals(object? obj)
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{
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return obj is FixedPoint2 unit &&
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_value == unit._value;
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}
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public override readonly int GetHashCode()
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{
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// ReSharper disable once NonReadonlyMemberInGetHashCode
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return HashCode.Combine(_value);
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}
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public void Deserialize(string value)
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{
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_value = FromFloat(FloatFromString(value));
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}
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public override readonly string ToString() => $"{ShiftDown().ToString(CultureInfo.InvariantCulture)}";
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public string ToString(string? format, IFormatProvider? formatProvider)
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{
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return ToString();
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}
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public readonly string Serialize()
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{
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return ToString();
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}
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public readonly bool Equals(FixedPoint2 other)
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{
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return _value == other._value;
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}
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public readonly int CompareTo(FixedPoint2 other)
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{
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if(other._value > _value)
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{
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return -1;
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}
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if(other._value < _value)
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{
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return 1;
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}
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return 0;
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}
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}
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public static class FixedPointEnumerableExt
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{
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public static FixedPoint2 Sum(this System.Collections.Generic.IEnumerable<FixedPoint2> source)
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{
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var acc = FixedPoint2.Zero;
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foreach (var n in source)
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{
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acc += n;
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}
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return acc;
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}
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}
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}
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