Files
tbd-station-14/Content.Server/GameObjects/Components/Instruments/InstrumentComponent.cs
Paul Ritter 5c50b1f6ed 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>
2021-03-05 01:08:38 +01:00

382 lines
12 KiB
C#

#nullable enable
using System;
using System.Linq;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Instruments;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Network;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Instruments
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class InstrumentComponent
: SharedInstrumentComponent,
IDropped,
IHandSelected,
IHandDeselected,
IActivate,
IUse,
IThrown
{
private InstrumentSystem _instrumentSystem = default!;
/// <summary>
/// The client channel currently playing the instrument, or null if there's none.
/// </summary>
[ViewVariables]
private IPlayerSession? _instrumentPlayer;
[DataField("handheld")]
private bool _handheld;
[ViewVariables]
private bool _playing = false;
[ViewVariables]
private float _timer = 0f;
[ViewVariables]
private int _batchesDropped = 0;
[ViewVariables]
private int _laggedBatches = 0;
[ViewVariables]
private uint _lastSequencerTick = 0;
[ViewVariables]
private int _midiEventCount = 0;
[DataField("program")]
private byte _instrumentProgram = 1;
[DataField("bank")]
private byte _instrumentBank;
[DataField("allowPercussion")]
private bool _allowPercussion;
[DataField("allowProgramChange")]
private bool _allowProgramChange;
[DataField("respectMidiLimits")]
private bool _respectMidiLimits = true;
public override byte InstrumentProgram { get => _instrumentProgram;
set
{
_instrumentProgram = value;
Dirty();
}
}
public override byte InstrumentBank { get => _instrumentBank;
set
{
_instrumentBank = value;
Dirty();
}
}
public override bool AllowPercussion { get => _allowPercussion;
set
{
_allowPercussion = value;
Dirty();
}
}
public override bool AllowProgramChange { get => _allowProgramChange;
set
{
_allowProgramChange = value;
Dirty();
}
}
public override bool RespectMidiLimits { get => _respectMidiLimits;
set
{
_respectMidiLimits = value;
Dirty();
}
}
/// <summary>
/// Whether the instrument is an item which can be held or not.
/// </summary>
[ViewVariables]
public bool Handheld => _handheld;
/// <summary>
/// Whether the instrument is currently playing or not.
/// </summary>
[ViewVariables]
public bool Playing
{
get => _playing;
set
{
_playing = value;
Dirty();
}
}
public IPlayerSession? InstrumentPlayer
{
get => _instrumentPlayer;
private set
{
Playing = false;
if (_instrumentPlayer != null)
_instrumentPlayer.PlayerStatusChanged -= OnPlayerStatusChanged;
_instrumentPlayer = value;
if (value != null)
_instrumentPlayer!.PlayerStatusChanged += OnPlayerStatusChanged;
}
}
[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(InstrumentUiKey.Key);
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.Session != _instrumentPlayer || e.NewStatus != SessionStatus.Disconnected) return;
InstrumentPlayer = null;
Clean();
}
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnClosed += UserInterfaceOnClosed;
}
_instrumentSystem = EntitySystem.Get<InstrumentSystem>();
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new InstrumentState(Playing, InstrumentProgram, InstrumentBank, AllowPercussion, AllowProgramChange, RespectMidiLimits, _lastSequencerTick);
}
public override void HandleNetworkMessage(ComponentMessage message, INetChannel channel, ICommonSession? session = null)
{
base.HandleNetworkMessage(message, channel, session);
var maxMidiLaggedBatches = _instrumentSystem.MaxMidiLaggedBatches;
var maxMidiEventsPerSecond = _instrumentSystem.MaxMidiEventsPerSecond;
var maxMidiEventsPerBatch = _instrumentSystem.MaxMidiEventsPerBatch;
switch (message)
{
case InstrumentMidiEventMessage midiEventMsg:
if (!Playing || session != _instrumentPlayer || InstrumentPlayer == null) return;
var send = true;
var minTick = midiEventMsg.MidiEvent.Min(x => x.Tick);
if (_lastSequencerTick > minTick)
{
_laggedBatches++;
if (_respectMidiLimits)
{
if (_laggedBatches == (int) (maxMidiLaggedBatches * (1 / 3d) + 1))
{
Owner.PopupMessage(InstrumentPlayer.AttachedEntity,
Loc.GetString("Your fingers are beginning to a cramp a little!"));
} else if (_laggedBatches == (int) (maxMidiLaggedBatches * (2 / 3d) + 1))
{
Owner.PopupMessage(InstrumentPlayer.AttachedEntity,
Loc.GetString("Your fingers are seriously cramping up!"));
}
}
if (_laggedBatches > maxMidiLaggedBatches)
{
send = false;
}
}
if (++_midiEventCount > maxMidiEventsPerSecond
|| midiEventMsg.MidiEvent.Length > maxMidiEventsPerBatch)
{
_batchesDropped++;
send = false;
}
if (send || !_respectMidiLimits)
{
SendNetworkMessage(midiEventMsg);
}
var maxTick = midiEventMsg.MidiEvent.Max(x => x.Tick);
_lastSequencerTick = Math.Max(maxTick, minTick);
break;
case InstrumentStartMidiMessage startMidi:
if (session != _instrumentPlayer)
break;
Playing = true;
break;
case InstrumentStopMidiMessage stopMidi:
if (session != _instrumentPlayer)
break;
Playing = false;
Clean();
break;
}
}
private void Clean()
{
Playing = false;
_lastSequencerTick = 0;
_batchesDropped = 0;
_laggedBatches = 0;
}
void IDropped.Dropped(DroppedEventArgs eventArgs)
{
Clean();
SendNetworkMessage(new InstrumentStopMidiMessage());
InstrumentPlayer = null;
UserInterface?.CloseAll();
}
void IThrown.Thrown(ThrownEventArgs eventArgs)
{
Clean();
SendNetworkMessage(new InstrumentStopMidiMessage());
InstrumentPlayer = null;
UserInterface?.CloseAll();
}
void IHandSelected.HandSelected(HandSelectedEventArgs eventArgs)
{
if (eventArgs.User == null || !eventArgs.User.TryGetComponent(out BasicActorComponent? actor))
return;
var session = actor.playerSession;
if (session.Status != SessionStatus.InGame) return;
InstrumentPlayer = session;
}
void IHandDeselected.HandDeselected(HandDeselectedEventArgs eventArgs)
{
Clean();
SendNetworkMessage(new InstrumentStopMidiMessage());
UserInterface?.CloseAll();
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (Handheld || !eventArgs.User.TryGetComponent(out IActorComponent? actor)) return;
if (InstrumentPlayer != null) return;
InstrumentPlayer = actor.playerSession;
OpenUserInterface(actor.playerSession);
}
bool IUse.UseEntity(UseEntityEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor)) return false;
if (InstrumentPlayer == actor.playerSession)
{
OpenUserInterface(actor.playerSession);
}
return false;
}
private void UserInterfaceOnClosed(IPlayerSession player)
{
if (Handheld || player != InstrumentPlayer) return;
Clean();
InstrumentPlayer = null;
SendNetworkMessage(new InstrumentStopMidiMessage());
}
private void OpenUserInterface(IPlayerSession session)
{
UserInterface?.Toggle(session);
}
public override void Update(float delta)
{
base.Update(delta);
var maxMidiLaggedBatches = _instrumentSystem.MaxMidiLaggedBatches;
var maxMidiBatchDropped = _instrumentSystem.MaxMidiBatchesDropped;
if (_instrumentPlayer != null && !ActionBlockerSystem.CanInteract(_instrumentPlayer.AttachedEntity))
{
InstrumentPlayer = null;
Clean();
UserInterface?.CloseAll();
}
if ((_batchesDropped >= maxMidiBatchDropped
|| _laggedBatches >= maxMidiLaggedBatches)
&& InstrumentPlayer != null && _respectMidiLimits)
{
var mob = InstrumentPlayer.AttachedEntity;
SendNetworkMessage(new InstrumentStopMidiMessage());
Playing = false;
UserInterface?.CloseAll();
if (mob != null)
{
if (Handheld)
EntitySystem.Get<StandingStateSystem>().DropAllItemsInHands(mob, false);
if (mob.TryGetComponent(out StunnableComponent? stun))
{
stun.Stun(1);
Clean();
}
}
InstrumentPlayer = null;
Owner.PopupMessage(mob, "Your fingers cramp up from playing!");
}
_timer += delta;
if (_timer < 1) return;
_timer = 0f;
_midiEventCount = 0;
_laggedBatches = 0;
_batchesDropped = 0;
}
}
}