121 lines
3.9 KiB
C#
121 lines
3.9 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Generic;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using static Content.Shared.Decals.DecalGridComponent;
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namespace Content.Shared.Decals
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{
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[RegisterComponent]
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[Access(typeof(SharedDecalSystem))]
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[NetworkedComponent]
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public sealed partial class DecalGridComponent : Component
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{
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[DataField("chunkCollection", serverOnly: true)]
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public DecalGridChunkCollection ChunkCollection = new(new ());
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/// <summary>
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/// Dictionary mapping decals to their corresponding grid chunks.
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/// </summary>
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public readonly Dictionary<uint, Vector2i> DecalIndex = new();
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/// <summary>
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/// Tick at which PVS was last toggled. Ensures that all players receive a full update when toggling PVS.
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/// </summary>
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public GameTick ForceTick { get; set; }
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// client-side data. I CBF creating a separate client-side comp for this. The server can survive with some empty dictionaries.
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public readonly Dictionary<uint, int> DecalZIndexIndex = new();
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public readonly SortedDictionary<int, SortedDictionary<uint, Decal>> DecalRenderIndex = new();
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[DataDefinition]
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[Serializable, NetSerializable]
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public sealed partial class DecalChunk
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{
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[IncludeDataField(customTypeSerializer:typeof(DictionarySerializer<uint, Decal>))]
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public Dictionary<uint, Decal> Decals;
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[NonSerialized]
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public GameTick LastModified;
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public DecalChunk()
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{
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Decals = new();
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}
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public DecalChunk(Dictionary<uint, Decal> decals)
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{
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Decals = decals;
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}
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public DecalChunk(DecalChunk chunk)
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{
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// decals are readonly, so this should be fine.
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Decals = chunk.Decals.ShallowClone();
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LastModified = chunk.LastModified;
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}
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}
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[DataRecord, Serializable, NetSerializable]
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public record DecalGridChunkCollection(Dictionary<Vector2i, DecalChunk> ChunkCollection)
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{
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public uint NextDecalId;
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}
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}
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[Serializable, NetSerializable]
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public sealed class DecalGridState : ComponentState, IComponentDeltaState
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{
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public Dictionary<Vector2i, DecalChunk> Chunks;
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public bool FullState => AllChunks == null;
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// required to infer deleted/missing chunks for delta states
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public HashSet<Vector2i>? AllChunks;
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public DecalGridState(Dictionary<Vector2i, DecalChunk> chunks)
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{
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Chunks = chunks;
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}
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public void ApplyToFullState(ComponentState fullState)
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{
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DebugTools.Assert(!FullState);
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var state = (DecalGridState) fullState;
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DebugTools.Assert(state.FullState);
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foreach (var key in state.Chunks.Keys)
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{
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if (!AllChunks!.Contains(key))
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state.Chunks.Remove(key);
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}
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foreach (var (chunk, data) in Chunks)
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{
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state.Chunks[chunk] = new(data);
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}
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}
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public ComponentState CreateNewFullState(ComponentState fullState)
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{
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DebugTools.Assert(!FullState);
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var state = (DecalGridState) fullState;
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DebugTools.Assert(state.FullState);
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var chunks = new Dictionary<Vector2i, DecalChunk>(state.Chunks.Count);
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foreach (var (chunk, data) in Chunks)
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{
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chunks[chunk] = new(data);
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}
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foreach (var (chunk, data) in state.Chunks)
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{
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if (AllChunks!.Contains(chunk))
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chunks.TryAdd(chunk, new(data));
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}
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return new DecalGridState(chunks);
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}
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}
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}
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