Files
tbd-station-14/Content.Shared/Decals/DecalGridComponent.cs

121 lines
3.9 KiB
C#

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