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>
This commit is contained in:
@@ -19,6 +19,7 @@ using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -30,7 +31,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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[RegisterComponent]
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internal sealed class HandheldLightComponent : SharedHandheldLightComponent, IUse, IExamine, IInteractUsing
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{
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[ViewVariables(VVAccess.ReadWrite)] public float Wattage { get; set; }
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[ViewVariables(VVAccess.ReadWrite)] [DataField("wattage")] public float Wattage { get; set; } = 3f;
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[ViewVariables] private PowerCellSlotComponent _cellSlot = default!;
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private PowerCellComponent? Cell => _cellSlot.Cell;
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@@ -42,9 +43,9 @@ namespace Content.Server.GameObjects.Components.Interactable
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[ViewVariables] protected override bool HasCell => _cellSlot.HasCell;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnSound;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOnFailSound;
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[ViewVariables(VVAccess.ReadWrite)] public string? TurnOffSound;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnSound")] public string? TurnOnSound = "/Audio/Items/flashlight_toggle.ogg";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOnFailSound")] public string? TurnOnFailSound = "/Audio/Machines/button.ogg";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("turnOffSound")] public string? TurnOffSound = "/Audio/Items/flashlight_toggle.ogg";
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[ComponentDependency] private readonly ItemActionsComponent? _itemActions = null;
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@@ -53,15 +54,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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/// </summary>
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private byte? _lastLevel;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Wattage, "wattage", 3f);
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serializer.DataField(ref TurnOnSound, "turnOnSound", "/Audio/Items/flashlight_toggle.ogg");
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serializer.DataField(ref TurnOnFailSound, "turnOnFailSound", "/Audio/Machines/button.ogg");
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serializer.DataField(ref TurnOffSound, "turnOffSound", "/Audio/Items/flashlight_toggle.ogg");
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}
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public override void Initialize()
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{
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base.Initialize();
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@@ -272,10 +264,9 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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[UsedImplicitly]
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[DataDefinition]
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public class ToggleLightAction : IToggleItemAction
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{
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void IExposeData.ExposeData(ObjectSerializer serializer) {}
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public bool DoToggleAction(ToggleItemActionEventArgs args)
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{
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if (!args.Item.TryGetComponent<HandheldLightComponent>(out var lightComponent)) return false;
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@@ -5,7 +5,7 @@ using Content.Shared.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Interactable
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@@ -21,12 +21,13 @@ namespace Content.Server.GameObjects.Components.Interactable
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/// <summary>
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/// How long will matchstick last in seconds.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)] private int _duration;
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[ViewVariables(VVAccess.ReadOnly)] [DataField("duration")]
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private int _duration = 10;
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/// <summary>
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/// Sound played when you ignite the matchstick.
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/// </summary>
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private string? _igniteSound;
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[DataField("igniteSound")] private string? _igniteSound;
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/// <summary>
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/// Point light component. Gives matches a glow in dark effect.
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@@ -57,14 +58,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _duration, "duration", 10);
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serializer.DataField(ref _igniteSound, "igniteSound", null);
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}
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bool IHotItem.IsCurrentlyHot()
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{
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return CurrentState == SharedBurningStates.Lit;
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@@ -5,7 +5,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Interactable
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{
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@@ -15,38 +15,33 @@ namespace Content.Server.GameObjects.Components.Interactable
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[RegisterComponent]
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public class MultiToolComponent : Component, IUse
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{
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public class ToolEntry : IExposeData
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[DataDefinition]
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public class ToolEntry
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{
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private string _state;
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private string _sound;
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private string _soundCollection;
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private string _texture;
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private string _sprite;
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private string _changeSound;
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[DataField("behavior")] public ToolQuality Behavior { get; private set; } = ToolQuality.None;
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public ToolQuality Behavior { get; private set; }
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public string State => _state;
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public string Texture => _texture;
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public string Sprite => _sprite;
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public string Sound => _sound;
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public string SoundCollection => _soundCollection;
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public string ChangeSound => _changeSound;
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[field: DataField("state")]
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public string State { get; } = string.Empty;
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void IExposeData.ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, x => x.Behavior, "behavior", ToolQuality.None);
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serializer.DataField(ref _state, "state", string.Empty);
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serializer.DataField(ref _sprite, "sprite", string.Empty);
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serializer.DataField(ref _texture, "texture", string.Empty);
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serializer.DataField(ref _sound, "useSound", string.Empty);
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serializer.DataField(ref _soundCollection, "useSoundCollection", string.Empty);
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serializer.DataField(ref _changeSound, "changeSound", string.Empty);
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}
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[field: DataField("texture")]
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public string Texture { get; } = string.Empty;
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[field: DataField("sprite")]
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public string Sprite { get; } = string.Empty;
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[field: DataField("useSound")]
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public string Sound { get; } = string.Empty;
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[field: DataField("useSoundCollection")]
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public string SoundCollection { get; } = string.Empty;
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[field: DataField("changeSound")]
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public string ChangeSound { get; } = string.Empty;
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}
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public override string Name => "MultiTool";
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public override uint? NetID => ContentNetIDs.MULTITOOLS;
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private List<ToolEntry> _tools;
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[DataField("tools")] private List<ToolEntry> _tools = new();
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private int _currentTool = 0;
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private AudioSystem _audioSystem;
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@@ -96,12 +91,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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Dirty();
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _tools, "tools", new List<ToolEntry>());
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}
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bool IUse.UseEntity(UseEntityEventArgs eventArgs)
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{
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Cycle();
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@@ -7,6 +7,8 @@ using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization;
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using System.Threading.Tasks;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.GameObjects.Components.Interactable
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{
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@@ -17,6 +19,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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[Dependency] private readonly IMapManager _mapManager = default!;
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public override string Name => "TilePrying";
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[DataField("toolComponentNeeded")]
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private bool _toolComponentNeeded = true;
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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@@ -25,12 +28,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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return true;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _toolComponentNeeded, "toolComponentNeeded", true);
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}
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public async void TryPryTile(IEntity user, EntityCoordinates clickLocation)
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{
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if (!Owner.TryGetComponent<ToolComponent>(out var tool) && _toolComponentNeeded)
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@@ -1,5 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Shared.Audio;
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@@ -7,7 +6,7 @@ using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Interactable
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@@ -21,6 +20,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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[ComponentReference(typeof(IToolComponent))]
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public class ToolComponent : SharedToolComponent, IToolComponent
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{
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[DataField("qualities")]
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protected ToolQuality _qualities = ToolQuality.None;
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[ViewVariables]
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@@ -38,10 +38,13 @@ namespace Content.Server.GameObjects.Components.Interactable
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/// For tool interactions that have a delay before action this will modify the rate, time to wait is divided by this value
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("speed")]
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public float SpeedModifier { get; set; } = 1;
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[DataField("useSound")]
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public string UseSound { get; set; }
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[DataField("useSoundCollection")]
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public string UseSoundCollection { get; set; }
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public void AddQuality(ToolQuality quality)
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@@ -61,34 +64,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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return _qualities.HasFlag(quality);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction(
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"qualities",
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new List<ToolQuality>(),
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qualities => qualities.ForEach(AddQuality),
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() =>
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{
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var qualities = new List<ToolQuality>();
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foreach (ToolQuality quality in Enum.GetValues(typeof(ToolQuality)))
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{
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if ((_qualities & quality) != 0)
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{
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qualities.Add(quality);
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}
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}
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return qualities;
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});
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serializer.DataField(this, mod => SpeedModifier, "speed", 1);
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serializer.DataField(this, use => UseSound, "useSound", string.Empty);
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serializer.DataField(this, collection => UseSoundCollection, "useSoundCollection", string.Empty);
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}
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public virtual async Task<bool> UseTool(IEntity user, IEntity target, float doAfterDelay, ToolQuality toolQualityNeeded, Func<bool> doAfterCheck = null)
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{
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if (!HasQuality(toolQualityNeeded) || !ActionBlockerSystem.CanInteract(user))
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@@ -21,7 +21,9 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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@@ -54,6 +56,7 @@ namespace Content.Server.GameObjects.Components.Interactable
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private SolutionContainerComponent? _solutionComponent;
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private PointLightComponent? _pointLightComponent;
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[DataField("weldSoundCollection")]
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public string? WeldSoundCollection { get; set; }
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[ViewVariables]
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@@ -94,11 +97,6 @@ namespace Content.Server.GameObjects.Components.Interactable
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Owner.TryGetComponent(out _pointLightComponent);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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serializer.DataField(this, collection => WeldSoundCollection, "weldSoundCollection", string.Empty);
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new WelderComponentState(FuelCapacity, Fuel, WelderLit);
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Block a user