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:
Paul Ritter
2021-03-05 01:08:38 +01:00
committed by GitHub
parent 05d4d9692c
commit 5c50b1f6ed
545 changed files with 4547 additions and 6650 deletions

View File

@@ -5,6 +5,8 @@ using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using System;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.Projectiles
{
@@ -17,18 +19,13 @@ namespace Content.Server.GameObjects.Components.Projectiles
private SolutionContainerComponent _solutionContainer;
[ViewVariables(VVAccess.ReadWrite)]
public ReagentUnit TransferAmount { get; set; }
[DataField("transferAmount")]
public ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(1);
[ViewVariables(VVAccess.ReadWrite)]
public float TransferEfficiency { get => _transferEfficiency; set => _transferEfficiency = Math.Clamp(value, 0, 1); }
private float _transferEfficiency;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.TransferAmount, "transferAmount", ReagentUnit.New(1));
serializer.DataField(ref _transferEfficiency, "transferEfficiency", 1f);
}
[DataField("transferEfficiency")]
private float _transferEfficiency = 1f;
public override void Initialize()
{

View File

@@ -1,6 +1,6 @@
using Content.Server.GameObjects.Components.Weapon;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.Projectiles
{
@@ -12,18 +12,13 @@ namespace Content.Server.GameObjects.Components.Projectiles
{
public override string Name => "FlashProjectile";
private float _range;
private float _duration;
[DataField("range")]
private float _range = 1.0f;
[DataField("duration")]
private float _duration = 8.0f;
private bool _flashed;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _range, "range", 1.0f);
serializer.DataField(ref _duration, "duration", 8.0f);
}
public override void Initialize()
{
base.Initialize();

View File

@@ -6,9 +6,8 @@ using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.Projectiles
{
@@ -22,38 +21,34 @@ namespace Content.Server.GameObjects.Components.Projectiles
public override string Name => "Hitscan";
public CollisionGroup CollisionMask => (CollisionGroup) _collisionMask;
private int _collisionMask;
[DataField("layers")] //todo WithFormat.Flags<CollisionLayer>()
private int _collisionMask = (int) CollisionGroup.Opaque;
public float Damage
{
get => _damage;
set => _damage = value;
}
private float _damage;
[DataField("damage")]
private float _damage = 10f;
public DamageType DamageType => _damageType;
private DamageType _damageType;
[DataField("damageType")]
private DamageType _damageType = DamageType.Heat;
public float MaxLength => 20.0f;
private TimeSpan _startTime;
private TimeSpan _deathTime;
public float ColorModifier { get; set; } = 1.0f;
private string _spriteName;
[DataField("spriteName")]
private string _spriteName = "Objects/Weapons/Guns/Projectiles/laser.png";
[DataField("muzzleFlash")]
private string _muzzleFlash;
[DataField("impactFlash")]
private string _impactFlash;
private string _soundHitWall;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _collisionMask, "layers", (int) CollisionGroup.Opaque, WithFormat.Flags<CollisionLayer>());
serializer.DataField(ref _damage, "damage", 10.0f);
serializer.DataField(ref _damageType, "damageType", DamageType.Heat);
serializer.DataField(ref _spriteName, "spriteName", "Objects/Weapons/Guns/Projectiles/laser.png");
serializer.DataField(ref _muzzleFlash, "muzzleFlash", null);
serializer.DataField(ref _impactFlash, "impactFlash", null);
serializer.DataField(ref _soundHitWall, "soundHitWall", "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg");
}
[DataField("soundHitWall")]
private string _soundHitWall = "/Audio/Weapons/Guns/Hits/laser_sear_wall.ogg";
public void FireEffects(IEntity user, float distance, Angle angle, IEntity hitEntity = null)
{

View File

@@ -7,6 +7,7 @@ using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Projectiles
@@ -18,7 +19,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
private EntityUid _shooter = EntityUid.Invalid;
private Dictionary<DamageType, int> _damages;
[DataField("damages")] private Dictionary<DamageType, int> _damages = new();
[ViewVariables]
public Dictionary<DamageType, int> Damages
@@ -28,24 +29,17 @@ namespace Content.Server.GameObjects.Components.Projectiles
}
public bool DeleteOnCollide => _deleteOnCollide;
private bool _deleteOnCollide;
[DataField("delete_on_collide")]
private bool _deleteOnCollide = true;
// Get that juicy FPS hit sound
private string _soundHit;
private string _soundHitSpecies;
[DataField("soundHit")]
private string _soundHit = default;
[DataField("soundHitSpecies")]
private string _soundHitSpecies = default;
private bool _damagedEntity;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _deleteOnCollide, "delete_on_collide", true);
// If not specified 0 damage
serializer.DataField(ref _damages, "damages", new Dictionary<DamageType, int>());
serializer.DataField(ref _soundHit, "soundHit", null);
serializer.DataField(ref _soundHitSpecies, "soundHitSpecies", null);
}
public float TimeLeft { get; set; } = 10;
/// <summary>

View File

@@ -1,6 +1,6 @@
using Content.Server.GameObjects.Components.Mobs;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.Projectiles
{
@@ -13,17 +13,12 @@ namespace Content.Server.GameObjects.Components.Projectiles
public override string Name => "StunnableProjectile";
// See stunnable for what these do
private int _stunAmount;
private int _knockdownAmount;
private int _slowdownAmount;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _stunAmount, "stunAmount", 0);
serializer.DataField(ref _knockdownAmount, "knockdownAmount", 0);
serializer.DataField(ref _slowdownAmount, "slowdownAmount", 0);
}
[DataField("stunAmount")]
private int _stunAmount = default;
[DataField("knockdownAmount")]
private int _knockdownAmount = default;
[DataField("slowdownAmount")]
private int _slowdownAmount = default;
public override void Initialize()
{