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:
@@ -160,7 +160,7 @@ namespace Content.Server.GameObjects.Components.Research
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var totalAmount = 0;
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// Check if it can insert all materials.
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foreach (var mat in material.MaterialTypes.Values)
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foreach (var (_, mat) in material.MaterialTypes)
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{
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// TODO: Change how MaterialComponent works so this is not hard-coded.
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if (!storage.CanInsertMaterial(mat.ID, VolumePerSheet * multiplier)) return false;
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@@ -170,13 +170,13 @@ namespace Content.Server.GameObjects.Components.Research
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// Check if it can take ALL of the material's volume.
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if (storage.CanTakeAmount(totalAmount)) return false;
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foreach (var mat in material.MaterialTypes.Values)
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foreach (var (_, mat) in material.MaterialTypes)
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{
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storage.InsertMaterial(mat.ID, VolumePerSheet * multiplier);
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}
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State = LatheState.Inserting;
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switch (material.MaterialTypes.Values.First().Name)
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switch (material.MaterialTypes.First().Value.Name)
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{
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case "steel":
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SetAppearance(LatheVisualState.InsertingMetal);
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@@ -2,7 +2,7 @@
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using Content.Shared.Research;
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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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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Research
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@@ -15,21 +15,14 @@ namespace Content.Server.GameObjects.Components.Research
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/// Whether new recipes can be added to this database or not.
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/// </summary>
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[ViewVariables]
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public bool Static => _static;
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private bool _static = false;
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[field: DataField("static")]
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public bool Static { get; private set; } = false;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new LatheDatabaseState(GetRecipeIdList());
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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 _static, "static", false);
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}
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public override void Clear()
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{
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if (Static) return;
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@@ -2,7 +2,9 @@
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using Content.Shared.GameObjects.Components.Research;
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using Robust.Shared.GameObjects;
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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.ViewVariables;
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namespace Content.Server.GameObjects.Components.Research
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@@ -19,7 +21,8 @@ namespace Content.Server.GameObjects.Components.Research
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/// </summary>
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[ViewVariables]
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public int StorageLimit => _storageLimit;
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private int _storageLimit;
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[DataField("StorageLimit")]
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private int _storageLimit = -1;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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@@ -77,12 +80,5 @@ namespace Content.Server.GameObjects.Components.Research
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{
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return InsertMaterial(ID, -amount);
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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 _storageLimit, "StorageLimit", -1);
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}
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}
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}
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@@ -1,3 +1,4 @@
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using System.Linq;
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using Content.Shared.GameObjects.Components.Research;
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using Content.Shared.Research;
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using Robust.Shared.GameObjects;
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@@ -1,7 +1,9 @@
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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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.ViewVariables;
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namespace Content.Server.GameObjects.Components.Research
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@@ -12,7 +14,9 @@ namespace Content.Server.GameObjects.Components.Research
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{
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public override string Name => "ResearchPointSource";
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[DataField("pointspersecond")]
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private int _pointsPerSecond;
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[DataField("active")]
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private bool _active;
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private PowerReceiverComponent _powerReceiver;
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@@ -42,13 +46,5 @@ namespace Content.Server.GameObjects.Components.Research
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base.Initialize();
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Owner.TryGetComponent(out _powerReceiver);
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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 _pointsPerSecond, "pointspersecond", 0);
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serializer.DataField(ref _active, "active", false);
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}
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}
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}
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@@ -3,7 +3,7 @@ using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Research;
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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.Research
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@@ -17,11 +17,12 @@ namespace Content.Server.GameObjects.Components.Research
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[ViewVariables(VVAccess.ReadWrite)] public string ServerName => _serverName;
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[DataField("servername")]
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private string _serverName = "RDSERVER";
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private float _timer = 0f;
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public TechnologyDatabaseComponent Database { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)] private int _points = 0;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("points")] private int _points = 0;
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[ViewVariables(VVAccess.ReadOnly)] public int Id { get; private set; }
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@@ -83,13 +84,6 @@ namespace Content.Server.GameObjects.Components.Research
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EntitySystem.Get<ResearchSystem>()?.UnregisterServer(this);
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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 _serverName, "servername", "RDSERVER");
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serializer.DataField(ref _points, "points", 0);
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}
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public bool CanUnlockTechnology(TechnologyPrototype technology)
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{
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if (!Database.CanUnlockTechnology(technology) || _points < technology.RequiredPoints ||
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