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

@@ -1,6 +1,8 @@
#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
@@ -14,6 +16,7 @@ namespace Content.Shared.GameObjects.Components.Mobs
public override string Name => "Examiner";
[ViewVariables(VVAccess.ReadWrite)]
[DataField("DoRangeCheck")]
private bool _doRangeCheck = true;
/// <summary>
@@ -21,12 +24,5 @@ namespace Content.Shared.GameObjects.Components.Mobs
/// If false, the user can theoretically examine from infinitely far away.
/// </summary>
public bool DoRangeCheck => _doRangeCheck;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _doRangeCheck, "DoRangeCheck", true);
}
}
}

View File

@@ -8,6 +8,7 @@ using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Mobs
{
@@ -50,23 +51,25 @@ namespace Content.Shared.GameObjects.Components.Mobs
public IEntity? Holder { get; private set; }
// cached actions component of the holder, since we'll need to access it frequently
private SharedActionsComponent? _holderActionsComponent;
private List<ItemActionConfig> _actionConfigs = new();
// State of all actions provided by this item.
private readonly Dictionary<ItemActionType, ActionState> _actions = new();
public override void ExposeData(ObjectSerializer serializer)
[DataField("actions")]
private List<ItemActionConfig> _actionConfigs
{
base.ExposeData(serializer);
serializer.DataField(ref _actionConfigs,"actions", new List<ItemActionConfig>());
foreach (var actionConfig in _actionConfigs)
get => internalActionConfigs;
set
{
GrantOrUpdate(actionConfig.ActionType, actionConfig.Enabled, false, null);
internalActionConfigs = value;
foreach (var actionConfig in value)
{
GrantOrUpdate(actionConfig.ActionType, actionConfig.Enabled, false, null);
}
}
}
// State of all actions provided by this item.
private readonly Dictionary<ItemActionType, ActionState> _actions = new();
private List<ItemActionConfig> internalActionConfigs = new ();
protected override void Startup()
{
base.Startup();
@@ -226,22 +229,23 @@ namespace Content.Shared.GameObjects.Components.Mobs
/// <summary>
/// Configuration for an item action provided by an item.
/// </summary>
public class ItemActionConfig : IExposeData
[DataDefinition]
public class ItemActionConfig : ISerializationHooks
{
public ItemActionType ActionType { get; private set; }
[DataField("actionType", required: true)]
public ItemActionType ActionType { get; private set; } = ItemActionType.Error;
/// <summary>
/// Whether action is initially enabled on this item. Defaults to true.
/// </summary>
public bool Enabled { get; private set; }
public bool Enabled { get; private set; } = true;
void IExposeData.ExposeData(ObjectSerializer serializer)
void ISerializationHooks.AfterDeserialization()
{
serializer.DataField(this, x => x.ActionType, "actionType", ItemActionType.Error);
if (ActionType == ItemActionType.Error)
{
Logger.ErrorS("action", "invalid or missing actionType");
}
serializer.DataField(this, x => x.Enabled, "enabled", true);
}
}
}

View File

@@ -10,6 +10,7 @@ using Robust.Shared.Map;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
@@ -46,7 +47,8 @@ namespace Content.Shared.GameObjects.Components.Mobs
/// of the status of the entity.
/// </summary>
public IEnumerable<ActionType> InnateActions => _innateActions ?? Enumerable.Empty<ActionType>();
private List<ActionType>? _innateActions;
[DataField("innateActions")]
private List<ActionType>? _innateActions = null;
// entries are removed from this if they are at the initial state (not enabled, no cooldown, toggled off).
@@ -63,11 +65,6 @@ namespace Content.Shared.GameObjects.Components.Mobs
private Dictionary<EntityUid, Dictionary<ItemActionType, ActionState>> _itemActions =
new();
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _innateActions,"innateActions", null);
}
protected override void Startup()
{
foreach (var actionType in InnateActions)

View File

@@ -7,8 +7,10 @@ using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs
@@ -31,17 +33,26 @@ namespace Content.Shared.GameObjects.Components.Mobs
(TimeSpan.FromSeconds(Math.Max(StunnedTimer, Math.Max(KnockdownTimer, SlowdownTimer))));
private bool _canHelp = true;
[DataField("stunCap")]
protected float _stunCap = 20f;
[DataField("knockdownCap")]
protected float _knockdownCap = 20f;
[DataField("slowdownCap")]
protected float _slowdownCap = 20f;
private float _helpKnockdownRemove = 1f;
[DataField("helpInterval")]
private float _helpInterval = 1f;
protected float StunnedTimer;
protected float KnockdownTimer;
protected float SlowdownTimer;
private string _stunAlertId = string.Empty;
[DataField("stunAlertId")] private string _stunAlertId = "stun";
protected CancellationTokenSource StatusRemoveCancellation = new();
@@ -203,19 +214,6 @@ namespace Content.Shared.GameObjects.Components.Mobs
StatusRemoveCancellation = new CancellationTokenSource();
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _stunCap, "stunCap", 20f);
serializer.DataField(ref _knockdownCap, "knockdownCap", 20f);
serializer.DataField(ref _slowdownCap, "slowdownCap", 20f);
serializer.DataField(ref _helpInterval, "helpInterval", 1f);
serializer.DataField(ref _helpKnockdownRemove, "helpKnockdownRemove", 1f);
serializer.DataField(ref _stunAlertId, "stunAlertId",
"stun");
}
protected virtual void OnInteractHand() { }
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)

View File

@@ -1,14 +1,14 @@
#nullable enable
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Mobs.Speech
{
[RegisterComponent]
public class SharedEmotingComponent : Component, IActionBlocker
{
private bool _enabled = true;
[DataField("enabled")] private bool _enabled = true;
public override string Name => "Emoting";
public bool Enabled
@@ -23,12 +23,5 @@ namespace Content.Shared.GameObjects.Components.Mobs.Speech
}
bool IActionBlocker.CanEmote() => Enabled;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Enabled, "enabled", true);
}
}
}

View File

@@ -1,7 +1,7 @@
#nullable enable
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Mobs.Speech
{
@@ -11,9 +11,11 @@ namespace Content.Shared.GameObjects.Components.Mobs.Speech
[RegisterComponent]
public class SharedSpeechComponent : Component, IActionBlocker
{
private bool _enabled = true;
public override string Name => "Speech";
[DataField("enabled")]
private bool _enabled = true;
public bool Enabled
{
get => _enabled;
@@ -26,12 +28,5 @@ namespace Content.Shared.GameObjects.Components.Mobs.Speech
}
bool IActionBlocker.CanSpeak() => Enabled;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(this, x => x.Enabled, "enabled", true);
}
}
}

View File

@@ -1,9 +1,10 @@
#nullable enable
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Shared.GameObjects.Components.Mobs.State
{
[ImplicitDataDefinitionForInheritors]
public abstract class BaseMobState : IMobState
{
protected abstract DamageState DamageState { get; }
@@ -34,8 +35,6 @@ namespace Content.Shared.GameObjects.Components.Mobs.State
public virtual void UpdateState(IEntity entity, int threshold) { }
public virtual void ExposeData(ObjectSerializer serializer) { }
public virtual bool CanInteract()
{
return true;

View File

@@ -1,7 +1,6 @@
#nullable enable
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
namespace Content.Shared.GameObjects.Components.Mobs.State
{
@@ -10,7 +9,7 @@ namespace Content.Shared.GameObjects.Components.Mobs.State
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
/// </summary>
public interface IMobState : IExposeData, IActionBlocker
public interface IMobState : IActionBlocker
{
bool IsAlive();

View File

@@ -9,6 +9,7 @@ using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Robust.Shared.GameObjects;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Mobs.State
@@ -29,12 +30,12 @@ namespace Content.Shared.GameObjects.Components.Mobs.State
/// States that this <see cref="SharedMobStateComponent"/> mapped to
/// the amount of damage at which they are triggered.
/// A threshold is reached when the total damage of an entity is equal
/// A threshold is reached when the total damage of an entity is equal
/// to or higher than the int key, but lower than the next threshold.
/// Ordered from lowest to highest.
/// </summary>
[ViewVariables]
private SortedDictionary<int, IMobState> _lowestToHighestStates = default!;
[DataField("thresholds")]
private readonly SortedDictionary<int, IMobState> _lowestToHighestStates = default!;
// TODO Remove Nullability?
[ViewVariables]
@@ -45,20 +46,6 @@ namespace Content.Shared.GameObjects.Components.Mobs.State
public IEnumerable<KeyValuePair<int, IMobState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"thresholds",
new Dictionary<int, IMobState>(),
thresholds =>
{
_lowestToHighestStates = new SortedDictionary<int, IMobState>(thresholds);
},
() => new Dictionary<int, IMobState>(_lowestToHighestStates));
}
protected override void Startup()
{
base.Startup();