Files
OldThink/Content.Shared/Decals/SharedDecalSystem.cs
Jabak 9f00d4b9aa Upstream (#148)
* Content changes for engine delta-state PR (#28134)

* Update GasTileOverlayState

* Update DecalGridState

* Update NavMapState

* poke

* poke2

* poke3

* Poke dem tests

* Update engine to v223.0.0 (#28239)

* Update RobustToolbox

* Improve InteractionSystem range & BUI checks (#27999)

* Improve InteractionSystem range & BUI checks

* Ghost fixes

* AAA

* Fix test

* fix nullable

* revert to broadcast event

* Fixes for eengine PR

* Ah buckle code

* )

* Update engine to v223.0.0

* Update engine to v223.1.0

* Update engine to v223.1.1

* Hotfix for crashes from bad item names (#28256)

* Fix weapon error logs (#28264)

* Update engine to v223.1.2 (#28273)

* Update RobustToolbox

* Update RobustToolbox

* Fix dud modular grenade visuals (#28265)

* Fix not networking whitelist and blacklist in storage component (#28238)

* fix id card console not updating records (#28237)

* fix id card console not updating records

* test

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Remove the network tab (#28231)

It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command.

* antag objective issuing refactor (#28216)

* add AntagObjectives from GenericAntag

* add AntagRandomObjectives that traitor and thief can use

* make ObjectivesSystem use initial character name which AntagSelection passes

* make thief and traitor use AntagRandomObjectives

* remove now unused locale

* make sleeper agents rule use baseTraitorRule

* restore dragon rule oop

* bandaid for genericantag

* real

* typo

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Co-authored-by: deltanedas <@deltanedas:kde.org>

* move nukie profile loading into its own rule (#28208)

* move profile loading out of nukeops rule

* make BaseNukeopsRule and use AntagLoadProfileRule

* untroll

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Co-authored-by: deltanedas <@deltanedas:kde.org>

* fix antagSelect

* Objects ordered through cargo system shouldn't start anchored (#28115)

* Order normal space heater instead of anchored variant

* Make sure ordered objects don't spawn anchored

* Order space heater flatpack instead of a regular space heater

* Remove obsolete TODO

* Remove unnecessary name

---------

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Move PendingZombieComponent to Shared (#28143)

* Move PendingZombieComponent to Shared

* network me boy

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Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Make it possible to hide full health bars below a total damage threshold (#28127)

* Make it possible to hide full health bars below a total damage threshold

* Fix not setting state

* Fix storage UI interactions (#28291)

* Fix storage UI interactions

* Add VV support

* Fix stripping not marking interactions as handled (#28292)

* Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293)

* Fix hypodarts not injecting with people that have ANY outerclothing (#28301)

Update darts.yml

* fix borg ui mispredict opening (#28305)

move borg ui junk to shared

* Add loadout group check (#28311)

Forgot to add it back in one of the rewrites.

* fix mirror server crashes (#28318)

* Remove bogus C# finalizers (#28315)

Begging people to learn how this programming language works before throwing random syntax into a file.

None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine.

* Cleans up some entity-related spawnmenu stuff (#28234)

* cleans up a lot of stuff in the spawnmenu

* skibidi dode

* spawners update

* Revert "spawners update"

This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0.

* fix antag selection being evil (#28197)

* fix antag selection being evil

* fix test

* untroll the other tests

* remove role timer troll

* Allow tests to modify antag preferences

* Fix antag selection

* Misc test fixes

* Add AntagPreferenceTest

* Fix lazy mistakes

* Test cleanup

* Try stop players in lobbies from being assigned mid-round antags

* ranting

* I am going insane

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>

* Revert "fix mirror server crashes (#28318)"

This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be.

* fix

* Update engine to 223.2.0 (#28329)

* Update RobustToolbox

* Update RobustToolbox

---------

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Vasilis <vasilis@pikachu.systems>
Co-authored-by: eoineoineoin <github@eoinrul.es>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2024-10-22 20:47:03 +03:00

152 lines
5.6 KiB
C#

using System.Collections;
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
using Robust.Shared.GameStates;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using static Content.Shared.Decals.DecalGridComponent;
namespace Content.Shared.Decals
{
public abstract class SharedDecalSystem : EntitySystem
{
[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
[Dependency] protected readonly IMapManager MapManager = default!;
protected bool PvsEnabled;
// Note that this constant is effectively baked into all map files, because of how they save the grid decal component.
// So if this ever needs changing, the maps need converting.
public const int ChunkSize = 32;
public static Vector2i GetChunkIndices(Vector2 coordinates) => new ((int) Math.Floor(coordinates.X / ChunkSize), (int) Math.Floor(coordinates.Y / ChunkSize));
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GridInitializeEvent>(OnGridInitialize);
SubscribeLocalEvent<DecalGridComponent, ComponentStartup>(OnCompStartup);
SubscribeLocalEvent<DecalGridComponent, ComponentGetState>(OnGetState);
}
private void OnGetState(EntityUid uid, DecalGridComponent component, ref ComponentGetState args)
{
if (PvsEnabled && !args.ReplayState)
return;
// Should this be a full component state or a delta-state?
if (args.FromTick <= component.CreationTick || args.FromTick <= component.ForceTick)
{
args.State = new DecalGridState(component.ChunkCollection.ChunkCollection);
return;
}
var data = new Dictionary<Vector2i, DecalChunk>();
foreach (var (index, chunk) in component.ChunkCollection.ChunkCollection)
{
if (chunk.LastModified >= args.FromTick)
data[index] = chunk;
}
args.State = new DecalGridDeltaState(data, new(component.ChunkCollection.ChunkCollection.Keys));
}
private void OnGridInitialize(GridInitializeEvent msg)
{
EnsureComp<DecalGridComponent>(msg.EntityUid);
}
private void OnCompStartup(EntityUid uid, DecalGridComponent component, ComponentStartup args)
{
foreach (var (indices, decals) in component.ChunkCollection.ChunkCollection)
{
foreach (var decalUid in decals.Decals.Keys)
{
component.DecalIndex[decalUid] = indices;
}
}
// This **shouldn't** be required, but just in case we ever get entity prototypes that have decal grids, we
// need to ensure that we send an initial full state to players.
Dirty(uid, component);
}
protected Dictionary<Vector2i, DecalChunk>? ChunkCollection(EntityUid gridEuid, DecalGridComponent? comp = null)
{
if (!Resolve(gridEuid, ref comp))
return null;
return comp.ChunkCollection.ChunkCollection;
}
protected virtual void DirtyChunk(EntityUid id, Vector2i chunkIndices, DecalChunk chunk) {}
// internal, so that client/predicted code doesn't accidentally remove decals. There is a public server-side function.
protected bool RemoveDecalInternal(EntityUid gridId, uint decalId, [NotNullWhen(true)] out Decal? removed, DecalGridComponent? component = null)
{
removed = null;
if (!Resolve(gridId, ref component))
return false;
if (!component.DecalIndex.Remove(decalId, out var indices)
|| !component.ChunkCollection.ChunkCollection.TryGetValue(indices, out var chunk)
|| !chunk.Decals.Remove(decalId, out removed))
{
return false;
}
if (chunk.Decals.Count == 0)
component.ChunkCollection.ChunkCollection.Remove(indices);
DirtyChunk(gridId, indices, chunk);
OnDecalRemoved(gridId, decalId, component, indices, chunk);
return true;
}
protected virtual void OnDecalRemoved(EntityUid gridId, uint decalId, DecalGridComponent component, Vector2i indices, DecalChunk chunk)
{
// used by client-side overlay code
}
public virtual HashSet<(uint Index, Decal Decal)> GetDecalsInRange(EntityUid gridId, Vector2 position, float distance = 0.75f, Func<Decal, bool>? validDelegate = null)
{
// NOOP on client atm.
return new HashSet<(uint Index, Decal Decal)>();
}
public virtual bool RemoveDecal(EntityUid gridId, uint decalId, DecalGridComponent? component = null)
{
// NOOP on client atm.
return true;
}
}
/// <summary>
/// Sent by clients to request that a decal is placed on the server.
/// </summary>
[Serializable, NetSerializable]
public sealed class RequestDecalPlacementEvent : EntityEventArgs
{
public Decal Decal;
public NetCoordinates Coordinates;
public RequestDecalPlacementEvent(Decal decal, NetCoordinates coordinates)
{
Decal = decal;
Coordinates = coordinates;
}
}
[Serializable, NetSerializable]
public sealed class RequestDecalRemovalEvent : EntityEventArgs
{
public NetCoordinates Coordinates;
public RequestDecalRemovalEvent(NetCoordinates coordinates)
{
Coordinates = coordinates;
}
}
}