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using System.Collections.Generic ;
using System.Linq ;
using Content.Server.Database ;
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using Content.Shared.GameTicking ;
Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
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using Content.Shared.Humanoid ;
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using Content.Shared.Preferences ;
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using Content.Shared.Preferences.Loadouts ;
using Content.Shared.Preferences.Loadouts.Effects ;
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using Microsoft.Data.Sqlite ;
using Microsoft.EntityFrameworkCore ;
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using Robust.Shared.Configuration ;
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using Robust.Shared.Enums ;
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using Robust.Shared.Log ;
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using Robust.Shared.Maths ;
using Robust.Shared.Network ;
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using Robust.UnitTesting ;
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namespace Content.IntegrationTests.Tests.Preferences
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{
[TestFixture]
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public sealed class ServerDbSqliteTests
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{
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[TestPrototypes]
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private const string Prototypes = @ "
- type : dataset
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id : sqlite_test_names_first_male
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values :
- Aaden
- type : dataset
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id : sqlite_test_names_first_female
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values :
- Aaliyah
- type : dataset
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id : sqlite_test_names_last
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values :
- Ackerley ";
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private static HumanoidCharacterProfile CharlieCharlieson ( )
{
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return new ( )
{
Name = "Charlie Charlieson" ,
FlavorText = "The biggest boy around." ,
Species = "Human" ,
Age = 21 ,
Appearance = new (
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"Afro" ,
Color . Aqua ,
"Shaved" ,
Color . Aquamarine ,
Color . Azure ,
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Color . Beige ,
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new ( ) )
} ;
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}
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private static ServerDbSqlite GetDb ( RobustIntegrationTest . ServerIntegrationInstance server )
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{
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var cfg = server . ResolveDependency < IConfigurationManager > ( ) ;
var opsLog = server . ResolveDependency < ILogManager > ( ) . GetSawmill ( "db.ops" ) ;
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var builder = new DbContextOptionsBuilder < SqliteServerDbContext > ( ) ;
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var conn = new SqliteConnection ( "Data Source=:memory:" ) ;
conn . Open ( ) ;
builder . UseSqlite ( conn ) ;
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return new ServerDbSqlite ( ( ) = > builder . Options , true , cfg , true , opsLog ) ;
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}
[Test]
public async Task TestUserDoesNotExist ( )
{
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var pair = await PoolManager . GetServerClient ( ) ;
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var db = GetDb ( pair . Server ) ;
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// Database should be empty so a new GUID should do it.
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Assert . That ( await db . GetPlayerPreferencesAsync ( NewUserId ( ) ) , Is . Null ) ;
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await pair . CleanReturnAsync ( ) ;
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}
[Test]
public async Task TestInitPrefs ( )
{
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var pair = await PoolManager . GetServerClient ( ) ;
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var db = GetDb ( pair . Server ) ;
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var username = new NetUserId ( new Guid ( "640bd619-fc8d-4fe2-bf3c-4a5fb17d6ddd" ) ) ;
const int slot = 0 ;
var originalProfile = CharlieCharlieson ( ) ;
await db . InitPrefsAsync ( username , originalProfile ) ;
var prefs = await db . GetPlayerPreferencesAsync ( username ) ;
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Assert . That ( prefs . Characters . Single ( p = > p . Key = = slot ) . Value . MemberwiseEquals ( originalProfile ) ) ;
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await pair . CleanReturnAsync ( ) ;
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}
[Test]
public async Task TestDeleteCharacter ( )
{
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var pair = await PoolManager . GetServerClient ( ) ;
var server = pair . Server ;
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var db = GetDb ( server ) ;
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var username = new NetUserId ( new Guid ( "640bd619-fc8d-4fe2-bf3c-4a5fb17d6ddd" ) ) ;
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await db . InitPrefsAsync ( username , new HumanoidCharacterProfile ( ) ) ;
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await db . SaveCharacterSlotAsync ( username , CharlieCharlieson ( ) , 1 ) ;
await db . SaveSelectedCharacterIndexAsync ( username , 1 ) ;
await db . SaveCharacterSlotAsync ( username , null , 1 ) ;
var prefs = await db . GetPlayerPreferencesAsync ( username ) ;
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Assert . That ( ! prefs . Characters . Any ( p = > p . Key ! = 0 ) ) ;
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await pair . CleanReturnAsync ( ) ;
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}
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[Test]
public async Task TestNoPendingDatabaseChanges ( )
{
var pair = await PoolManager . GetServerClient ( ) ;
var server = pair . Server ;
var db = GetDb ( server ) ;
Assert . That ( async ( ) = > await db . HasPendingModelChanges ( ) , Is . False ,
"The database has pending model changes. Add a new migration to apply them. See https://learn.microsoft.com/en-us/ef/core/managing-schemas/migrations" ) ;
await pair . CleanReturnAsync ( ) ;
}
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private static NetUserId NewUserId ( )
{
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return new ( Guid . NewGuid ( ) ) ;
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}
}
}