Refactor map loading & saving (#34020)

This commit is contained in:
Leon Friedrich
2025-02-16 21:36:35 +11:00
committed by GitHub
39 changed files with 718 additions and 419 deletions

View File

@@ -1,11 +1,9 @@
using System.Linq;
using System.Numerics;
using Content.Server.GameTicking;
using Content.Server.Maps;
using Content.Shared.Administration;
using Robust.Server.Maps;
using Robust.Shared.Console;
using Robust.Shared.ContentPack;
using Robust.Shared.EntitySerialization;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
@@ -25,6 +23,7 @@ namespace Content.Server.Administration.Commands
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
var entityManager = IoCManager.Resolve<IEntityManager>();
var gameTicker = entityManager.EntitySysManager.GetEntitySystem<GameTicker>();
var mapSys = entityManager.EntitySysManager.GetEntitySystem<SharedMapSystem>();
if (args.Length is not (2 or 4 or 5))
{
@@ -32,29 +31,28 @@ namespace Content.Server.Administration.Commands
return;
}
if (prototypeManager.TryIndex<GameMapPrototype>(args[1], out var gameMap))
{
if (!int.TryParse(args[0], out var mapId))
return;
var loadOptions = new MapLoadOptions()
{
LoadMap = false,
};
var stationName = args.Length == 5 ? args[4] : null;
if (args.Length >= 4 && int.TryParse(args[2], out var x) && int.TryParse(args[3], out var y))
{
loadOptions.Offset = new Vector2(x, y);
}
var grids = gameTicker.LoadGameMap(gameMap, new MapId(mapId), loadOptions, stationName);
shell.WriteLine($"Loaded {grids.Count} grids.");
}
else
if (!prototypeManager.TryIndex<GameMapPrototype>(args[1], out var gameMap))
{
shell.WriteError($"The given map prototype {args[0]} is invalid.");
return;
}
if (!int.TryParse(args[0], out var mapId))
return;
var stationName = args.Length == 5 ? args[4] : null;
Vector2? offset = null;
if (args.Length >= 4)
offset = new Vector2(int.Parse(args[2]), int.Parse(args[3]));
var id = new MapId(mapId);
var grids = mapSys.MapExists(id)
? gameTicker.MergeGameMap(gameMap, id, stationName: stationName, offset: offset)
: gameTicker.LoadGameMapWithId(gameMap, id, stationName: stationName, offset: offset);
shell.WriteLine($"Loaded {grids.Count} grids.");
}
public CompletionResult GetCompletion(IConsoleShell shell, string[] args)

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@@ -1,10 +1,10 @@
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Map;
using System.Linq;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Utility;
namespace Content.Server.Administration.Commands;
@@ -48,7 +48,7 @@ public sealed class PersistenceSave : IConsoleCommand
}
var mapLoader = _system.GetEntitySystem<MapLoaderSystem>();
mapLoader.SaveMap(mapId, saveFilePath);
mapLoader.TrySaveMap(mapId, new ResPath(saveFilePath));
shell.WriteLine(Loc.GetString("cmd-savemap-success"));
}
}

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@@ -1,8 +1,7 @@
using Robust.Server.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Administration.Systems;
@@ -11,8 +10,7 @@ namespace Content.Server.Administration.Systems;
/// </summary>
public sealed class AdminTestArenaSystem : EntitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly MetaDataSystem _metaDataSystem = default!;
public const string ArenaMapPath = "/Maps/Test/admin_test_arena.yml";
@@ -28,26 +26,24 @@ public sealed class AdminTestArenaSystem : EntitySystem
{
return (arenaMap, arenaGrid);
}
else
{
ArenaGrid[admin.UserId] = null;
return (arenaMap, null);
}
}
ArenaMap[admin.UserId] = _mapManager.GetMapEntityId(_mapManager.CreateMap());
_metaDataSystem.SetEntityName(ArenaMap[admin.UserId], $"ATAM-{admin.Name}");
var grids = _map.LoadMap(Comp<MapComponent>(ArenaMap[admin.UserId]).MapId, ArenaMapPath);
if (grids.Count != 0)
{
_metaDataSystem.SetEntityName(grids[0], $"ATAG-{admin.Name}");
ArenaGrid[admin.UserId] = grids[0];
}
else
{
ArenaGrid[admin.UserId] = null;
return (arenaMap, null);
}
return (ArenaMap[admin.UserId], ArenaGrid[admin.UserId]);
var path = new ResPath(ArenaMapPath);
if (!_loader.TryLoadMap(path, out var map, out var grids))
throw new Exception($"Failed to load admin arena");
ArenaMap[admin.UserId] = map.Value.Owner;
_metaDataSystem.SetEntityName(map.Value.Owner, $"ATAM-{admin.Name}");
var grid = grids.FirstOrNull();
ArenaGrid[admin.UserId] = grid?.Owner;
if (grid != null)
_metaDataSystem.SetEntityName(grid.Value.Owner, $"ATAG-{admin.Name}");
return (map.Value.Owner, grid?.Owner);
}
}

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@@ -20,7 +20,7 @@ public sealed class DeviceListSystem : SharedDeviceListSystem
SubscribeLocalEvent<DeviceListComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<DeviceListComponent, BeforeBroadcastAttemptEvent>(OnBeforeBroadcast);
SubscribeLocalEvent<DeviceListComponent, BeforePacketSentEvent>(OnBeforePacketSent);
SubscribeLocalEvent<BeforeSaveEvent>(OnMapSave);
SubscribeLocalEvent<BeforeSerializationEvent>(OnMapSave);
}
private void OnShutdown(EntityUid uid, DeviceListComponent component, ComponentShutdown args)
@@ -124,14 +124,14 @@ public sealed class DeviceListSystem : SharedDeviceListSystem
Dirty(list);
}
private void OnMapSave(BeforeSaveEvent ev)
private void OnMapSave(BeforeSerializationEvent ev)
{
List<EntityUid> toRemove = new();
var query = GetEntityQuery<TransformComponent>();
var enumerator = AllEntityQuery<DeviceListComponent, TransformComponent>();
while (enumerator.MoveNext(out var uid, out var device, out var xform))
{
if (xform.MapUid != ev.Map)
if (!ev.MapIds.Contains(xform.MapID))
continue;
foreach (var ent in device.Devices)
@@ -144,7 +144,10 @@ public sealed class DeviceListSystem : SharedDeviceListSystem
continue;
}
if (linkedXform.MapUid == ev.Map)
// This is assuming that **all** of the map is getting saved.
// Which is not necessarily true.
// AAAAAAAAAAAAAA
if (ev.MapIds.Contains(linkedXform.MapID))
continue;
toRemove.Add(ent);

View File

@@ -67,15 +67,18 @@ public sealed class NetworkConfiguratorSystem : SharedNetworkConfiguratorSystem
SubscribeLocalEvent<DeviceListComponent, ComponentRemove>(OnComponentRemoved);
SubscribeLocalEvent<BeforeSaveEvent>(OnMapSave);
SubscribeLocalEvent<BeforeSerializationEvent>(OnMapSave);
}
private void OnMapSave(BeforeSaveEvent ev)
private void OnMapSave(BeforeSerializationEvent ev)
{
var enumerator = AllEntityQuery<NetworkConfiguratorComponent>();
while (enumerator.MoveNext(out var uid, out var conf))
{
if (CompOrNull<TransformComponent>(conf.ActiveDeviceList)?.MapUid != ev.Map)
if (!TryComp(conf.ActiveDeviceList, out TransformComponent? listXform))
continue;
if (!ev.MapIds.Contains(listXform.MapID))
continue;
// The linked device list is (probably) being saved. Make sure that the configurator is also being saved
@@ -83,9 +86,10 @@ public sealed class NetworkConfiguratorSystem : SharedNetworkConfiguratorSystem
// containing a set of all entities that are about to be saved, which would make checking this much easier.
// This is a shitty bandaid, and will force close the UI during auto-saves.
// TODO Map serialization refactor
// I'm refactoring it now and I still dont know what to do
var xform = Transform(uid);
if (xform.MapUid == ev.Map && IsSaveable(uid))
if (ev.MapIds.Contains(xform.MapID) && IsSaveable(uid))
continue;
_uiSystem.CloseUi(uid, NetworkConfiguratorUiKey.Configure);

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@@ -1,4 +1,5 @@
using System.Linq;
using System.Numerics;
using Content.Server.Announcements;
using Content.Server.Discord;
using Content.Server.GameTicking.Events;
@@ -13,10 +14,12 @@ using Content.Shared.Players;
using Content.Shared.Preferences;
using JetBrains.Annotations;
using Prometheus;
using Robust.Server.Maps;
using Robust.Shared.Asynchronous;
using Robust.Shared.Audio;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
@@ -92,9 +95,6 @@ namespace Content.Server.GameTicking
AddGamePresetRules();
DefaultMap = _mapManager.CreateMap();
_mapManager.AddUninitializedMap(DefaultMap);
var maps = new List<GameMapPrototype>();
// the map might have been force-set by something
@@ -132,52 +132,202 @@ namespace Content.Server.GameTicking
// Let game rules dictate what maps we should load.
RaiseLocalEvent(new LoadingMapsEvent(maps));
foreach (var map in maps)
if (maps.Count == 0)
{
var toLoad = DefaultMap;
if (maps[0] != map)
{
// Create other maps for the others since we need to.
toLoad = _mapManager.CreateMap();
_mapManager.AddUninitializedMap(toLoad);
}
_map.CreateMap(out var mapId, runMapInit: false);
DefaultMap = mapId;
return;
}
LoadGameMap(map, toLoad, null);
for (var i = 0; i < maps.Count; i++)
{
LoadGameMap(maps[i], out var mapId);
DebugTools.Assert(!_map.IsInitialized(mapId));
if (i == 0)
DefaultMap = mapId;
}
}
public PreGameMapLoad RaisePreLoad(
GameMapPrototype proto,
DeserializationOptions? opts = null,
Vector2? offset = null,
Angle? rot = null)
{
offset ??= proto.MaxRandomOffset != 0f
? _robustRandom.NextVector2(proto.MaxRandomOffset)
: Vector2.Zero;
rot ??= proto.RandomRotation
? _robustRandom.NextAngle()
: Angle.Zero;
opts ??= DeserializationOptions.Default;
var ev = new PreGameMapLoad(proto, opts.Value, offset.Value, rot.Value);
RaiseLocalEvent(ev);
return ev;
}
/// <summary>
/// Loads a new map, allowing systems interested in it to handle loading events.
/// In the base game, this is required to be used if you want to load a station.
/// This does not initialze maps, unles specified via the <see cref="DeserializationOptions"/>.
/// </summary>
/// <param name="map">Game map prototype to load in.</param>
/// <param name="targetMapId">Map to load into.</param>
/// <param name="loadOptions">Map loading options, includes offset.</param>
/// <remarks>
/// This is basically a wrapper around a <see cref="MapLoaderSystem"/> method that auto generate
/// some <see cref="MapLoadOptions"/> using information in a prototype, and raise some events to allow content
/// to modify the options and react to the map creation.
/// </remarks>
/// <param name="proto">Game map prototype to load in.</param>
/// <param name="mapId">The id of the map that was loaded.</param>
/// <param name="options">Entity loading options, including whether the maps should be initialized.</param>
/// <param name="stationName">Name to assign to the loaded station.</param>
/// <returns>All loaded entities and grids.</returns>
public IReadOnlyList<EntityUid> LoadGameMap(GameMapPrototype map, MapId targetMapId, MapLoadOptions? loadOptions, string? stationName = null)
public IReadOnlyList<EntityUid> LoadGameMap(
GameMapPrototype proto,
out MapId mapId,
DeserializationOptions? options = null,
string? stationName = null,
Vector2? offset = null,
Angle? rot = null)
{
// Okay I specifically didn't set LoadMap here because this is typically called onto a new map.
// whereas the command can also be used on an existing map.
var loadOpts = loadOptions ?? new MapLoadOptions();
var ev = RaisePreLoad(proto, options, offset, rot);
if (map.MaxRandomOffset != 0f)
loadOpts.Offset = _robustRandom.NextVector2(map.MaxRandomOffset);
if (ev.GameMap.IsGrid)
{
var mapUid = _map.CreateMap(out mapId);
if (!_loader.TryLoadGrid(mapId,
ev.GameMap.MapPath,
out var grid,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
}
if (map.RandomRotation)
loadOpts.Rotation = _robustRandom.NextAngle();
_metaData.SetEntityName(mapUid, proto.MapName);
var g = new List<EntityUid> {grid.Value.Owner};
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, g, stationName));
return g;
}
var ev = new PreGameMapLoad(targetMapId, map, loadOpts);
RaiseLocalEvent(ev);
if (!_loader.TryLoadMap(ev.GameMap.MapPath,
out var map,
out var grids,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load game map {ev.GameMap.ID}");
}
var gridIds = _map.LoadMap(targetMapId, ev.GameMap.MapPath.ToString(), ev.Options);
mapId = map.Value.Comp.MapId;
_metaData.SetEntityName(map.Value.Owner, proto.MapName);
var gridUids = grids.Select(x => x.Owner).ToList();
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, gridUids, stationName));
return gridUids;
}
_metaData.SetEntityName(_mapManager.GetMapEntityId(targetMapId), map.MapName);
/// <summary>
/// Variant of <see cref="LoadGameMap"/> that attempts to assign the provided <see cref="MapId"/> to the
/// loaded map.
/// </summary>
public IReadOnlyList<EntityUid> LoadGameMapWithId(
GameMapPrototype proto,
MapId mapId,
DeserializationOptions? opts = null,
string? stationName = null,
Vector2? offset = null,
Angle? rot = null)
{
var ev = RaisePreLoad(proto, opts, offset, rot);
var gridUids = gridIds.ToList();
RaiseLocalEvent(new PostGameMapLoad(map, targetMapId, gridUids, stationName));
if (ev.GameMap.IsGrid)
{
var mapUid = _map.CreateMap(mapId);
if (!_loader.TryLoadGrid(mapId,
ev.GameMap.MapPath,
out var grid,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
}
_metaData.SetEntityName(mapUid, proto.MapName);
var g = new List<EntityUid> {grid.Value.Owner};
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, g, stationName));
return g;
}
if (!_loader.TryLoadMapWithId(
mapId,
ev.GameMap.MapPath,
out var map,
out var grids,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load map");
}
_metaData.SetEntityName(map.Value.Owner, proto.MapName);
var gridUids = grids.Select(x => x.Owner).ToList();
RaiseLocalEvent(new PostGameMapLoad(proto, mapId, gridUids, stationName));
return gridUids;
}
/// <summary>
/// Variant of <see cref="LoadGameMap"/> that loads and then merges a game map onto an existing map.
/// </summary>
public IReadOnlyList<EntityUid> MergeGameMap(
GameMapPrototype proto,
MapId targetMap,
DeserializationOptions? opts = null,
string? stationName = null,
Vector2? offset = null,
Angle? rot = null)
{
// TODO MAP LOADING use a new event?
// This is quite different from the other methods, which will actually create a **new** map.
var ev = RaisePreLoad(proto, opts, offset, rot);
if (ev.GameMap.IsGrid)
{
if (!_loader.TryLoadGrid(targetMap,
ev.GameMap.MapPath,
out var grid,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
}
var g = new List<EntityUid> {grid.Value.Owner};
// TODO MAP LOADING use a new event?
RaiseLocalEvent(new PostGameMapLoad(proto, targetMap, g, stationName));
return g;
}
if (!_loader.TryMergeMap(targetMap,
ev.GameMap.MapPath,
out var grids,
ev.Options,
ev.Offset,
ev.Rotation))
{
throw new Exception($"Failed to load map");
}
var gridUids = grids.Select(x => x.Owner).ToList();
// TODO MAP LOADING use a new event?
RaiseLocalEvent(new PostGameMapLoad(proto, targetMap, gridUids, stationName));
return gridUids;
}
@@ -274,7 +424,7 @@ namespace Content.Server.GameTicking
}
// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
_mapManager.DoMapInitialize(DefaultMap);
_map.InitializeMap(DefaultMap);
SpawnPlayers(readyPlayers, readyPlayerProfiles, force);
@@ -714,21 +864,14 @@ namespace Content.Server.GameTicking
/// You likely want to subscribe to this after StationSystem.
/// </remarks>
[PublicAPI]
public sealed class PreGameMapLoad : EntityEventArgs
public sealed class PreGameMapLoad(GameMapPrototype gameMap, DeserializationOptions options, Vector2 offset, Angle rotation) : EntityEventArgs
{
public readonly MapId Map;
public GameMapPrototype GameMap;
public MapLoadOptions Options;
public PreGameMapLoad(MapId map, GameMapPrototype gameMap, MapLoadOptions options)
{
Map = map;
GameMap = gameMap;
Options = options;
}
public readonly GameMapPrototype GameMap = gameMap;
public DeserializationOptions Options = options;
public Vector2 Offset = offset;
public Angle Rotation = rotation;
}
/// <summary>
/// Event raised after the game loads a given map.
/// </summary>

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@@ -18,6 +18,7 @@ using Robust.Server.GameObjects;
using Robust.Server.GameStates;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Console;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
@@ -48,7 +49,8 @@ namespace Content.Server.GameTicking
[Dependency] private readonly IServerPreferencesManager _prefsManager = default!;
[Dependency] private readonly IServerDbManager _db = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly GhostSystem _ghost = default!;
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly PlayTimeTrackingSystem _playTimeTrackings = default!;

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@@ -20,11 +20,17 @@ public sealed partial class LoadMapRuleComponent : Component
public ProtoId<GameMapPrototype>? GameMap;
/// <summary>
/// A map path to load on a new map.
/// A map to load.
/// </summary>
[DataField]
public ResPath? MapPath;
/// <summary>
/// A grid to load on a new map.
/// </summary>
[DataField]
public ResPath? GridPath;
/// <summary>
/// A <see cref="PreloadedGridPrototype"/> to move to a new map.
/// If there are no instances left nothing is done.

View File

@@ -1,10 +1,14 @@
using System.Linq;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GridPreloader;
using Content.Server.StationEvents.Events;
using Content.Shared.GameTicking.Components;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
@@ -26,29 +30,50 @@ public sealed class LoadMapRuleSystem : StationEventSystem<LoadMapRuleComponent>
return;
}
// grid preloading needs map to init after moving it
var mapUid = _map.CreateMap(out var mapId, runMapInit: comp.PreloadedGrid == null);
Log.Info($"Created map {mapId} for {ToPrettyString(uid):rule}");
MapId mapId;
IReadOnlyList<EntityUid> grids;
if (comp.GameMap != null)
{
// Component has one of three modes, only one of the three fields should ever be populated.
DebugTools.AssertNull(comp.MapPath);
DebugTools.AssertNull(comp.GridPath);
DebugTools.AssertNull(comp.PreloadedGrid);
var gameMap = _prototypeManager.Index(comp.GameMap.Value);
grids = GameTicker.LoadGameMap(gameMap, mapId, new MapLoadOptions());
grids = GameTicker.LoadGameMap(gameMap, out mapId, null);
Log.Info($"Created map {mapId} for {ToPrettyString(uid):rule}");
}
else if (comp.MapPath is {} path)
{
var options = new MapLoadOptions { LoadMap = true };
if (!_mapLoader.TryLoad(mapId, path.ToString(), out var roots, options))
DebugTools.AssertNull(comp.GridPath);
DebugTools.AssertNull(comp.PreloadedGrid);
var opts = DeserializationOptions.Default with {InitializeMaps = true};
if (!_mapLoader.TryLoadMap(path, out var map, out var gridSet, opts))
{
Log.Error($"Failed to load map from {path}!");
Del(mapUid);
ForceEndSelf(uid, rule);
return;
}
grids = roots;
grids = gridSet.Select( x => x.Owner).ToList();
mapId = map.Value.Comp.MapId;
}
else if (comp.GridPath is { } gPath)
{
DebugTools.AssertNull(comp.PreloadedGrid);
// I fucking love it when "map paths" choses to ar
_map.CreateMap(out mapId);
var opts = DeserializationOptions.Default with {InitializeMaps = true};
if (!_mapLoader.TryLoadGrid(mapId, gPath, out var grid, opts))
{
Log.Error($"Failed to load grid from {gPath}!");
ForceEndSelf(uid, rule);
return;
}
grids = new List<EntityUid> {grid.Value.Owner};
}
else if (comp.PreloadedGrid is {} preloaded)
{
@@ -56,11 +81,11 @@ public sealed class LoadMapRuleSystem : StationEventSystem<LoadMapRuleComponent>
if (!_gridPreloader.TryGetPreloadedGrid(preloaded, out var loadedShuttle))
{
Log.Error($"Failed to get a preloaded grid with {preloaded}!");
Del(mapUid);
ForceEndSelf(uid, rule);
return;
}
var mapUid = _map.CreateMap(out mapId, runMapInit: false);
_transform.SetParent(loadedShuttle.Value, mapUid);
grids = new List<EntityUid>() { loadedShuttle.Value };
_map.InitializeMap(mapUid);
@@ -68,7 +93,6 @@ public sealed class LoadMapRuleSystem : StationEventSystem<LoadMapRuleComponent>
else
{
Log.Error($"No valid map prototype or map path associated with the rule {ToPrettyString(uid)}");
Del(mapUid);
ForceEndSelf(uid, rule);
return;
}

View File

@@ -3,7 +3,6 @@ using Content.Shared.CCVar;
using Content.Shared.GridPreloader.Prototypes;
using Content.Shared.GridPreloader.Systems;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
@@ -13,6 +12,7 @@ using System.Numerics;
using Content.Server.GameTicking;
using Content.Shared.GameTicking;
using JetBrains.Annotations;
using Robust.Shared.EntitySerialization.Systems;
namespace Content.Server.GridPreloader;
public sealed class GridPreloaderSystem : SharedGridPreloaderSystem
@@ -72,23 +72,13 @@ public sealed class GridPreloaderSystem : SharedGridPreloaderSystem
{
for (var i = 0; i < proto.Copies; i++)
{
var options = new MapLoadOptions
if (!_mapLoader.TryLoadGrid(mapId, proto.Path, out var grid))
{
LoadMap = false,
};
if (!_mapLoader.TryLoad(mapId, proto.Path.ToString(), out var roots, options))
Log.Error($"Failed to preload grid prototype {proto.ID}");
continue;
}
// only supports loading maps with one grid.
if (roots.Count != 1)
continue;
var gridUid = roots[0];
// gets grid + also confirms that the root we loaded is actually a grid
if (!TryComp<MapGridComponent>(gridUid, out var mapGrid))
continue;
var (gridUid, mapGrid) = grid.Value;
if (!TryComp<PhysicsComponent>(gridUid, out var physics))
continue;

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@@ -3,12 +3,13 @@ using Content.Server.Administration;
using Content.Server.GameTicking;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.ContentPack;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Utility;
namespace Content.Server.Mapping
{
@@ -91,8 +92,9 @@ namespace Content.Server.Mapping
}
else
{
var loadOptions = new MapLoadOptions {StoreMapUids = true};
_entities.System<MapLoaderSystem>().TryLoad(mapId, args[1], out _, loadOptions);
var path = new ResPath(args[1]);
var opts = new DeserializationOptions {StoreYamlUids = true};
_entities.System<MapLoaderSystem>().TryLoadMapWithId(mapId, path, out _, out _, opts);
}
// was the map actually created or did it fail somehow?

View File

@@ -4,6 +4,8 @@ using Content.Shared.Administration;
using Content.Shared.Mapping;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Serialization;
@@ -21,6 +23,7 @@ public sealed class MappingManager : IPostInjectInit
[Dependency] private readonly IServerNetManager _net = default!;
[Dependency] private readonly IPlayerManager _players = default!;
[Dependency] private readonly IEntitySystemManager _systems = default!;
[Dependency] private readonly IEntityManager _ent = default!;
private ISawmill _sawmill = default!;
private ZStdCompressionContext _zstd = default!;
@@ -45,14 +48,14 @@ public sealed class MappingManager : IPostInjectInit
if (!_players.TryGetSessionByChannel(message.MsgChannel, out var session) ||
!_admin.IsAdmin(session, true) ||
!_admin.HasAdminFlag(session, AdminFlags.Host) ||
session.AttachedEntity is not { } player)
!_ent.TryGetComponent(session.AttachedEntity, out TransformComponent? xform) ||
xform.MapUid is not {} mapUid)
{
return;
}
var mapId = _systems.GetEntitySystem<TransformSystem>().GetMapCoordinates(player).MapId;
var mapEntity = _map.GetMapEntityIdOrThrow(mapId);
var data = _systems.GetEntitySystem<MapLoaderSystem>().GetSaveData(mapEntity);
var sys = _systems.GetEntitySystem<MapLoaderSystem>();
var data = sys.SerializeEntitiesRecursive([mapUid]).Node;
var document = new YamlDocument(data.ToYaml());
var stream = new YamlStream { document };
var writer = new StringWriter();

View File

@@ -3,10 +3,10 @@ using Content.Server.Administration;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.ContentPack;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -23,7 +23,7 @@ public sealed class MappingSystem : EntitySystem
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IResourceManager _resMan = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
// Not a comp because I don't want to deal with this getting saved onto maps ever
/// <summary>
@@ -78,7 +78,7 @@ public sealed class MappingSystem : EntitySystem
var path = Path.Combine(saveDir, $"{DateTime.Now.ToString("yyyy-M-dd_HH.mm.ss")}-AUTO.yml");
_currentlyAutosaving[map] = (CalculateNextTime(), name);
Log.Info($"Autosaving map {name} ({map}) to {path}. Next save in {ReadableTimeLeft(map)} seconds.");
_map.SaveMap(map, path);
_loader.TrySaveMap(map, new ResPath(path));
}
}

View File

@@ -25,6 +25,11 @@ public sealed partial class GameMapPrototype : IPrototype
[DataField]
public float MaxRandomOffset = 1000f;
/// <summary>
/// Turns out some of the map files are actually secretly grids. Excellent. I love map loading code.
/// </summary>
[DataField] public bool IsGrid;
[DataField]
public bool RandomRotation = true;

View File

@@ -2,8 +2,8 @@
using System.IO;
using System.Linq;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.ContentPack;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map.Events;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Markdown;

View File

@@ -1,11 +1,11 @@
using System.Linq;
using Content.Server.Administration;
using Content.Shared.Administration;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Console;
using Robust.Shared.ContentPack;
using Robust.Shared.Map;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Components;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Utility;
namespace Content.Server.Maps;
@@ -17,8 +17,8 @@ namespace Content.Server.Maps;
public sealed class ResaveCommand : LocalizedCommands
{
[Dependency] private readonly IEntityManager _entManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IResourceManager _res = default!;
[Dependency] private readonly ILogManager _log = default!;
public override string Command => "resave";
@@ -26,32 +26,56 @@ public sealed class ResaveCommand : LocalizedCommands
{
var loader = _entManager.System<MapLoaderSystem>();
foreach (var fn in _res.ContentFindFiles(new ResPath("/Maps/")))
var opts = MapLoadOptions.Default with
{
var mapId = _mapManager.CreateMap();
_mapManager.AddUninitializedMap(mapId);
loader.Load(mapId, fn.ToString(), new MapLoadOptions()
DeserializationOptions = DeserializationOptions.Default with
{
StoreMapUids = true,
LoadMap = true,
});
StoreYamlUids = true,
LogOrphanedGrids = false
}
};
var log = _log.GetSawmill(Command);
var files = _res.ContentFindFiles(new ResPath("/Maps/")).ToList();
for (var i = 0; i < files.Count; i++)
{
var fn = files[i];
log.Info($"Re-saving file {i}/{files.Count} : {fn}");
if (!loader.TryLoadGeneric(fn, out var result, opts))
continue;
if (result.Maps.Count != 1)
{
shell.WriteError(
$"Multi-map or multi-grid files like {fn} are not yet supported by the {Command} command");
loader.Delete(result);
continue;
}
var map = result.Maps.First();
// Process deferred component removals.
_entManager.CullRemovedComponents();
var mapUid = _mapManager.GetMapEntityId(mapId);
var mapXform = _entManager.GetComponent<TransformComponent>(mapUid);
if (_entManager.HasComponent<LoadedMapComponent>(mapUid) || mapXform.ChildCount != 1)
if (_entManager.HasComponent<LoadedMapComponent>(map))
{
loader.SaveMap(mapId, fn.ToString());
loader.TrySaveMap(map.Comp.MapId, fn);
}
else if (mapXform.ChildEnumerator.MoveNext(out var child))
else if (result.Grids.Count == 1)
{
loader.Save(child, fn.ToString());
loader.TrySaveGrid(result.Grids.First(), fn);
}
else
{
shell.WriteError($"Failed to resave {fn}");
}
_mapManager.DeleteMap(mapId);
loader.Delete(result);
}
shell.WriteLine($"Resaved all maps");
}
}

View File

@@ -15,10 +15,13 @@ using Robust.Server.GameObjects;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.Procedural;
@@ -173,14 +176,18 @@ public sealed partial class DungeonSystem : SharedDungeonSystem
return Transform(uid).MapID;
}
var mapId = _mapManager.CreateMap();
_mapManager.AddUninitializedMap(mapId);
_loader.Load(mapId, proto.AtlasPath.ToString());
var mapUid = _mapManager.GetMapEntityId(mapId);
_mapManager.SetMapPaused(mapId, true);
comp = AddComp<DungeonAtlasTemplateComponent>(mapUid);
var opts = new MapLoadOptions
{
DeserializationOptions = DeserializationOptions.Default with {PauseMaps = true},
ExpectedCategory = FileCategory.Map
};
if (!_loader.TryLoadGeneric(proto.AtlasPath, out var res, opts) || !res.Maps.TryFirstOrNull(out var map))
throw new Exception($"Failed to load dungeon template.");
comp = AddComp<DungeonAtlasTemplateComponent>(map.Value.Owner);
comp.Path = proto.AtlasPath;
return mapId;
return map.Value.Comp.MapId;
}
/// <summary>

View File

@@ -6,7 +6,6 @@ using Content.Shared.Mobs.Components;
using Content.Shared.Procedural;
using Content.Shared.Radio;
using Content.Shared.Salvage.Magnet;
using Robust.Server.Maps;
using Robust.Shared.Exceptions;
using Robust.Shared.Map;
@@ -291,15 +290,10 @@ public sealed partial class SalvageSystem
case SalvageOffering wreck:
var salvageProto = wreck.SalvageMap;
var opts = new MapLoadOptions
{
Offset = new Vector2(0, 0)
};
if (!_map.TryLoad(salvMapXform.MapID, salvageProto.MapPath.ToString(), out _, opts))
if (!_loader.TryLoadGrid(salvMapXform.MapID, salvageProto.MapPath, out _))
{
Report(magnet, MagnetChannel, "salvage-system-announcement-spawn-debris-disintegrated");
_mapManager.DeleteMap(salvMapXform.MapID);
_mapSystem.DeleteMap(salvMapXform.MapID);
return;
}

View File

@@ -1,38 +1,23 @@
using System.Linq;
using System.Numerics;
using Content.Server.Cargo.Systems;
using Content.Server.Construction;
using Content.Server.GameTicking;
using Content.Server.Radio.EntitySystems;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Radio;
using Content.Shared.Salvage;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server.Chat.Managers;
using Content.Server.Gravity;
using Content.Server.Parallax;
using Content.Server.Procedural;
using Content.Server.Shuttles.Systems;
using Content.Server.Station.Systems;
using Content.Shared.CCVar;
using Content.Shared.Construction.EntitySystems;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Content.Shared.Tools.Components;
using Robust.Server.Maps;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map.Components;
using Robust.Shared.Timing;
using Content.Server.Labels;
using Robust.Shared.EntitySerialization.Systems;
namespace Content.Server.Salvage
{
@@ -50,7 +35,7 @@ namespace Content.Server.Salvage
[Dependency] private readonly DungeonSystem _dungeon = default!;
[Dependency] private readonly GravitySystem _gravity = default!;
[Dependency] private readonly LabelSystem _labelSystem = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly RadioSystem _radioSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;

View File

@@ -30,11 +30,13 @@ using Robust.Server.GameObjects;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
namespace Content.Server.Shuttles.Systems;
@@ -512,15 +514,13 @@ public sealed class ArrivalsSystem : EntitySystem
private void SetupArrivalsStation()
{
var mapUid = _mapSystem.CreateMap(out var mapId, false);
_metaData.SetEntityName(mapUid, Loc.GetString("map-name-terminal"));
if (!_loader.TryLoad(mapId, _cfgManager.GetCVar(CCVars.ArrivalsMap), out var uids))
{
var path = new ResPath(_cfgManager.GetCVar(CCVars.ArrivalsMap));
if (!_loader.TryLoadMap(path, out var map, out var grids))
return;
}
foreach (var id in uids)
_metaData.SetEntityName(map.Value, Loc.GetString("map-name-terminal"));
foreach (var id in grids)
{
EnsureComp<ArrivalsSourceComponent>(id);
EnsureComp<ProtectedGridComponent>(id);
@@ -531,15 +531,15 @@ public sealed class ArrivalsSystem : EntitySystem
if (_cfgManager.GetCVar(CCVars.ArrivalsPlanet))
{
var template = _random.Pick(_arrivalsBiomeOptions);
_biomes.EnsurePlanet(mapUid, _protoManager.Index(template));
_biomes.EnsurePlanet(map.Value, _protoManager.Index(template));
var restricted = new RestrictedRangeComponent
{
Range = 32f
};
AddComp(mapUid, restricted);
AddComp(map.Value, restricted);
}
_mapSystem.InitializeMap(mapId);
_mapSystem.InitializeMap(map.Value.Comp.MapId);
// Handle roundstart stations.
var query = AllEntityQuery<StationArrivalsComponent>();
@@ -600,9 +600,9 @@ public sealed class ArrivalsSystem : EntitySystem
var dummpMapEntity = _mapSystem.CreateMap(out var dummyMapId);
if (TryGetArrivals(out var arrivals) &&
_loader.TryLoad(dummyMapId, component.ShuttlePath.ToString(), out var shuttleUids))
_loader.TryLoadGrid(dummyMapId, component.ShuttlePath, out var shuttle))
{
component.Shuttle = shuttleUids[0];
component.Shuttle = shuttle.Value;
var shuttleComp = Comp<ShuttleComponent>(component.Shuttle);
var arrivalsComp = EnsureComp<ArrivalsShuttleComponent>(component.Shuttle);
arrivalsComp.Station = uid;

View File

@@ -29,10 +29,9 @@ using Content.Shared.Shuttles.Events;
using Content.Shared.Tag;
using Content.Shared.Tiles;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Robust.Shared.Random;
@@ -60,7 +59,7 @@ public sealed partial class EmergencyShuttleSystem : EntitySystem
[Dependency] private readonly DockingSystem _dock = default!;
[Dependency] private readonly IdCardSystem _idSystem = default!;
[Dependency] private readonly NavMapSystem _navMap = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _loader = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly RoundEndSystem _roundEnd = default!;
@@ -531,10 +530,11 @@ public sealed partial class EmergencyShuttleSystem : EntitySystem
}
var map = _mapSystem.CreateMap(out var mapId);
var grid = _map.LoadGrid(mapId, component.Map.ToString(), new MapLoadOptions()
if (!_loader.TryLoadGrid(mapId, component.Map, out var grid))
{
LoadMap = false,
});
Log.Error($"Failed to set up centcomm grid!");
return;
}
if (!Exists(map))
{
@@ -608,15 +608,11 @@ public sealed partial class EmergencyShuttleSystem : EntitySystem
// Load escape shuttle
var shuttlePath = ent.Comp1.EmergencyShuttlePath;
var shuttle = _map.LoadGrid(map.MapId, shuttlePath.ToString(), new MapLoadOptions()
{
if (!_loader.TryLoadGrid(map.MapId,
shuttlePath,
out var shuttle,
// Should be far enough... right? I'm too lazy to bounds check CentCom rn.
Offset = new Vector2(500f + ent.Comp2.ShuttleIndex, 0f),
// fun fact: if you just fucking yeet centcomm into nullspace anytime you try to spawn the shuttle, then any distance is far enough. so lets not do that
LoadMap = false,
});
if (shuttle == null)
offset: new Vector2(500f + ent.Comp2.ShuttleIndex, 0f)))
{
Log.Error($"Unable to spawn emergency shuttle {shuttlePath} for {ToPrettyString(ent)}");
return;

View File

@@ -72,17 +72,15 @@ public sealed partial class ShuttleSystem
_mapSystem.CreateMap(out var mapId);
if (_loader.TryLoad(mapId, component.Path.ToString(), out var ent) && ent.Count > 0)
if (_loader.TryLoadGrid(mapId, component.Path, out var ent))
{
if (HasComp<ShuttleComponent>(ent[0]))
{
TryFTLProximity(ent[0], targetGrid.Value);
}
if (HasComp<ShuttleComponent>(ent))
TryFTLProximity(ent.Value, targetGrid.Value);
_station.AddGridToStation(uid, ent[0]);
_station.AddGridToStation(uid, ent.Value);
}
_mapManager.DeleteMap(mapId);
_mapSystem.DeleteMap(mapId);
}
private bool TryDungeonSpawn(Entity<MapGridComponent?> targetGrid, DungeonSpawnGroup group, out EntityUid spawned)
@@ -143,20 +141,18 @@ public sealed partial class ShuttleSystem
var path = paths[^1];
paths.RemoveAt(paths.Count - 1);
if (_loader.TryLoad(mapId, path.ToString(), out var ent) && ent.Count == 1)
if (_loader.TryLoadGrid(mapId, path, out var grid))
{
if (HasComp<ShuttleComponent>(ent[0]))
{
TryFTLProximity(ent[0], targetGrid);
}
if (HasComp<ShuttleComponent>(grid))
TryFTLProximity(grid.Value, targetGrid);
if (group.NameGrid)
{
var name = path.FilenameWithoutExtension;
_metadata.SetEntityName(ent[0], name);
_metadata.SetEntityName(grid.Value, name);
}
spawned = ent[0];
spawned = grid.Value;
return true;
}
@@ -227,7 +223,7 @@ public sealed partial class ShuttleSystem
}
}
_mapManager.DeleteMap(mapId);
_mapSystem.DeleteMap(mapId);
}
private void OnGridFillMapInit(EntityUid uid, GridFillComponent component, MapInitEvent args)
@@ -246,23 +242,22 @@ public sealed partial class ShuttleSystem
_mapSystem.CreateMap(out var mapId);
var valid = false;
if (_loader.TryLoad(mapId, component.Path.ToString(), out var ent) &&
ent.Count == 1 &&
TryComp(ent[0], out TransformComponent? shuttleXform))
if (_loader.TryLoadGrid(mapId, component.Path, out var grid))
{
var escape = GetSingleDock(ent[0]);
var escape = GetSingleDock(grid.Value);
if (escape != null)
{
var config = _dockSystem.GetDockingConfig(ent[0], xform.GridUid.Value, escape.Value.Entity, escape.Value.Component, uid, dock);
var config = _dockSystem.GetDockingConfig(grid.Value, xform.GridUid.Value, escape.Value.Entity, escape.Value.Component, uid, dock);
if (config != null)
{
FTLDock((ent[0], shuttleXform), config);
var shuttleXform = Transform(grid.Value);
FTLDock((grid.Value, shuttleXform), config);
if (TryComp<StationMemberComponent>(xform.GridUid, out var stationMember))
{
_station.AddGridToStation(stationMember.Station, ent[0]);
_station.AddGridToStation(stationMember.Station, grid.Value);
}
valid = true;
@@ -273,11 +268,11 @@ public sealed partial class ShuttleSystem
{
var compType = compReg.Component.GetType();
if (HasComp(ent[0], compType))
if (HasComp(grid.Value, compType))
continue;
var comp = _factory.GetComponent(compType);
AddComp(ent[0], comp, true);
AddComp(grid.Value, comp, true);
}
}
@@ -286,7 +281,7 @@ public sealed partial class ShuttleSystem
Log.Error($"Error loading gridfill dock for {ToPrettyString(uid)} / {component.Path}");
}
_mapManager.DeleteMap(mapId);
_mapSystem.DeleteMap(mapId);
}
private (EntityUid Entity, DockingComponent Component)? GetSingleDock(EntityUid uid)

View File

@@ -17,6 +17,7 @@ using Robust.Server.GameStates;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;