Files
wwdpublic/Content.Server/Mapping/MappingSystem.cs
SimpleStation14 cc41b00757 Mirror: Unify Content's EntitySystem logging (#240)
## Mirror of PR #26216: [Unify `Content`'s `EntitySystem`
logging](https://github.com/space-wizards/space-station-14/pull/26216)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `eeaea6c25b496106eb741e93738f2ab8503949ba`

PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-17 20:05:08 UTC

---

PR changed 13 files with 43 additions and 82 deletions.

The PR had the following labels:
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
> 
> ## About the PR
> <!-- What did you change in this PR? -->
> Log things via `Log` with generated sawmill name rather than an
explicitly set one for all Content `EntitySystem`s, except the ones with
`Rule`s. In all cases the explicit `_sawmill` was redundant.
> 
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> - Bringing consistency to logs (all logs originating from
`EntitySystem` should be recognizible in the logs `system.something`).
> - Logs' sawmills match system class name to assist with debugging.
> - Less likelihood of someone building a new `EntitySystem` to
copy-paste the unnecessary `_sawmill` and instaed use the appropriate
inherited `Log` instead.
> 
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> This addresses **_just_** `Content`'s `EntitySystem`s.
> 
> `GameRuleSystem` **and all classes inheriting from it are excluded.**
I want to include both the calling system name and the rule name in the
sawmill name - this however requires engine changes. I thus opted to cut
out that part and made this a `Content`-only PR.
> 
> Also, even with the rule changes, the `GameRule`s themselves will be
excluded pending antag refactor, because currently they are a _hot-hot_
mess and I'm sure it's preferable by everyone for me to wait for it to
cool down before introducing merge conflicts unnecessarily.
> 
> Log Sawmill changes:
> **System class | current master sawmill | this PR's sawmill**
> `VaporSystem.cs`: `vapor` -> `system.vapor`
> `DeviceListSystem.cs`: `devicelist` -> `system.device_list`
> `ForensicScannerSystem.cs`: `forensic.scanner` ->
`system.forensic_scanner`
> `MappingSystem.cs`: `autosave` -> `system.mapping`
> `MechSystem.cs`: `mech` -> `system.mech`
> `LagCompensationSystem.cs`: `lagcomp` -> `system.lag_compensation`
> `NpcFactionSystem.cs`: `faction` -> `system.npc_faction`
> `EmergencyShuttleSystem.cs`: `shuttle.emergency` ->
`system.emergency_shuttle`
> `EventManagerSystem.cs`: `events` -> `system.event_manager`
> `VendingMachineSystem.cs`: `vending` -> `system.vending_machine`
> `SharedAnomalySystem.cs`: `anomaly` -> `system.anomaly`
> `SharedDeviceLinkSystem.cs`: `devicelink` -> `system.device_link`
> `ThirstSystem.cs`: `thirst` -> `system.thirst`
> 
> Manually tested most (all that I had doubts about) and confirmed that
`LagCompensationSystem`'s `Log.Level` is getting correctly set like
this.
> 
> ## Media
> <!-- 
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
> 
> If you're unsure whether your PR will require media, ask a maintainer.
> 
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
> 
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Log sawmill name changes. Any analyzers/other software that processes
logs needs to be adjusted to new sawmills. Full list of changes in PR -
section Technical details.


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-11 23:43:39 -04:00

151 lines
4.6 KiB
C#

using System.IO;
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.Map;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Mapping;
/// <summary>
/// Handles autosaving maps.
/// </summary>
public sealed class MappingSystem : EntitySystem
{
[Dependency] private readonly IConsoleHost _conHost = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IResourceManager _resMan = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
// Not a comp because I don't want to deal with this getting saved onto maps ever
/// <summary>
/// map id -> next autosave timespan & original filename.
/// </summary>
/// <returns></returns>
private Dictionary<MapId, (TimeSpan next, string fileName)> _currentlyAutosaving = new();
private bool _autosaveEnabled;
public override void Initialize()
{
base.Initialize();
_conHost.RegisterCommand("toggleautosave",
"Toggles autosaving for a map.",
"autosave <map> <path if enabling>",
ToggleAutosaveCommand);
Subs.CVar(_cfg, CCVars.AutosaveEnabled, SetAutosaveEnabled, true);
}
private void SetAutosaveEnabled(bool b)
{
if (!b)
_currentlyAutosaving.Clear();
_autosaveEnabled = b;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_autosaveEnabled)
return;
foreach (var (map, (time, name))in _currentlyAutosaving.ToArray())
{
if (_timing.RealTime <= time)
continue;
if (!_mapManager.MapExists(map) || _mapManager.IsMapInitialized(map))
{
Log.Warning($"Can't autosave map {map}; it doesn't exist, or is initialized. Removing from autosave.");
_currentlyAutosaving.Remove(map);
return;
}
var saveDir = Path.Combine(_cfg.GetCVar(CCVars.AutosaveDirectory), name);
_resMan.UserData.CreateDir(new ResPath(saveDir).ToRootedPath());
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);
}
}
private TimeSpan CalculateNextTime()
{
return _timing.RealTime + TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.AutosaveInterval));
}
private double ReadableTimeLeft(MapId map)
{
return Math.Round(_currentlyAutosaving[map].next.TotalSeconds - _timing.RealTime.TotalSeconds);
}
#region Public API
public void ToggleAutosave(MapId map, string? path=null)
{
if (!_autosaveEnabled)
return;
if (path != null && _currentlyAutosaving.TryAdd(map, (CalculateNextTime(), Path.GetFileName(path))))
{
if (!_mapManager.MapExists(map) || _mapManager.IsMapInitialized(map))
{
Log.Warning("Tried to enable autosaving on non-existant or already initialized map!");
_currentlyAutosaving.Remove(map);
return;
}
Log.Info($"Started autosaving map {path} ({map}). Next save in {ReadableTimeLeft(map)} seconds.");
}
else
{
_currentlyAutosaving.Remove(map);
Log.Info($"Stopped autosaving on map {map}");
}
}
#endregion
#region Commands
[AdminCommand(AdminFlags.Server | AdminFlags.Mapping)]
private void ToggleAutosaveCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length != 1 && args.Length != 2)
{
shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
return;
}
if (!int.TryParse(args[0], out var intMapId))
{
shell.WriteError(Loc.GetString("cmd-mapping-failure-integer", ("arg", args[0])));
return;
}
string? path = null;
if (args.Length == 2)
{
path = args[1];
}
var mapId = new MapId(intMapId);
ToggleAutosave(mapId, path);
}
#endregion
}