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## Mirror of PR #25941: [Obsolete `Logger` cleanup for `EntitySystem`s](https://github.com/space-wizards/space-station-14/pull/25941) 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) ###### `aafe81512258b5a80776ada1f471b58e7507ca2d` PR opened by <img src="https://avatars.githubusercontent.com/u/27449516?v=4" width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at 2024-03-09 12:19:14 UTC PR merged by <img src="https://avatars.githubusercontent.com/u/19864447?v=4" width="16"/><a href="https://github.com/web-flow"> web-flow</a> at 2024-03-10 00:15:13 UTC --- PR changed 25 files with 41 additions and 45 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? --> > Changed almost all[^1] obsolete `Logger` calls in Content's `EntitySystem`s to use `Log` instead. `Log` automatically selects the system-specific `Sawmill`, so this isn't just a refactor - it makes logs slightly more accurate (puts them in appropriate sawmill/context rather than the root sawmill). > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > Using `Logger` directly for logging is marked obsolete. Assumed this is a desired change. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > This changes some log contexts, but generally in a desirable way: > - For most, it put logs in `system.appropriate` `Sawmill` rather than root. > - For some that were forced into another `Sawmill` it changes it to a more specific one, i.e. from `atmos` it becomes `system.gas_filter` or `system.automatic_atmos` and `system.station` into `system.station_jobs`. > - For the rest it remains unchanged > > **I assumed that all of the above was desirable because this seems to be the standard convention** - I imagine that was the idea behind the `Log` in all `EntitySystem`s coupled with `[Obsolete] Logger` methods - **but if my assumptions are incorrect and/or there are exceptions, please let me know and I will adjust.** > > [^1]: There is only one `EntitySystem` that I didn't update - `ExamineSystemShared`. That is because the `Logger` is in a `static` method and refactoring that away causes a lot of cascading changes. May do it as a separate PR to avoid overly diluting this one. > > ## 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 output changes. `EntitySystem` logs now go to the expected `Sawmill` for the system rather than hardcoded/root one. > Any log analyzers anticipating these logs' context must be updated. </details> Co-authored-by: LordCarve <27449516+LordCarve@users.noreply.github.com>
85 lines
2.9 KiB
C#
85 lines
2.9 KiB
C#
using Content.Client.Clothing;
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using Content.Shared.Clothing.Components;
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using Content.Shared.Sprite;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Reflection;
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namespace Content.Client.Sprite;
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public sealed class RandomSpriteSystem : SharedRandomSpriteSystem
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{
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[Dependency] private readonly IReflectionManager _reflection = default!;
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[Dependency] private readonly ClientClothingSystem _clothing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RandomSpriteComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(EntityUid uid, RandomSpriteComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not RandomSpriteColorComponentState state)
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return;
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if (state.Selected.Equals(component.Selected))
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return;
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component.Selected.Clear();
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component.Selected.EnsureCapacity(state.Selected.Count);
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foreach (var layer in state.Selected)
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{
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component.Selected.Add(layer.Key, layer.Value);
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}
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UpdateSpriteComponentAppearance(uid, component);
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UpdateClothingComponentAppearance(uid, component);
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}
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private void UpdateClothingComponentAppearance(EntityUid uid, RandomSpriteComponent component, ClothingComponent? clothing = null)
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{
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if (!Resolve(uid, ref clothing, false))
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return;
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if (clothing.ClothingVisuals == null)
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return;
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foreach (var slotPair in clothing.ClothingVisuals)
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{
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foreach (var keyColorPair in component.Selected)
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{
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_clothing.SetLayerColor(clothing, slotPair.Key, keyColorPair.Key, keyColorPair.Value.Color);
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_clothing.SetLayerState(clothing, slotPair.Key, keyColorPair.Key, keyColorPair.Value.State);
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}
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}
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}
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private void UpdateSpriteComponentAppearance(EntityUid uid, RandomSpriteComponent component, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref sprite, false))
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return;
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foreach (var layer in component.Selected)
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{
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int index;
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if (_reflection.TryParseEnumReference(layer.Key, out var @enum))
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{
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if (!sprite.LayerMapTryGet(@enum, out index, logError: true))
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continue;
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}
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else if (!sprite.LayerMapTryGet(layer.Key, out index))
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{
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if (layer.Key is not { } strKey || !int.TryParse(strKey, out index))
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{
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Log.Error($"Invalid key `{layer.Key}` for entity with random sprite {ToPrettyString(uid)}");
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continue;
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}
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}
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sprite.LayerSetState(index, layer.Value.State);
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sprite.LayerSetColor(index, layer.Value.Color ?? Color.White);
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}
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}
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}
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