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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>
219 lines
8.0 KiB
C#
219 lines
8.0 KiB
C#
using System.Linq;
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using Content.Client.Items.Systems;
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using Content.Shared.Clothing;
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using Content.Shared.Hands;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Light;
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using Content.Shared.Light.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Timing;
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using static Robust.Client.GameObjects.SpriteComponent;
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namespace Content.Client.Light
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{
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public sealed class RgbLightControllerSystem : SharedRgbLightControllerSystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ItemSystem _itemSystem = default!;
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentShutdown>(OnComponentShutdown);
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SubscribeLocalEvent<RgbLightControllerComponent, ComponentStartup>(OnComponentStart);
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SubscribeLocalEvent<RgbLightControllerComponent, GotUnequippedEvent>(OnGotUnequipped);
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SubscribeLocalEvent<RgbLightControllerComponent, EquipmentVisualsUpdatedEvent>(OnEquipmentVisualsUpdated);
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SubscribeLocalEvent<RgbLightControllerComponent, HeldVisualsUpdatedEvent>(OnHeldVisualsUpdated);
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}
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private void OnComponentStart(EntityUid uid, RgbLightControllerComponent rgb, ComponentStartup args)
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{
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GetOriginalColors(uid, rgb);
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// trigger visuals updated events
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_itemSystem.VisualsChanged(uid);
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}
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private void OnComponentShutdown(EntityUid uid, RgbLightControllerComponent rgb, ComponentShutdown args)
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{
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if (LifeStage(uid) >= EntityLifeStage.Terminating)
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return;
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ResetOriginalColors(uid, rgb);
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// and reset any in-hands or clothing sprites
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_itemSystem.VisualsChanged(uid);
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}
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private void OnGotUnequipped(EntityUid uid, RgbLightControllerComponent rgb, GotUnequippedEvent args)
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{
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rgb.Holder = null;
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rgb.HolderLayers = null;
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}
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private void OnHeldVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, HeldVisualsUpdatedEvent args)
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{
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if (args.RevealedLayers.Count == 0)
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{
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rgb.Holder = null;
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rgb.HolderLayers = null;
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return;
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}
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rgb.Holder = args.User;
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rgb.HolderLayers = new();
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if (!TryComp(args.User, out SpriteComponent? sprite))
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return;
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foreach (var key in args.RevealedLayers)
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{
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if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
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continue;
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if (layer.ShaderPrototype == "unshaded")
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rgb.HolderLayers.Add(key);
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}
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}
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private void OnEquipmentVisualsUpdated(EntityUid uid, RgbLightControllerComponent rgb, EquipmentVisualsUpdatedEvent args)
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{
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rgb.Holder = args.Equipee;
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rgb.HolderLayers = new();
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if (!TryComp(args.Equipee, out SpriteComponent? sprite))
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return;
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foreach (var key in args.RevealedLayers)
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{
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if (!sprite.LayerMapTryGet(key, out var index) || sprite[index] is not Layer layer)
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continue;
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if (layer.ShaderPrototype == "unshaded")
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rgb.HolderLayers.Add(key);
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}
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}
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private void OnHandleState(EntityUid uid, RgbLightControllerComponent rgb, ref ComponentHandleState args)
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{
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if (args.Current is not RgbLightControllerState state)
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return;
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ResetOriginalColors(uid, rgb);
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rgb.CycleRate = state.CycleRate;
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rgb.Layers = state.Layers;
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GetOriginalColors(uid, rgb);
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}
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private void GetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref rgb, ref sprite, ref light))
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return;
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rgb.OriginalLightColor = light.Color;
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rgb.OriginalLayerColors = new();
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var layerCount = sprite.AllLayers.Count();
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// if layers is null, get unshaded layers
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if (rgb.Layers == null)
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{
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rgb.Layers = new();
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for (var i = 0; i < layerCount; i++)
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{
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if (sprite[i] is Layer layer && layer.ShaderPrototype == "unshaded")
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{
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rgb.Layers.Add(i);
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rgb.OriginalLayerColors[i] = layer.Color;
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}
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}
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return;
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}
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foreach (var index in rgb.Layers.ToArray())
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{
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if (index < layerCount)
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rgb.OriginalLayerColors[index] = sprite[index].Color;
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else
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{
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// admeme fuck-ups or bad yaml?
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Log.Warning($"RGB light attempted to use invalid sprite index {index} on entity {ToPrettyString(uid)}");
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rgb.Layers.Remove(index);
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}
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}
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}
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private void ResetOriginalColors(EntityUid uid, RgbLightControllerComponent? rgb = null, PointLightComponent? light = null, SpriteComponent? sprite = null)
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{
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if (!Resolve(uid, ref rgb, ref sprite, ref light, false))
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return;
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_lights.SetColor(uid, rgb.OriginalLightColor, light);
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if (rgb.Layers == null || rgb.OriginalLayerColors == null)
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return;
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foreach (var (layer, color) in rgb.OriginalLayerColors)
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{
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sprite.LayerSetColor(layer, color);
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}
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}
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public override void FrameUpdate(float frameTime)
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{
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var lightQuery = EntityQueryEnumerator<RgbLightControllerComponent, PointLightComponent, SpriteComponent>();
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while (lightQuery.MoveNext(out var uid, out var rgb, out var light, out var sprite))
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{
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var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, (uid, rgb));
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_lights.SetColor(uid, color, light);
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if (rgb.Layers != null)
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{
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foreach (var index in rgb.Layers)
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{
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if (sprite.TryGetLayer(index, out var layer))
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layer.Color = color;
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}
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}
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// is the entity being held by someone?
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if (rgb.HolderLayers == null || !TryComp(rgb.Holder, out SpriteComponent? holderSprite))
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continue;
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foreach (var layer in rgb.HolderLayers)
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{
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if (holderSprite.LayerMapTryGet(layer, out var index))
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holderSprite.LayerSetColor(index, color);
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}
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}
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var mapQuery = EntityQueryEnumerator<MapLightComponent, RgbLightControllerComponent>();
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while (mapQuery.MoveNext(out var uid, out var map, out var rgb))
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{
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var color = GetCurrentRgbColor(_gameTiming.RealTime, rgb.CreationTick.Value * _gameTiming.TickPeriod, (uid, rgb));
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map.AmbientLightColor = color;
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}
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}
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public static Color GetCurrentRgbColor(TimeSpan curTime, TimeSpan offset, Entity<RgbLightControllerComponent> rgb)
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{
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return Color.FromHsv(new Vector4(
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(float) (((curTime.TotalSeconds - offset.TotalSeconds) * rgb.Comp.CycleRate + Math.Abs(rgb.Owner.Id * 0.1)) % 1),
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1.0f,
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1.0f,
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1.0f
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));
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}
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}
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}
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