Files
wwdpublic/Content.Server/Worldgen/Systems/WorldgenConfigSystem.cs
SimpleStation14 b1e3b79253 Mirror: Obsolete Logger cleanup for EntitySystems (#132)
## 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>
2024-05-04 19:54:48 -04:00

86 lines
3.2 KiB
C#

using Content.Server.Administration;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Events;
using Content.Server.Worldgen.Components;
using Content.Server.Worldgen.Prototypes;
using Content.Shared.Administration;
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager;
using Robust.Shared.Utility;
namespace Content.Server.Worldgen.Systems;
/// <summary>
/// This handles configuring world generation during round start.
/// </summary>
public sealed class WorldgenConfigSystem : EntitySystem
{
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IConsoleHost _conHost = default!;
[Dependency] private readonly IMapManager _map = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ISerializationManager _ser = default!;
private bool _enabled;
private string _worldgenConfig = default!;
/// <inheritdoc />
public override void Initialize()
{
SubscribeLocalEvent<RoundStartingEvent>(OnLoadingMaps);
_conHost.RegisterCommand("applyworldgenconfig", Loc.GetString("cmd-applyworldgenconfig-description"), Loc.GetString("cmd-applyworldgenconfig-help"), ApplyWorldgenConfigCommand);
Subs.CVar(_cfg, CCVars.WorldgenEnabled, b => _enabled = b, true);
Subs.CVar(_cfg, CCVars.WorldgenConfig, s => _worldgenConfig = s, true);
}
[AdminCommand(AdminFlags.Mapping)]
private void ApplyWorldgenConfigCommand(IConsoleShell shell, string argstr, string[] args)
{
if (args.Length != 2)
{
shell.WriteError(Loc.GetString("shell-wrong-arguments-number-need-specific", ("properAmount", 2), ("currentAmount", args.Length)));
return;
}
if (!int.TryParse(args[0], out var mapInt) || !_map.MapExists(new MapId(mapInt)))
{
shell.WriteError(Loc.GetString("shell-invalid-map-id"));
return;
}
var map = _map.GetMapEntityId(new MapId(mapInt));
if (!_proto.TryIndex<WorldgenConfigPrototype>(args[1], out var proto))
{
shell.WriteError(Loc.GetString("shell-argument-must-be-prototype", ("index", 2), ("prototypeName", "cmd-applyworldgenconfig-prototype")));
return;
}
proto.Apply(map, _ser, EntityManager);
shell.WriteLine(Loc.GetString("cmd-applyworldgenconfig-success"));
}
/// <summary>
/// Applies the world config to the default map if enabled.
/// </summary>
private void OnLoadingMaps(RoundStartingEvent ev)
{
if (_enabled == false)
return;
var target = _map.GetMapEntityId(_gameTicker.DefaultMap);
Log.Debug($"Trying to configure {_gameTicker.DefaultMap}, aka {ToPrettyString(target)} aka {target}");
var cfg = _proto.Index<WorldgenConfigPrototype>(_worldgenConfig);
cfg.Apply(target, _ser, EntityManager); // Apply the config to the map.
DebugTools.Assert(HasComp<WorldControllerComponent>(target));
}
}