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## 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>
256 lines
10 KiB
C#
256 lines
10 KiB
C#
using System.Linq;
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using System.Text;
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using Content.Server.Paper;
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using Content.Server.Popups;
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using Content.Shared.UserInterface;
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using Content.Shared.DoAfter;
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using Content.Shared.Forensics;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Interaction;
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using Content.Shared.Verbs;
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using Robust.Shared.Audio.Systems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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// todo: remove this stinky LINQy
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namespace Content.Server.Forensics
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{
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public sealed class ForensicScannerSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly PaperSystem _paperSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly MetaDataSystem _metaData = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ForensicScannerComponent, AfterInteractEvent>(OnAfterInteract);
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SubscribeLocalEvent<ForensicScannerComponent, AfterInteractUsingEvent>(OnAfterInteractUsing);
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SubscribeLocalEvent<ForensicScannerComponent, BeforeActivatableUIOpenEvent>(OnBeforeActivatableUIOpen);
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SubscribeLocalEvent<ForensicScannerComponent, GetVerbsEvent<UtilityVerb>>(OnUtilityVerb);
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SubscribeLocalEvent<ForensicScannerComponent, ForensicScannerPrintMessage>(OnPrint);
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SubscribeLocalEvent<ForensicScannerComponent, ForensicScannerClearMessage>(OnClear);
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SubscribeLocalEvent<ForensicScannerComponent, ForensicScannerDoAfterEvent>(OnDoAfter);
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}
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private void UpdateUserInterface(EntityUid uid, ForensicScannerComponent component)
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{
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var state = new ForensicScannerBoundUserInterfaceState(
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component.Fingerprints,
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component.Fibers,
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component.DNAs,
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component.Residues,
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component.LastScannedName,
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component.PrintCooldown,
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component.PrintReadyAt);
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if (!_uiSystem.TrySetUiState(uid, ForensicScannerUiKey.Key, state))
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Log.Warning($"{ToPrettyString(uid)} was unable to set UI state.");
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}
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private void OnDoAfter(EntityUid uid, ForensicScannerComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled)
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return;
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if (!EntityManager.TryGetComponent(uid, out ForensicScannerComponent? scanner))
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return;
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if (args.Args.Target != null)
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{
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if (!TryComp<ForensicsComponent>(args.Args.Target, out var forensics))
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{
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scanner.Fingerprints = new();
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scanner.Fibers = new();
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scanner.DNAs = new();
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scanner.Residues = new();
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}
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else
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{
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scanner.Fingerprints = forensics.Fingerprints.ToList();
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scanner.Fibers = forensics.Fibers.ToList();
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scanner.DNAs = forensics.DNAs.ToList();
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scanner.Residues = forensics.Residues.ToList();
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}
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scanner.LastScannedName = MetaData(args.Args.Target.Value).EntityName;
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}
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OpenUserInterface(args.Args.User, (uid, scanner));
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}
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/// <remarks>
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/// Hosts logic common between OnUtilityVerb and OnAfterInteract.
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/// </remarks>
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private void StartScan(EntityUid uid, ForensicScannerComponent component, EntityUid user, EntityUid target)
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{
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_doAfterSystem.TryStartDoAfter(new DoAfterArgs(EntityManager, user, component.ScanDelay, new ForensicScannerDoAfterEvent(), uid, target: target, used: uid)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = true
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});
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}
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private void OnUtilityVerb(EntityUid uid, ForensicScannerComponent component, GetVerbsEvent<UtilityVerb> args)
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{
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if (!args.CanInteract || !args.CanAccess || component.CancelToken != null)
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return;
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var verb = new UtilityVerb()
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{
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Act = () => StartScan(uid, component, args.User, args.Target),
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IconEntity = GetNetEntity(uid),
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Text = Loc.GetString("forensic-scanner-verb-text"),
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Message = Loc.GetString("forensic-scanner-verb-message")
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};
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args.Verbs.Add(verb);
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}
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private void OnAfterInteract(EntityUid uid, ForensicScannerComponent component, AfterInteractEvent args)
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{
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if (component.CancelToken != null || args.Target == null || !args.CanReach)
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return;
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StartScan(uid, component, args.User, args.Target.Value);
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}
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private void OnAfterInteractUsing(EntityUid uid, ForensicScannerComponent component, AfterInteractUsingEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (!TryComp<ForensicPadComponent>(args.Used, out var pad))
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return;
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foreach (var fiber in component.Fibers)
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{
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if (fiber == pad.Sample)
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{
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_audioSystem.PlayPvs(component.SoundMatch, uid);
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_popupSystem.PopupEntity(Loc.GetString("forensic-scanner-match-fiber"), uid, args.User);
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return;
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}
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}
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foreach (var fingerprint in component.Fingerprints)
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{
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if (fingerprint == pad.Sample)
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{
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_audioSystem.PlayPvs(component.SoundMatch, uid);
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_popupSystem.PopupEntity(Loc.GetString("forensic-scanner-match-fingerprint"), uid, args.User);
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return;
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}
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}
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_audioSystem.PlayPvs(component.SoundNoMatch, uid);
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_popupSystem.PopupEntity(Loc.GetString("forensic-scanner-match-none"), uid, args.User);
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}
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private void OnBeforeActivatableUIOpen(EntityUid uid, ForensicScannerComponent component, BeforeActivatableUIOpenEvent args)
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{
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UpdateUserInterface(uid, component);
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}
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private void OpenUserInterface(EntityUid user, Entity<ForensicScannerComponent> scanner)
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{
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if (!TryComp<ActorComponent>(user, out var actor))
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return;
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UpdateUserInterface(scanner, scanner.Comp);
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_uiSystem.TryOpen(scanner, ForensicScannerUiKey.Key, actor.PlayerSession);
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}
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private void OnPrint(EntityUid uid, ForensicScannerComponent component, ForensicScannerPrintMessage args)
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{
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if (!args.Session.AttachedEntity.HasValue)
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{
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Log.Warning($"{ToPrettyString(uid)} got OnPrint without Session.AttachedEntity");
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return;
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}
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var user = args.Session.AttachedEntity.Value;
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if (_gameTiming.CurTime < component.PrintReadyAt)
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{
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// This shouldn't occur due to the UI guarding against it, but
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// if it does, tell the user why nothing happened.
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_popupSystem.PopupEntity(Loc.GetString("forensic-scanner-printer-not-ready"), uid, user);
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return;
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}
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// Spawn a piece of paper.
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var printed = EntityManager.SpawnEntity(component.MachineOutput, Transform(uid).Coordinates);
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_handsSystem.PickupOrDrop(args.Session.AttachedEntity, printed, checkActionBlocker: false);
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if (!HasComp<PaperComponent>(printed))
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{
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Log.Error("Printed paper did not have PaperComponent.");
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return;
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}
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_metaData.SetEntityName(printed, Loc.GetString("forensic-scanner-report-title", ("entity", component.LastScannedName)));
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var text = new StringBuilder();
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text.AppendLine(Loc.GetString("forensic-scanner-interface-fingerprints"));
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foreach (var fingerprint in component.Fingerprints)
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{
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text.AppendLine(fingerprint);
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}
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text.AppendLine();
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text.AppendLine(Loc.GetString("forensic-scanner-interface-fibers"));
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foreach (var fiber in component.Fibers)
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{
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text.AppendLine(fiber);
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}
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text.AppendLine();
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text.AppendLine(Loc.GetString("forensic-scanner-interface-dnas"));
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foreach (var dna in component.DNAs)
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{
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text.AppendLine(dna);
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}
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text.AppendLine();
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text.AppendLine(Loc.GetString("forensic-scanner-interface-residues"));
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foreach (var residue in component.Residues)
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{
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text.AppendLine(residue);
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}
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_paperSystem.SetContent(printed, text.ToString());
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_audioSystem.PlayPvs(component.SoundPrint, uid,
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AudioParams.Default
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.WithVariation(0.25f)
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.WithVolume(3f)
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.WithRolloffFactor(2.8f)
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.WithMaxDistance(4.5f));
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component.PrintReadyAt = _gameTiming.CurTime + component.PrintCooldown;
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}
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private void OnClear(EntityUid uid, ForensicScannerComponent component, ForensicScannerClearMessage args)
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{
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if (!args.Session.AttachedEntity.HasValue)
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return;
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component.Fingerprints = new();
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component.Fibers = new();
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component.DNAs = new();
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component.LastScannedName = string.Empty;
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UpdateUserInterface(uid, component);
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}
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}
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}
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