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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>
130 lines
4.6 KiB
C#
130 lines
4.6 KiB
C#
using Content.Server.Store.Components;
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using Content.Shared.Store;
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namespace Content.Server.Store.Systems;
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public sealed partial class StoreSystem
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{
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/// <summary>
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/// Refreshes all listings on a store.
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/// Do not use if you don't know what you're doing.
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/// </summary>
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/// <param name="component">The store to refresh</param>
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public void RefreshAllListings(StoreComponent component)
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{
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component.Listings = GetAllListings();
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}
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/// <summary>
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/// Gets all listings from a prototype.
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/// </summary>
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/// <returns>All the listings</returns>
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public HashSet<ListingData> GetAllListings()
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{
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var allListings = _proto.EnumeratePrototypes<ListingPrototype>();
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var allData = new HashSet<ListingData>();
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foreach (var listing in allListings)
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{
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allData.Add((ListingData) listing.Clone());
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}
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return allData;
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}
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/// <summary>
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/// Adds a listing from an Id to a store
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/// </summary>
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/// <param name="component">The store to add the listing to</param>
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/// <param name="listingId">The id of the listing</param>
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/// <returns>Whetehr or not the listing was added successfully</returns>
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public bool TryAddListing(StoreComponent component, string listingId)
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{
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if (!_proto.TryIndex<ListingPrototype>(listingId, out var proto))
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{
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Log.Error("Attempted to add invalid listing.");
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return false;
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}
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return TryAddListing(component, proto);
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}
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/// <summary>
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/// Adds a listing to a store
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/// </summary>
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/// <param name="component">The store to add the listing to</param>
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/// <param name="listing">The listing</param>
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/// <returns>Whether or not the listing was add successfully</returns>
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public bool TryAddListing(StoreComponent component, ListingData listing)
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{
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return component.Listings.Add(listing);
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}
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/// <summary>
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/// Gets the available listings for a store
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/// </summary>
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/// <param name="buyer">Either the account owner, user, or an inanimate object (e.g., surplus bundle)</param>
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/// <param name="store"></param>
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/// <param name="component">The store the listings are coming from.</param>
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/// <returns>The available listings.</returns>
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public IEnumerable<ListingData> GetAvailableListings(EntityUid buyer, EntityUid store, StoreComponent component)
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{
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return GetAvailableListings(buyer, component.Listings, component.Categories, store);
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}
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/// <summary>
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/// Gets the available listings for a user given an overall set of listings and categories to filter by.
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/// </summary>
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/// <param name="buyer">Either the account owner, user, or an inanimate object (e.g., surplus bundle)</param>
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/// <param name="listings">All of the listings that are available. If null, will just get all listings from the prototypes.</param>
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/// <param name="categories">What categories to filter by.</param>
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/// <param name="storeEntity">The physial entity of the store. Can be null.</param>
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/// <returns>The available listings.</returns>
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public IEnumerable<ListingData> GetAvailableListings(EntityUid buyer, HashSet<ListingData>? listings, HashSet<string> categories, EntityUid? storeEntity = null)
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{
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listings ??= GetAllListings();
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foreach (var listing in listings)
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{
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if (!ListingHasCategory(listing, categories))
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continue;
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if (listing.Conditions != null)
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{
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var args = new ListingConditionArgs(buyer, storeEntity, listing, EntityManager);
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var conditionsMet = true;
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foreach (var condition in listing.Conditions)
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{
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if (!condition.Condition(args))
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{
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conditionsMet = false;
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break;
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}
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}
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if (!conditionsMet)
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continue;
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}
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yield return listing;
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}
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}
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/// <summary>
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/// Checks if a listing appears in a list of given categories
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/// </summary>
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/// <param name="listing">The listing itself.</param>
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/// <param name="categories">The categories to check through.</param>
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/// <returns>If the listing was present in one of the categories.</returns>
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public bool ListingHasCategory(ListingData listing, HashSet<string> categories)
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{
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foreach (var cat in categories)
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{
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if (listing.Categories.Contains(cat))
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return true;
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}
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return false;
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}
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}
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