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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>
222 lines
7.9 KiB
C#
222 lines
7.9 KiB
C#
using System.Linq;
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using Content.Server.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork;
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using Content.Shared.DeviceNetwork.Components;
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using Content.Shared.DeviceNetwork.Systems;
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using Content.Shared.Interaction;
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using JetBrains.Annotations;
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using Robust.Shared.Map.Events;
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namespace Content.Server.DeviceNetwork.Systems;
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[UsedImplicitly]
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public sealed class DeviceListSystem : SharedDeviceListSystem
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{
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[Dependency] private readonly NetworkConfiguratorSystem _configurator = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DeviceListComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<DeviceListComponent, BeforeBroadcastAttemptEvent>(OnBeforeBroadcast);
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SubscribeLocalEvent<DeviceListComponent, BeforePacketSentEvent>(OnBeforePacketSent);
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SubscribeLocalEvent<BeforeSaveEvent>(OnMapSave);
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}
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private void OnShutdown(EntityUid uid, DeviceListComponent component, ComponentShutdown args)
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{
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foreach (var conf in component.Configurators)
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{
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_configurator.OnDeviceListShutdown(conf, (uid, component));
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}
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var query = GetEntityQuery<DeviceNetworkComponent>();
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foreach (var device in component.Devices)
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{
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if (query.TryGetComponent(device, out var comp))
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comp.DeviceLists.Remove(uid);
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}
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component.Devices.Clear();
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}
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/// <summary>
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/// Gets the given device list as a dictionary
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/// </summary>
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/// <remarks>
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/// If any entity in the device list is pre-map init, it will show the entity UID of the device instead.
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/// </remarks>
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public Dictionary<string, EntityUid> GetDeviceList(EntityUid uid, DeviceListComponent? deviceList = null)
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{
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if (!Resolve(uid, ref deviceList))
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return new Dictionary<string, EntityUid>();
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var devices = new Dictionary<string, EntityUid>(deviceList.Devices.Count);
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foreach (var deviceUid in deviceList.Devices)
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{
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if (!TryComp(deviceUid, out DeviceNetworkComponent? deviceNet))
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continue;
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var address = MetaData(deviceUid).EntityLifeStage == EntityLifeStage.MapInitialized
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? deviceNet.Address
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: $"UID: {deviceUid.ToString()}";
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devices.Add(address, deviceUid);
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}
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return devices;
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}
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/// <summary>
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/// Checks if the given address is present in a device list
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/// </summary>
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/// <param name="uid">The entity uid that has the device list that should be checked for the address</param>
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/// <param name="address">The address to check for</param>
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/// <param name="deviceList">The device list component</param>
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/// <returns>True if the address is present. False if not</returns>
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public bool ExistsInDeviceList(EntityUid uid, string address, DeviceListComponent? deviceList = null)
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{
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var addresses = GetDeviceList(uid).Keys;
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return addresses.Contains(address);
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}
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/// <summary>
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/// Filters the broadcasts recipient list against the device list as either an allow or deny list depending on the components IsAllowList field
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/// </summary>
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private void OnBeforeBroadcast(EntityUid uid, DeviceListComponent component, BeforeBroadcastAttemptEvent args)
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{
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//Don't filter anything if the device list is empty
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if (component.Devices.Count == 0)
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{
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if (component.IsAllowList)
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args.Cancel();
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return;
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}
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HashSet<DeviceNetworkComponent> filteredRecipients = new(args.Recipients.Count);
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foreach (var recipient in args.Recipients)
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{
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if (component.Devices.Contains(recipient.Owner) == component.IsAllowList)
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filteredRecipients.Add(recipient);
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}
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args.ModifiedRecipients = filteredRecipients;
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}
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/// <summary>
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/// Filters incoming packets if that is enabled <see cref="OnBeforeBroadcast"/>
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/// </summary>
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private void OnBeforePacketSent(EntityUid uid, DeviceListComponent component, BeforePacketSentEvent args)
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{
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if (component.HandleIncomingPackets && component.Devices.Contains(args.Sender) != component.IsAllowList)
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args.Cancel();
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}
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public void OnDeviceShutdown(Entity<DeviceListComponent?> list, Entity<DeviceNetworkComponent> device)
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{
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device.Comp.DeviceLists.Remove(list.Owner);
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if (!Resolve(list.Owner, ref list.Comp))
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return;
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list.Comp.Devices.Remove(device);
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Dirty(list);
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}
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private void OnMapSave(BeforeSaveEvent ev)
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{
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List<EntityUid> toRemove = new();
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var query = GetEntityQuery<TransformComponent>();
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var enumerator = AllEntityQuery<DeviceListComponent, TransformComponent>();
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while (enumerator.MoveNext(out var uid, out var device, out var xform))
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{
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if (xform.MapUid != ev.Map)
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continue;
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foreach (var ent in device.Devices)
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{
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if (!query.TryGetComponent(ent, out var linkedXform))
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{
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// Entity was deleted.
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// TODO remove these on deletion instead of on-save.
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toRemove.Add(ent);
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continue;
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}
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if (linkedXform.MapUid == ev.Map)
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continue;
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toRemove.Add(ent);
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// TODO full game saves.
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// when full saves are supported, this should instead add data to the BeforeSaveEvent informing the
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// saving system that this map (or null-space entity) also needs to be included in the save.
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Log.Error(
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$"Saving a device list ({ToPrettyString(uid)}) that has a reference to an entity on another map ({ToPrettyString(ent)}). Removing entity from list.");
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}
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if (toRemove.Count == 0)
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continue;
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var old = device.Devices.ToList();
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device.Devices.ExceptWith(toRemove);
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RaiseLocalEvent(uid, new DeviceListUpdateEvent(old, device.Devices.ToList()));
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Dirty(uid, device);
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toRemove.Clear();
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}
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}
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/// <summary>
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/// Updates the device list stored on this entity.
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/// </summary>
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/// <param name="uid">The entity to update.</param>
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/// <param name="devices">The devices to store.</param>
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/// <param name="merge">Whether to merge or replace the devices stored.</param>
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/// <param name="deviceList">Device list component</param>
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public DeviceListUpdateResult UpdateDeviceList(EntityUid uid, IEnumerable<EntityUid> devices, bool merge = false, DeviceListComponent? deviceList = null)
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{
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if (!Resolve(uid, ref deviceList))
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return DeviceListUpdateResult.NoComponent;
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var list = devices.ToList();
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var newDevices = new HashSet<EntityUid>(list);
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if (merge)
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newDevices.UnionWith(deviceList.Devices);
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if (newDevices.Count > deviceList.DeviceLimit)
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{
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return DeviceListUpdateResult.TooManyDevices;
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}
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var query = GetEntityQuery<DeviceNetworkComponent>();
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var oldDevices = deviceList.Devices.ToList();
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foreach (var device in oldDevices)
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{
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if (newDevices.Contains(device))
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continue;
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deviceList.Devices.Remove(device);
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if (query.TryGetComponent(device, out var comp))
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comp.DeviceLists.Remove(uid);
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}
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foreach (var device in newDevices)
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{
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if (!query.TryGetComponent(device, out var comp))
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continue;
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if (!deviceList.Devices.Add(device))
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continue;
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comp.DeviceLists.Add(uid);
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}
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RaiseLocalEvent(uid, new DeviceListUpdateEvent(oldDevices, list));
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Dirty(uid, deviceList);
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return DeviceListUpdateResult.UpdateOk;
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}
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}
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