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## Mirror of PR #26159: [Obsolete `Logger` cleanup for `EntitySystem`s part 2](https://github.com/space-wizards/space-station-14/pull/26159) 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) ###### `7d275a4b5e4188db424cc417c609dced3f9aca89` PR opened by <img src="https://avatars.githubusercontent.com/u/27449516?v=4" width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at 2024-03-15 20:15:41 UTC --- PR changed 14 files with 36 additions and 25 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? --> > Part 2 of 2, continuation of #25941 > Gets rid of the remaining obsolete `Logger` method calls from all `EntitySystem`s and uses the expected `Log` to get at the proper sawmill. > > In particular: > 1. Make the `ExamineSystemShared`'s `InRangeUnObstructed` non-`static` (so finally able to use instance-based `Log` rather than `Logger`) and inject dependency to all systems that were using it as `static`. > 2. Adjust 4 more `EntitySystem`s to use `Log` rather than `Logger` that were missed in the previous PR. > > Tested that the game runs and the affected systems direct logs to the correct 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. Brings some order to logs (i.e. all `EntitySystem` logs start with a preceding `system.`). > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > I'm pretty sure `ExamineSystemShared`'s `InRangeUnObstructed` not being `static` is the intended way since it being `static` dodges the IoC entirely. It even has dirty hacks such as getting the occluder system inside to make it happen. I didn't fix any of that as it's beyond the scope of this PR, but it's another thing that needs improving. > > These are the changes to the log sawmills: > `ExamineSystemShared.cs`: BEFORE: `root` -> NEW: `system.examine` > `AtmosphereSystem.Monstermos.cs`: BEFORE: `root` -> NEW: `system.atmosphere` > `TypingIndicatorSystem.cs`: BEFORE: `root` -> NEW: `system.typing_indicator` > `PiratesRuleSystem.cs` BEFORE: `pirates` -> NEW: `system.pirates_rule` > `TabletopSystem.Session.cs` BEFORE: `root` -> NEW: `system.tabletop` > > ## 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. > --> > Some logs now fall under a different sawmill (more precise). Any software that analyzes logs and makes assumptions on which sawmill do these logs fall to will need to be adjusted. </details> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
153 lines
6.6 KiB
C#
153 lines
6.6 KiB
C#
using System.Numerics;
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using Content.Server.Tabletop.Components;
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using Content.Shared.Tabletop.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Server.Tabletop
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{
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public sealed partial class TabletopSystem
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{
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/// <summary>
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/// Ensures that a <see cref="TabletopSession"/> exists on a <see cref="TabletopGameComponent"/>.
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/// Creates it and sets it up if it doesn't.
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/// </summary>
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/// <param name="tabletop">The tabletop game in question.</param>
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/// <returns>The session for the given tabletop game.</returns>
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public TabletopSession EnsureSession(TabletopGameComponent tabletop)
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{
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// We already have a session, return it
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// TODO: if tables are connected, treat them as a single entity. This can be done by sharing the session.
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if (tabletop.Session != null)
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return tabletop.Session;
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// We make sure that the tabletop map exists before continuing.
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EnsureTabletopMap();
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// Create new session.
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var session = new TabletopSession(TabletopMap, GetNextTabletopPosition());
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tabletop.Session = session;
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// Since this is the first time opening this session, set up the game
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tabletop.Setup.SetupTabletop(session, EntityManager);
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Log.Info($"Created tabletop session number {tabletop} at position {session.Position}.");
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return session;
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}
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/// <summary>
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/// Cleans up a tabletop game session, deleting every entity in it.
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/// </summary>
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/// <param name="uid">The UID of the tabletop game entity.</param>
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public void CleanupSession(EntityUid uid)
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{
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if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop))
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return;
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if (tabletop.Session is not { } session)
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return;
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foreach (var (player, _) in session.Players)
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{
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CloseSessionFor(player, uid);
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}
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foreach (var euid in session.Entities)
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{
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EntityManager.QueueDeleteEntity(euid);
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}
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tabletop.Session = null;
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}
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/// <summary>
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/// Adds a player to a tabletop game session, sending a message so the tabletop window opens on their end.
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/// </summary>
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/// <param name="player">The player session in question.</param>
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/// <param name="uid">The UID of the tabletop game entity.</param>
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public void OpenSessionFor(ICommonSession player, EntityUid uid)
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{
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if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || player.AttachedEntity is not {Valid: true} attachedEntity)
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return;
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// Make sure we have a session, and add the player to it if not added already.
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var session = EnsureSession(tabletop);
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if (session.Players.ContainsKey(player))
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return;
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if(EntityManager.TryGetComponent(attachedEntity, out TabletopGamerComponent? gamer))
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CloseSessionFor(player, gamer.Tabletop, false);
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// Set the entity as an absolute GAMER.
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EnsureComp<TabletopGamerComponent>(attachedEntity).Tabletop = uid;
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// Create a camera for the gamer to use
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var camera = CreateCamera(tabletop, player);
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session.Players[player] = new TabletopSessionPlayerData { Camera = camera };
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// Tell the gamer to open a viewport for the tabletop game
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RaiseNetworkEvent(new TabletopPlayEvent(GetNetEntity(uid), GetNetEntity(camera), Loc.GetString(tabletop.BoardName), tabletop.Size), player.Channel);
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}
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/// <summary>
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/// Removes a player from a tabletop game session, and sends them a message so their tabletop window is closed.
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/// </summary>
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/// <param name="player">The player in question.</param>
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/// <param name="uid">The UID of the tabletop game entity.</param>
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/// <param name="removeGamerComponent">Whether to remove the <see cref="TabletopGamerComponent"/> from the player's attached entity.</param>
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public void CloseSessionFor(ICommonSession player, EntityUid uid, bool removeGamerComponent = true)
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{
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if (!EntityManager.TryGetComponent(uid, out TabletopGameComponent? tabletop) || tabletop.Session is not { } session)
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return;
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if (!session.Players.TryGetValue(player, out var data))
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return;
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if(removeGamerComponent && player.AttachedEntity is {} attachedEntity && EntityManager.TryGetComponent(attachedEntity, out TabletopGamerComponent? gamer))
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{
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// We invalidate this to prevent an infinite feedback from removing the component.
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gamer.Tabletop = EntityUid.Invalid;
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// You stop being a gamer.......
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EntityManager.RemoveComponent<TabletopGamerComponent>(attachedEntity);
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}
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session.Players.Remove(player);
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session.Entities.Remove(data.Camera);
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// Deleting the view subscriber automatically cleans up subscriptions, no need to do anything else.
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EntityManager.QueueDeleteEntity(data.Camera);
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}
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/// <summary>
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/// A helper method that creates a camera for a specified player, in a tabletop game session.
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/// </summary>
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/// <param name="tabletop">The tabletop game component in question.</param>
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/// <param name="player">The player in question.</param>
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/// <param name="offset">An offset from the tabletop position for the camera. Zero by default.</param>
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/// <returns>The UID of the camera entity.</returns>
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private EntityUid CreateCamera(TabletopGameComponent tabletop, ICommonSession player, Vector2 offset = default)
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{
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DebugTools.AssertNotNull(tabletop.Session);
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var session = tabletop.Session!;
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// Spawn an empty entity at the coordinates
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var camera = EntityManager.SpawnEntity(null, session.Position.Offset(offset));
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// Add an eye component and disable FOV
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var eyeComponent = EnsureComp<EyeComponent>(camera);
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_eye.SetDrawFov(camera, false, eyeComponent);
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_eye.SetZoom(camera, tabletop.CameraZoom, eyeComponent);
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// Add the user to the view subscribers. If there is no player session, just skip this step
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_viewSubscriberSystem.AddViewSubscriber(camera, player);
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return camera;
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}
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}
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}
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