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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>
151 lines
4.6 KiB
C#
151 lines
4.6 KiB
C#
using System.IO;
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Content.Shared.CCVar;
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Mapping;
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/// <summary>
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/// Handles autosaving maps.
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/// </summary>
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public sealed class MappingSystem : EntitySystem
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{
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[Dependency] private readonly IConsoleHost _conHost = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IResourceManager _resMan = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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// Not a comp because I don't want to deal with this getting saved onto maps ever
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/// <summary>
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/// map id -> next autosave timespan & original filename.
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/// </summary>
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/// <returns></returns>
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private Dictionary<MapId, (TimeSpan next, string fileName)> _currentlyAutosaving = new();
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private bool _autosaveEnabled;
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public override void Initialize()
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{
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base.Initialize();
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_conHost.RegisterCommand("toggleautosave",
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"Toggles autosaving for a map.",
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"autosave <map> <path if enabling>",
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ToggleAutosaveCommand);
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Subs.CVar(_cfg, CCVars.AutosaveEnabled, SetAutosaveEnabled, true);
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}
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private void SetAutosaveEnabled(bool b)
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{
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if (!b)
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_currentlyAutosaving.Clear();
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_autosaveEnabled = b;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!_autosaveEnabled)
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return;
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foreach (var (map, (time, name))in _currentlyAutosaving.ToArray())
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{
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if (_timing.RealTime <= time)
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continue;
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if (!_mapManager.MapExists(map) || _mapManager.IsMapInitialized(map))
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{
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Log.Warning($"Can't autosave map {map}; it doesn't exist, or is initialized. Removing from autosave.");
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_currentlyAutosaving.Remove(map);
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return;
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}
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var saveDir = Path.Combine(_cfg.GetCVar(CCVars.AutosaveDirectory), name);
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_resMan.UserData.CreateDir(new ResPath(saveDir).ToRootedPath());
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var path = Path.Combine(saveDir, $"{DateTime.Now.ToString("yyyy-M-dd_HH.mm.ss")}-AUTO.yml");
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_currentlyAutosaving[map] = (CalculateNextTime(), name);
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Log.Info($"Autosaving map {name} ({map}) to {path}. Next save in {ReadableTimeLeft(map)} seconds.");
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_map.SaveMap(map, path);
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}
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}
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private TimeSpan CalculateNextTime()
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{
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return _timing.RealTime + TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.AutosaveInterval));
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}
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private double ReadableTimeLeft(MapId map)
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{
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return Math.Round(_currentlyAutosaving[map].next.TotalSeconds - _timing.RealTime.TotalSeconds);
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}
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#region Public API
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public void ToggleAutosave(MapId map, string? path=null)
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{
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if (!_autosaveEnabled)
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return;
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if (path != null && _currentlyAutosaving.TryAdd(map, (CalculateNextTime(), Path.GetFileName(path))))
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{
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if (!_mapManager.MapExists(map) || _mapManager.IsMapInitialized(map))
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{
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Log.Warning("Tried to enable autosaving on non-existant or already initialized map!");
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_currentlyAutosaving.Remove(map);
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return;
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}
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Log.Info($"Started autosaving map {path} ({map}). Next save in {ReadableTimeLeft(map)} seconds.");
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}
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else
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{
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_currentlyAutosaving.Remove(map);
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Log.Info($"Stopped autosaving on map {map}");
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}
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}
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#endregion
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#region Commands
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[AdminCommand(AdminFlags.Server | AdminFlags.Mapping)]
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private void ToggleAutosaveCommand(IConsoleShell shell, string argstr, string[] args)
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{
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if (args.Length != 1 && args.Length != 2)
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{
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shell.WriteError(Loc.GetString("shell-wrong-arguments-number"));
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return;
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}
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if (!int.TryParse(args[0], out var intMapId))
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{
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shell.WriteError(Loc.GetString("cmd-mapping-failure-integer", ("arg", args[0])));
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return;
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}
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string? path = null;
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if (args.Length == 2)
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{
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path = args[1];
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}
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var mapId = new MapId(intMapId);
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ToggleAutosave(mapId, path);
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}
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#endregion
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}
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