Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)

* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
This commit is contained in:
William Lemon
2025-11-06 18:22:39 +00:00
committed by GitHub
co-authored by TrixxedHeart slarticodefast
parent 88a11aea06
commit 29e55b9464
2601 changed files with 32455 additions and 11715 deletions
+13 -1
View File
@@ -13,6 +13,7 @@ public sealed class CommandLineArguments
public string OutputPath { get; set; } = DirectoryExtensions.MapImages().FullName;
public bool ArgumentsAreFileNames { get; set; } = false;
public bool ShowMarkers { get; set; } = false;
public bool OutputParallax { get; set; } = false;
public static bool TryParse(IReadOnlyList<string> args, [NotNullWhen(true)] out CommandLineArguments? parsed)
{
@@ -70,7 +71,17 @@ public sealed class CommandLineArguments
PrintHelp();
return false;
case "--parallax":
parsed.OutputParallax = true;
break;
default:
if (argument.StartsWith('-'))
{
Console.WriteLine($"Unknown argument: {argument}");
return false;
}
parsed.Maps.Add(argument);
break;
}
@@ -95,7 +106,6 @@ Options:
Defaults to: png
--viewer
Causes the map renderer to create the map.json files required for use with the map viewer.
Also puts the maps in the required directory structure.
-o / --output <output path>
Changes the path the rendered maps will get saved to.
Defaults to Resources/MapImages
@@ -104,6 +114,8 @@ Options:
Example: Content.MapRenderer -f /Maps/box.yml /Maps/bagel.yml
-m / --markers
Show hidden markers on map render. Defaults to false.
--parallax
Output images and data used for map viewer parallax.
-h / --help
Displays this help text");
}
+15 -7
View File
@@ -1,6 +1,8 @@
using System.Collections.Generic;
using System.Numerics;
using Robust.Shared.Maths;
using System.Text.Json.Serialization;
using Robust.Shared.ContentPack;
using Robust.Shared.Utility;
using SixLabors.ImageSharp.PixelFormats;
namespace Content.MapRenderer;
@@ -43,31 +45,31 @@ public sealed class LayerGroup
public GroupSource Source { get; set; } = new();
public List<Layer> Layers { get; set; } = new();
public static LayerGroup DefaultParallax()
public static LayerGroup DefaultParallax(IResourceManager resourceManager, ParallaxOutput output)
{
return new LayerGroup
{
Scale = new Position(0.1f, 0.1f),
Source = new GroupSource
{
Url = "https://i.imgur.com/3YO8KRd.png",
Extent = new Extent(6000, 4000)
Url = output.ReferenceResourceFile(resourceManager, new ResPath("/Textures/Parallaxes/layer1.png")),
Extent = new Extent(6000, 4000),
},
Layers = new List<Layer>
{
new()
{
Url = "https://i.imgur.com/IannmmK.png"
Url = output.ReferenceResourceFile(resourceManager, new ResPath("/Textures/Parallaxes/layer1.png")),
},
new()
{
Url = "https://i.imgur.com/T3W6JsE.png",
Url = output.ReferenceResourceFile(resourceManager, new ResPath("/Textures/Parallaxes/layer2.png")),
Composition = "lighter",
ParallaxScale = new Position(0.2f, 0.2f)
},
new()
{
Url = "https://i.imgur.com/T3W6JsE.png",
Url = output.ReferenceResourceFile(resourceManager, new ResPath("/Textures/Parallaxes/layer3.png")),
Composition = "lighter",
ParallaxScale = new Position(0.3f, 0.3f)
}
@@ -91,9 +93,13 @@ public sealed class Layer
public readonly struct Extent
{
[JsonInclude]
public readonly float X1;
[JsonInclude]
public readonly float Y1;
[JsonInclude]
public readonly float X2;
[JsonInclude]
public readonly float Y2;
public Extent()
@@ -123,7 +129,9 @@ public readonly struct Extent
public readonly struct Position
{
[JsonInclude]
public readonly float X;
[JsonInclude]
public readonly float Y;
public Position(float x, float y)
+126 -113
View File
@@ -1,149 +1,158 @@
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Numerics;
using System.IO;
using System.Threading.Tasks;
using Content.Client.Markers;
using Content.IntegrationTests;
using Content.IntegrationTests.Pair;
using Content.Server.GameTicking;
using Robust.Client.GameObjects;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.ContentPack;
using Robust.Shared.EntitySerialization;
using Robust.Shared.EntitySerialization.Systems;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Map.Events;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
namespace Content.MapRenderer.Painters
{
public sealed class MapPainter
public sealed class MapPainter : IAsyncDisposable
{
public static async IAsyncEnumerable<RenderedGridImage<Rgba32>> Paint(string map,
bool mapIsFilename = false,
bool showMarkers = false)
{
var stopwatch = new Stopwatch();
stopwatch.Start();
private readonly RenderMap _map;
private readonly ITestContextLike _testContextLike;
await using var pair = await PoolManager.GetServerClient(new PoolSettings
private TestPair? _pair;
private Entity<MapGridComponent>[] _grids = [];
public MapPainter(RenderMap map, ITestContextLike testContextLike)
{
_map = map;
_testContextLike = testContextLike;
}
public async Task Initialize()
{
var stopwatch = RStopwatch.StartNew();
var poolSettings = new PoolSettings
{
DummyTicker = false,
Connected = true,
Destructive = true,
Fresh = true,
// Seriously whoever made MapPainter use GameMapPrototype I wish you step on a lego one time.
Map = mapIsFilename ? "Empty" : map,
});
var server = pair.Server;
var client = pair.Client;
Map = _map is RenderMapPrototype prototype ? prototype.Prototype : PoolManager.TestMap,
};
_pair = await PoolManager.GetServerClient(poolSettings, _testContextLike);
Console.WriteLine($"Loaded client and server in {(int)stopwatch.Elapsed.TotalMilliseconds} ms");
stopwatch.Restart();
var cEntityManager = client.ResolveDependency<IClientEntityManager>();
var cPlayerManager = client.ResolveDependency<Robust.Client.Player.IPlayerManager>();
await client.WaitPost(() =>
if (_map is RenderMapFile mapFile)
{
if (cEntityManager.TryGetComponent(cPlayerManager.LocalEntity, out SpriteComponent? sprite))
using var stream = File.OpenRead(mapFile.FileName);
await _pair.Server.WaitPost(() =>
{
cEntityManager.System<SpriteSystem>().SetVisible((cPlayerManager.LocalEntity.Value, sprite), false);
var loadOptions = new MapLoadOptions
{
// Accept loading both maps and grids without caring about what the input file truly is.
DeserializationOptions =
{
LogOrphanedGrids = false,
},
};
if (!_pair.Server.System<MapLoaderSystem>().TryLoadGeneric(stream, mapFile.FileName, out var loadResult, loadOptions))
throw new IOException($"File {mapFile.FileName} could not be read");
_grids = loadResult.Grids.ToArray();
});
}
}
public async Task SetupView(bool showMarkers)
{
if (_pair == null)
throw new InvalidOperationException("Instance not initialized!");
await _pair.Client.WaitPost(() =>
{
if (_pair.Client.EntMan.TryGetComponent(_pair.Client.PlayerMan.LocalEntity, out SpriteComponent? sprite))
{
_pair.Client.System<SpriteSystem>()
.SetVisible((_pair.Client.PlayerMan.LocalEntity.Value, sprite), false);
}
});
if (showMarkers)
await pair.WaitClientCommand("showmarkers");
{
await _pair.Client.WaitPost(() =>
{
_pair.Client.System<MarkerSystem>().MarkersVisible = true;
});
}
}
public async Task<MapViewerData> GenerateMapViewerData(ParallaxOutput? parallaxOutput)
{
if (_pair == null)
throw new InvalidOperationException("Instance not initialized!");
var mapShort = _map.ShortName;
string fullName;
if (_map is RenderMapPrototype prototype)
{
fullName = _pair.Server.ProtoMan.Index(prototype.Prototype).MapName;
}
else
{
fullName = CultureInfo.CurrentCulture.TextInfo.ToTitleCase(mapShort);
}
var mapViewerData = new MapViewerData
{
Id = mapShort,
Name = fullName,
};
if (parallaxOutput != null)
{
await _pair.Client.WaitPost(() =>
{
var res = _pair.Client.InstanceDependencyCollection.Resolve<IResourceManager>();
mapViewerData.ParallaxLayers.Add(LayerGroup.DefaultParallax(res, parallaxOutput));
});
}
return mapViewerData;
}
public async IAsyncEnumerable<RenderedGridImage<Rgba32>> Paint()
{
if (_pair == null)
throw new InvalidOperationException("Instance not initialized!");
var client = _pair.Client;
var server = _pair.Server;
var sEntityManager = server.ResolveDependency<IServerEntityManager>();
var sPlayerManager = server.ResolveDependency<IPlayerManager>();
var entityManager = server.ResolveDependency<IEntityManager>();
var mapLoader = entityManager.System<MapLoaderSystem>();
var mapSys = entityManager.System<SharedMapSystem>();
var deps = server.ResolveDependency<IEntitySystemManager>().DependencyCollection;
Entity<MapGridComponent>[] grids = [];
if (mapIsFilename)
{
var resPath = new ResPath(map);
if (!mapLoader.TryReadFile(resPath, out var data))
throw new IOException($"File {map} could not be read");
var ev = new BeforeEntityReadEvent();
server.EntMan.EventBus.RaiseEvent(EventSource.Local, ev);
var deserializer = new EntityDeserializer(deps,
data,
DeserializationOptions.Default,
ev.RenamedPrototypes,
ev.DeletedPrototypes);
if (!deserializer.TryProcessData())
{
throw new IOException($"Failed to process entity data in {map}");
}
if (deserializer.Result.Category == FileCategory.Unknown && deserializer.Result.Version < 7)
{
var mapCount = 0;
var gridCount = 0;
foreach (var (entId, ent) in deserializer.YamlEntities)
{
if (ent.Components != null && ent.Components.ContainsKey("MapGrid"))
{
gridCount++;
}
if (ent.Components != null && ent.Components.ContainsKey("Map"))
{
mapCount++;
}
}
if (mapCount == 1)
deserializer.Result.Category = FileCategory.Map;
else if (mapCount == 0 && gridCount == 1)
deserializer.Result.Category = FileCategory.Grid;
}
switch (deserializer.Result.Category)
{
case FileCategory.Map:
await server.WaitPost(() =>
{
if (mapLoader.TryLoadMap(resPath, out _, out var loadedGrids))
{
grids = loadedGrids.ToArray();
}
});
break;
case FileCategory.Grid:
await server.WaitPost(() =>
{
if (mapLoader.TryLoadGrid(resPath, out _, out var loadedGrids))
{
grids = [(Entity<MapGridComponent>)loadedGrids];
}
});
break;
default:
throw new IOException($"Unknown category {deserializer.Result.Category}");
}
}
await pair.RunTicksSync(10);
await _pair.RunTicksSync(10);
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
var sMapManager = server.ResolveDependency<IMapManager>();
@@ -162,23 +171,23 @@ namespace Content.MapRenderer.Painters
sEntityManager.DeleteEntity(playerEntity.Value);
}
if (!mapIsFilename)
if (_map is RenderMapPrototype)
{
var mapId = sEntityManager.System<GameTicker>().DefaultMap;
grids = sMapManager.GetAllGrids(mapId).ToArray();
_grids = sMapManager.GetAllGrids(mapId).ToArray();
}
foreach (var (uid, _) in grids)
foreach (var (uid, _) in _grids)
{
var gridXform = xformQuery.GetComponent(uid);
xformSystem.SetWorldRotation(gridXform, Angle.Zero);
}
});
await pair.RunTicksSync(10);
await _pair.RunTicksSync(10);
await Task.WhenAll(client.WaitIdleAsync(), server.WaitIdleAsync());
foreach (var (uid, grid) in grids)
foreach (var (uid, grid) in _grids)
{
var tiles = mapSys.GetAllTiles(uid, grid).ToList();
if (tiles.Count == 0)
@@ -219,16 +228,20 @@ namespace Content.MapRenderer.Painters
yield return renderedImage;
}
}
// We don't care if it fails as we have already saved the images.
try
{
await pair.CleanReturnAsync();
}
catch
{
// ignored
}
public async Task CleanReturnAsync()
{
if (_pair == null)
throw new InvalidOperationException("Instance not initialized!");
await _pair.CleanReturnAsync();
}
public async ValueTask DisposeAsync()
{
if (_pair != null)
await _pair.DisposeAsync();
}
}
}
+41
View File
@@ -0,0 +1,41 @@
using System.Collections.Generic;
using System.IO;
using Robust.Shared.ContentPack;
using Robust.Shared.Utility;
namespace Content.MapRenderer;
/// <summary>
/// Helper class for collecting the files used for parallax output
/// </summary>
public sealed class ParallaxOutput
{
public const string OutputDirectory = "_parallax";
public readonly HashSet<ResPath> FilesToCopy = [];
private readonly string _outputPath;
/// <summary>
/// Helper class for collecting the files used for parallax output
/// </summary>
public ParallaxOutput(string outputPath)
{
_outputPath = outputPath;
Directory.CreateDirectory(Path.Combine(_outputPath, OutputDirectory));
}
public string ReferenceResourceFile(IResourceManager resourceManager, ResPath path)
{
var fileName = Path.Combine(OutputDirectory, path.Filename);
if (FilesToCopy.Add(path))
{
using var file = resourceManager.ContentFileRead(path);
using var target = File.Create(Path.Combine(_outputPath, fileName));
file.CopyTo(target);
}
return fileName;
}
}
+105 -27
View File
@@ -3,12 +3,11 @@ using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using System.Text.Json;
using System.Threading.Tasks;
using Content.IntegrationTests;
using Content.MapRenderer.Painters;
using Content.Server.Maps;
using Newtonsoft.Json;
using Robust.Shared.Prototypes;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Formats.Webp;
@@ -21,20 +20,19 @@ namespace Content.MapRenderer
private static readonly Func<string, string> ChosenMapIdNotIntMessage = id => $"The chosen id is not a valid integer: {id}";
private static readonly Func<int, string> NoMapFoundWithIdMessage = id => $"No map found with chosen id: {id}";
private static readonly MapPainter MapPainter = new();
internal static async Task Main(string[] args)
{
if (!CommandLineArguments.TryParse(args, out var arguments))
return;
var testContext = new ExternalTestContext("Content.MapRenderer", Console.Out);
PoolManager.Startup();
if (arguments.Maps.Count == 0)
{
Console.WriteLine("Didn't specify any maps to paint! Loading the map list...");
await using var pair = await PoolManager.GetServerClient();
await using var pair = await PoolManager.GetServerClient(testContext: testContext);
var mapIds = pair.Server
.ResolveDependency<IPrototypeManager>()
.EnumeratePrototypes<GameMapPrototype>()
@@ -104,45 +102,118 @@ namespace Content.MapRenderer
Console.WriteLine($"Selected maps: {string.Join(", ", selectedMapPrototypes)}");
}
var maps = new List<RenderMap>();
if (arguments.ArgumentsAreFileNames)
{
Console.WriteLine("Retrieving maps by file names...");
//
// Handle legacy command line processing:
// Ideally, people pass file names that are relative to the process working directory.
// i.e. regular command-line behavior.
//
// However, the map renderer was originally written to only handle gameMap prototypes,
// so it would actually go through the list of prototypes and match file name arguments
// via a *very* coarse check.
//
// So if we have any input filenames that don't exist... we run the old behavior.
// Yes by the way this means a typo means spinning up an entire integration pool pair
// before the map renderer can report a proper failure.
//
// Note that this legacy processing is very important! The map server currently relies on it,
// because it wants to work with file names, but we *need* to resolve the input to a prototype
// to properly export viewer JSON data.
//
var lookupPrototypeFiles = new List<string>();
foreach (var map in arguments.Maps)
{
if (File.Exists(map))
{
maps.Add(new RenderMapFile { FileName = map });
}
else
{
lookupPrototypeFiles.Add(map);
}
}
if (lookupPrototypeFiles.Count > 0)
{
Console.Write($"Following map files did not exist on disk directly, searching through prototypes: {string.Join(", ", lookupPrototypeFiles)}");
await using var pair = await PoolManager.GetServerClient();
var mapPrototypes = pair.Server
.ResolveDependency<IPrototypeManager>()
.EnumeratePrototypes<GameMapPrototype>()
.ToArray();
foreach (var toFind in lookupPrototypeFiles)
{
foreach (var mapPrototype in mapPrototypes)
{
if (mapPrototype.MapPath.Filename == toFind)
{
maps.Add(new RenderMapPrototype { Prototype = mapPrototype, });
Console.WriteLine($"Found matching map prototype: {mapPrototype.MapName}");
goto found;
}
}
await Console.Error.WriteLineAsync($"Found no map prototype for file '{toFind}'!");
found: ;
}
}
}
else
{
foreach (var map in arguments.Maps)
{
maps.Add(new RenderMapPrototype { Prototype = map });
}
}
await Run(arguments);
await Run(arguments, maps, testContext);
PoolManager.Shutdown();
}
private static async Task Run(CommandLineArguments arguments)
private static async Task Run(
CommandLineArguments arguments,
List<RenderMap> toRender,
ExternalTestContext testContext)
{
Console.WriteLine($"Creating images for {arguments.Maps.Count} maps");
Console.WriteLine($"Creating images for {toRender.Count} maps");
var parallaxOutput = arguments.OutputParallax ? new ParallaxOutput(arguments.OutputPath) : null;
var mapNames = new List<string>();
foreach (var map in arguments.Maps)
foreach (var map in toRender)
{
Console.WriteLine($"Painting map {map}");
var mapViewerData = new MapViewerData
{
Id = map,
Name = Thread.CurrentThread.CurrentCulture.TextInfo.ToTitleCase(map)
};
await using var painter = new MapPainter(map, testContext);
await painter.Initialize();
await painter.SetupView(showMarkers: arguments.ShowMarkers);
mapViewerData.ParallaxLayers.Add(LayerGroup.DefaultParallax());
var directory = Path.Combine(arguments.OutputPath, Path.GetFileNameWithoutExtension(map));
var mapViewerData = await painter.GenerateMapViewerData(parallaxOutput);
var mapShort = map.ShortName;
var directory = Path.Combine(arguments.OutputPath, mapShort);
mapNames.Add(mapShort);
var i = 0;
try
{
await foreach (var renderedGrid in MapPainter.Paint(map,
arguments.ArgumentsAreFileNames,
arguments.ShowMarkers))
await foreach (var renderedGrid in painter.Paint())
{
var grid = renderedGrid.Image;
Directory.CreateDirectory(directory);
var fileName = Path.GetFileNameWithoutExtension(map);
var savePath = $"{directory}{Path.DirectorySeparatorChar}{fileName}-{i}.{arguments.Format}";
var savePath = $"{directory}{Path.DirectorySeparatorChar}{mapShort}-{i}.{arguments.Format}";
Console.WriteLine($"Writing grid of size {grid.Width}x{grid.Height} to {savePath}");
@@ -167,9 +238,7 @@ namespace Content.MapRenderer
grid.Dispose();
mapViewerData.Grids.Add(new GridLayer(renderedGrid, Path.Combine(map, Path.GetFileName(savePath))));
mapNames.Add(fileName);
mapViewerData.Grids.Add(new GridLayer(renderedGrid, Path.Combine(mapShort, Path.GetFileName(savePath))));
i++;
}
}
@@ -182,8 +251,17 @@ namespace Content.MapRenderer
if (arguments.ExportViewerJson)
{
var json = JsonConvert.SerializeObject(mapViewerData);
await File.WriteAllTextAsync(Path.Combine(arguments.OutputPath, map, "map.json"), json);
var json = JsonSerializer.Serialize(mapViewerData);
await File.WriteAllTextAsync(Path.Combine(directory, "map.json"), json);
}
try
{
await painter.CleanReturnAsync();
}
catch (Exception e)
{
Console.WriteLine($"Exception while shutting down painter: {e}");
}
}
+55
View File
@@ -0,0 +1,55 @@
using System.IO;
using Content.Server.Maps;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.MapRenderer;
/// <summary>
/// A single target map that the map renderer should render.
/// </summary>
/// <seealso cref="RenderMapPrototype"/>
/// <seealso cref="RenderMapFile"/>
public abstract class RenderMap
{
/// <summary>
/// Short identifier of the map that should be unique-ish. Used in file names and other important stuff.
/// </summary>
public abstract string ShortName { get; }
}
/// <summary>
/// Specifies a map prototype that the map renderer should render.
/// </summary>
public sealed class RenderMapPrototype : RenderMap
{
/// <summary>
/// The ID of the prototype to render.
/// </summary>
public required ProtoId<GameMapPrototype> Prototype;
public override string ShortName => Prototype;
public override string ToString()
{
return $"{nameof(RenderMapPrototype)}({Prototype})";
}
}
/// <summary>
/// Specifies a map file on disk that the map renderer should render.
/// </summary>
public sealed class RenderMapFile : RenderMap
{
/// <summary>
/// The path to the file that should be rendered. This is an OS disk path, *not* a <see cref="ResPath"/>.
/// </summary>
public required string FileName;
public override string ShortName => Path.GetFileNameWithoutExtension(FileName);
public override string ToString()
{
return $"{nameof(RenderMapFile)}({FileName})";
}
}