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Automatically invoke the correct block constructor

And store delegates of dynamic methods invoking constructors
Tested with the automated tests
tags/v1.4.0
NorbiPeti NGnius (Graham) <ngniusness@gmail.com> 3 年之前
父節點
當前提交
89d32956d9
共有 11 個文件被更改,包括 114 次插入195 次删除
  1. +81
    -26
      GamecraftModdingAPI/Block.cs
  2. +1
    -2
      GamecraftModdingAPI/Blocks/BlockTests.cs
  3. +8
    -22
      GamecraftModdingAPI/Blocks/ConsoleBlock.cs
  4. +0
    -23
      GamecraftModdingAPI/Blocks/Motor.cs
  5. +1
    -24
      GamecraftModdingAPI/Blocks/Piston.cs
  6. +0
    -23
      GamecraftModdingAPI/Blocks/Servo.cs
  7. +0
    -19
      GamecraftModdingAPI/Blocks/SignalingBlock.cs
  8. +1
    -24
      GamecraftModdingAPI/Blocks/SpawnPoint.cs
  9. +0
    -15
      GamecraftModdingAPI/Blocks/TextBlock.cs
  10. +0
    -17
      GamecraftModdingAPI/Blocks/Timer.cs
  11. +22
    -0
      GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs

+ 81
- 26
GamecraftModdingAPI/Block.cs 查看文件

@@ -1,6 +1,7 @@
using System;
using System.Reflection;
using System.Threading.Tasks;
using System.Collections.Generic;
using System.Linq;
using System.Reflection.Emit;

using Svelto.ECS;
using Svelto.ECS.EntityStructs;
@@ -67,10 +68,6 @@ namespace GamecraftModdingAPI
/// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position.
/// Place blocks next to each other to connect them.
/// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
/// <para></para>
/// <para>This method waits for the block to be constructed in the game which may take a significant amount of time.
/// Only use this to place a single block.
/// For placing multiple blocks, use PlaceNew() then AsyncUtils.WaitForSubmission() when done with placing blocks.</para>
/// </summary>
/// <param name="block">The block's type</param>
/// <param name="color">The block's color</param>
@@ -81,23 +78,15 @@ namespace GamecraftModdingAPI
/// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
/// <param name="player">The player who placed the block</param>
/// <returns>The placed block or null if failed</returns>
public static async Task<Block> PlaceNewAsync(BlockIDs block, float3 position,
public static T PlaceNew<T>(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
int uscale = 1, float3 scale = default, Player player = null) where T : Block
{
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
try
{
var ret = new Block(PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation));
await AsyncUtils.WaitForSubmission();
return ret;
}
catch (Exception e)
{
Logging.MetaDebugLog(e);
}
var egid = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
return New<T>(egid.entityID, egid.groupID);
}

return null;
@@ -109,7 +98,7 @@ namespace GamecraftModdingAPI
/// <returns>The block object</returns>
public static Block GetLastPlacedBlock()
{
return new Block(BlockIdentifiers.LatestBlockID);
return New<Block>(BlockIdentifiers.LatestBlockID);
}

/// <summary>
@@ -130,6 +119,75 @@ namespace GamecraftModdingAPI
remove => BlockEventsEngine.Removed -= value;
}

private static Dictionary<Type, Func<EGID, Block>> initializers = new Dictionary<Type, Func<EGID, Block>>();

private static Dictionary<Type, ExclusiveGroupStruct[]> typeToGroup =
new Dictionary<Type, ExclusiveGroupStruct[]>
{
{typeof(ConsoleBlock), new[] {CommonExclusiveGroups.BUILD_CONSOLE_BLOCK_GROUP}},
{typeof(Motor), new[] {CommonExclusiveGroups.BUILD_MOTOR_BLOCK_GROUP}},
{typeof(Piston), new[] {CommonExclusiveGroups.BUILD_PISTON_BLOCK_GROUP}},
{typeof(Servo), new[] {CommonExclusiveGroups.BUILD_SERVO_BLOCK_GROUP}},
{
typeof(SpawnPoint),
new[]
{
CommonExclusiveGroups.BUILD_SPAWNPOINT_BLOCK_GROUP,
CommonExclusiveGroups.BUILD_BUILDINGSPAWN_BLOCK_GROUP
}
},
{typeof(TextBlock), new[] {CommonExclusiveGroups.BUILD_TEXT_BLOCK_GROUP}},
{typeof(Timer), new[] {CommonExclusiveGroups.BUILD_TIMER_BLOCK_GROUP}}
};

private static T New<T>(uint id, ExclusiveGroupStruct? group = null) where T : Block
{
var type = typeof(T);
EGID egid;
if (!group.HasValue)
{
if (typeToGroup.TryGetValue(type, out var gr) && gr.Length == 1)
egid = new EGID(id, gr[0]);
else
egid = BlockEngine.FindBlockEGID(id) ?? throw new BlockTypeException("Could not find block group!");
}
else
{
egid = new EGID(id, group.Value);
if (typeToGroup.TryGetValue(type, out var gr)
&& gr.All(egs => egs != group.Value)) //If this subclass has a specific group, then use that - so Block should still work
throw new BlockTypeException($"Incompatible block type! Type {type.Name} belongs to group {gr.Select(g => g.ToString()).Aggregate((a, b) => a + ", " + b)} instead of {group.Value}");
}

if (initializers.TryGetValue(type, out var func))
{
var bl = (T) func(egid);
return bl;
}

//https://stackoverflow.com/a/10593806/2703239
var ctor = type.GetConstructor(new[] {typeof(EGID)});
if (ctor == null)
throw new MissingMethodException("There is no constructor with an EGID parameter for this object");
DynamicMethod dynamic = new DynamicMethod(string.Empty,
type,
new[] {typeof(EGID)},
type);
ILGenerator il = dynamic.GetILGenerator();

il.DeclareLocal(type);
il.Emit(OpCodes.Ldarg_0); //Load EGID and pass to constructor
il.Emit(OpCodes.Newobj, ctor); //Call constructor
il.Emit(OpCodes.Stloc_0);
il.Emit(OpCodes.Ldloc_0);
il.Emit(OpCodes.Ret);

func = (Func<EGID, T>) dynamic.CreateDelegate(typeof(Func<EGID, T>));
initializers.Add(type, func);
var block = (T) func(egid);
return block;
}

public Block(EGID id)
{
Id = id;
@@ -344,12 +402,9 @@ namespace GamecraftModdingAPI
// C# can't cast to a child of Block unless the object was originally that child type
// And C# doesn't let me make implicit cast operators for child types
// So thanks to Microsoft, we've got this horrible implementation using reflection
ConstructorInfo ctor = typeof(T).GetConstructor(types: new System.Type[] { typeof(EGID) });
if (ctor == null)
{
throw new BlockSpecializationException("Specialized block constructor does not accept an EGID");
}
return (T)ctor.Invoke(new object[] { Id });
//Lets improve that using delegates
return New<T>(Id.entityID, Id.groupID);
}

#if DEBUG


+ 1
- 2
GamecraftModdingAPI/Blocks/BlockTests.cs 查看文件

@@ -32,9 +32,8 @@ namespace GamecraftModdingAPI.Blocks
[APITestCase(TestType.EditMode)]
public static void TestTextBlock()
{
Block newBlock = Block.PlaceNew(BlockIDs.TextBlock, Unity.Mathematics.float3.zero + 1);
TextBlock textBlock = null; // Note: the assignment operation is a lambda, which slightly confuses the compiler
Assert.Errorless(() => { textBlock = newBlock.Specialise<TextBlock>(); }, "Block.Specialize<TextBlock>() raised an exception: ", "Block.Specialize<TextBlock>() completed without issue.");
Assert.Errorless(() => { textBlock = Block.PlaceNew<TextBlock>(BlockIDs.TextBlock, Unity.Mathematics.float3.zero + 1); }, "Block.PlaceNew<TextBlock>() raised an exception: ", "Block.PlaceNew<TextBlock>() completed without issue.");
if (!Assert.NotNull(textBlock, "Block.Specialize<TextBlock>() returned null, possibly because it failed silently.", "Specialized TextBlock is not null.")) return;
if (!Assert.NotNull(textBlock.Text, "TextBlock.Text is null, possibly because it failed silently.", "TextBlock.Text is not null.")) return;
if (!Assert.NotNull(textBlock.TextBlockId, "TextBlock.TextBlockId is null, possibly because it failed silently.", "TextBlock.TextBlockId is not null.")) return;


+ 8
- 22
GamecraftModdingAPI/Blocks/ConsoleBlock.cs 查看文件

@@ -12,33 +12,19 @@ namespace GamecraftModdingAPI.Blocks
{
public class ConsoleBlock : Block
{
public static ConsoleBlock PlaceNew(float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
public ConsoleBlock(EGID id): base(id)
{
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
EGID id = PlacementEngine.PlaceBlock(BlockIDs.ConsoleBlock, color, darkness,
position, uscale, scale, player, rotation);
return new ConsoleBlock(id);
}

return null;
}

public ConsoleBlock(EGID id): base(id)
{
if (!BlockEngine.GetBlockInfoExists<ConsoleBlockEntityStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
if (!BlockEngine.GetBlockInfoExists<ConsoleBlockEntityStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}

public ConsoleBlock(uint id): base(new EGID(id, CommonExclusiveGroups.BUILD_CONSOLE_BLOCK_GROUP))
public ConsoleBlock(uint id): base(new EGID(id, CommonExclusiveGroups.BUILD_CONSOLE_BLOCK_GROUP))
{
if (!BlockEngine.GetBlockInfoExists<ConsoleBlockEntityStruct>(this.Id))
if (!BlockEngine.GetBlockInfoExists<ConsoleBlockEntityStruct>(this.Id))
{
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
throw new BlockTypeException($"Block is not a {this.GetType().Name} block");
}
}



+ 0
- 23
GamecraftModdingAPI/Blocks/Motor.cs 查看文件

@@ -11,29 +11,6 @@ namespace GamecraftModdingAPI.Blocks
{
public class Motor : Block
{
/// <summary>
/// Places a new motor.
/// Any valid motor type is accepted.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new Motor PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (!(block == BlockIDs.MotorS || block == BlockIDs.MotorM))
{
throw new BlockTypeException($"Block is not a {typeof(Motor).Name} block");
}
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
return new Motor(id);
}

return null;
}

public Motor(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<MotorReadOnlyStruct>(this.Id))


+ 1
- 24
GamecraftModdingAPI/Blocks/Piston.cs 查看文件

@@ -11,30 +11,7 @@ namespace GamecraftModdingAPI.Blocks
{
public class Piston : Block
{
/// <summary>
/// Places a new piston.
/// Any valid piston type is accepted.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new Piston PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (!(block == BlockIDs.ServoPiston || block == BlockIDs.StepperPiston || block == BlockIDs.PneumaticPiston))
{
throw new BlockTypeException($"Block is not a {typeof(Piston).Name} block");
}
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
return new Piston(id);
}

return null;
}

public Piston(EGID id) : base(id)
public Piston(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<PistonReadOnlyStruct>(this.Id))
{


+ 0
- 23
GamecraftModdingAPI/Blocks/Servo.cs 查看文件

@@ -11,29 +11,6 @@ namespace GamecraftModdingAPI.Blocks
{
public class Servo : Block
{
/// <summary>
/// Places a new servo.
/// Any valid servo type is accepted.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new Servo PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (!(block == BlockIDs.ServoAxle || block == BlockIDs.ServoHinge || block == BlockIDs.ServoPiston))
{
throw new BlockTypeException($"Block is not a {nameof(Servo)} block");
}
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
return new Servo(id);
}

return null;
}

public Servo(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<ServoReadOnlyStruct>(this.Id))


+ 0
- 19
GamecraftModdingAPI/Blocks/SignalingBlock.cs 查看文件

@@ -14,25 +14,6 @@ namespace GamecraftModdingAPI.Blocks
/// </summary>
public class SignalingBlock : Block
{
/// <summary>
/// Places a new signaling block.
/// Any valid functional block type with IO ports will work.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new SignalingBlock PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
return new SignalingBlock(id);
}

return null;
}

public SignalingBlock(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<BlockPortsStruct>(this.Id))


+ 1
- 24
GamecraftModdingAPI/Blocks/SpawnPoint.cs 查看文件

@@ -13,30 +13,7 @@ namespace GamecraftModdingAPI.Blocks
{
public class SpawnPoint : Block
{
/// <summary>
/// Places a new spawn point.
/// Any valid spawn block type is accepted.
/// This re-implements Block.PlaceNew(...)
/// </summary>
public static new SpawnPoint PlaceNew(BlockIDs block, float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (!(block == BlockIDs.LargeSpawn || block == BlockIDs.SmallSpawn || block == BlockIDs.MediumSpawn || block == BlockIDs.PlayerSpawn))
{
throw new BlockTypeException($"Block is not a {nameof(SpawnPoint)} block");
}
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
EGID id = PlacementEngine.PlaceBlock(block, color, darkness,
position, uscale, scale, player, rotation);
return new SpawnPoint(id);
}

return null;
}

public SpawnPoint(EGID id) : base(id)
public SpawnPoint(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<SpawnPointStatsEntityStruct>(this.Id))
{


+ 0
- 15
GamecraftModdingAPI/Blocks/TextBlock.cs 查看文件

@@ -12,21 +12,6 @@ namespace GamecraftModdingAPI.Blocks
{
public class TextBlock : Block
{

public static TextBlock PlaceNew(float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
EGID id = PlacementEngine.PlaceBlock(BlockIDs.TextBlock, color, darkness,
position, uscale, scale, player, rotation);
return new TextBlock(id);
}

return null;
}

public TextBlock(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<TextBlockDataStruct>(this.Id))


+ 0
- 17
GamecraftModdingAPI/Blocks/Timer.cs 查看文件

@@ -13,23 +13,6 @@ namespace GamecraftModdingAPI.Blocks
{
public class Timer : Block
{
/// <summary>
/// Places a new timer block.
/// </summary>
public static Timer PlaceNew(float3 position,
float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
int uscale = 1, float3 scale = default, Player player = null)
{
if (PlacementEngine.IsInGame && GameState.IsBuildMode())
{
EGID id = PlacementEngine.PlaceBlock(BlockIDs.Timer, color, darkness,
position, uscale, scale, player, rotation);
return new Timer(id);
}

return null;
}

public Timer(EGID id) : base(id)
{
if (!BlockEngine.GetBlockInfoExists<TimerBlockDataStruct>(this.Id))


+ 22
- 0
GamecraftModdingAPI/Tests/GamecraftModdingAPIPluginTest.cs 查看文件

@@ -232,6 +232,28 @@ namespace GamecraftModdingAPI.Tests
}
}).Build();

CommandBuilder.Builder()
.Name("PlaceConsole")
.Description("Place a bunch of console block with a given text")
.Action((float x, float y, float z) =>
{
Stopwatch sw = new Stopwatch();
sw.Start();
for (int i = 0; i < 100; i++)
{
for (int j = 0; j < 100; j++)
{
var block = Block.PlaceNew<ConsoleBlock>(BlockIDs.ConsoleBlock,
new float3(x + i, y, z + j));
block.Command = "test_command";
}
}
sw.Stop();
Logging.CommandLog($"Blocks placed in {sw.ElapsedMilliseconds} ms");
})
.Build();

GameClient.SetDebugInfo("InstalledMods", InstalledMods);
Block.Placed += (sender, args) =>
Logging.MetaDebugLog("Placed block " + args.Type + " with ID " + args.ID);


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