Entity Serializer

This commit is contained in:
Reinier Vens 2021-01-15 20:07:39 +00:00
commit 280b720962
5 changed files with 128 additions and 2 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using RethinkDb.Driver.Ast;
using Unity.Mathematics;
[MessagePackObject]
public class EntityPack
{
[Key(0)]
public EquippableItem Hull;
[Key(1)]
public (int2 position, EquippableItem item)[] Equipment;
public (int2 position, EquippableItem item)[] CargoBays;
public (int2 position, EquippableItem item)[] DockingBays;
public Dictionary<int2, PersistentBehaviorData[]> PersistedBehaviors;
public float[,] Temperature;
public float[,] Armor;
public Dictionary<int, float> HardpointArmor;
public int[] DockingBayAssignments;
public (int2 position, ItemInstance item)[][] CargoContents;
public (int2 position, ItemInstance item)[][] DockingBayContents;
public EntityPack[] Children;
public static EntityPack Serialize(Entity entity)
{
var pack = new EntityPack();
// Filter item behavior collections by those with any persistent behaviors
// For each item create an object containing the item position and a list of persistent behaviors
// Then turn that into a dictionary mapping from item position to an array of every behaviors persistent data
pack.PersistedBehaviors = entity.Equipment
.Where(item => item.Behaviors.Any(b=>b is IPersistentBehavior))
.Select(item => new {equippable=item, behaviors = item.Behaviors
.Where(b=>b is IPersistentBehavior)
.Cast<IPersistentBehavior>()})
.ToDictionary(x=> x.equippable.Position, x=>x.behaviors.Select(b => b.Store()).ToArray());
pack.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray();
pack.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
pack.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
pack.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray();
pack.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
pack.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
pack.Armor = entity.Armor;
pack.Temperature = entity.Temperature;
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
pack.HardpointArmor = entity.HardpointArmor.ToDictionary(x => hullData.Hardpoints.IndexOf(x.Key), x => x.Value);
pack.Children = entity.Children.Select(Serialize).ToArray();
return pack;
}
public static Ship Deserialize(ItemManager itemManager, Zone zone, EntityPack pack)
{
var entity = new Ship(itemManager, zone, pack.Hull);
Restore(itemManager, zone, pack, entity);
return entity;
}
public static OrbitalEntity Deserialize(ItemManager itemManager, Zone zone, EntityPack pack, Guid orbit)
{
var entity = new OrbitalEntity(itemManager, zone, pack.Hull, orbit);
Restore(itemManager, zone, pack, entity);
return entity;
}
public static void Restore(ItemManager itemManager, Zone zone, EntityPack pack, Entity entity)
{
entity.Children = pack.Children.Select(c =>
{
var child = Deserialize(itemManager, zone, c);
child.Parent = entity;
return (Entity) child;
}).ToList();
foreach (var (position, item) in pack.Equipment) entity.TryEquip(item, position);
foreach (var (position, item) in pack.CargoBays) entity.TryEquip(item, position);
foreach (var (position, item) in pack.DockingBays) entity.TryEquip(item, position);
for (var i = 0; i < pack.DockingBayAssignments.Length; i++)
{
if (pack.DockingBayAssignments[i] != -1)
entity.DockingBays[i].DockedShip = entity.Children[pack.DockingBayAssignments[i]] as Ship;
}
for (var bayIndex = 0; bayIndex < pack.CargoContents.Length; bayIndex++)
foreach (var (position, item) in pack.CargoContents[bayIndex])
entity.CargoBays[bayIndex].TryStore(item, position);
for (var bayIndex = 0; bayIndex < pack.DockingBayContents.Length; bayIndex++)
foreach (var (position, item) in pack.DockingBayContents[bayIndex])
entity.DockingBays[bayIndex].TryStore(item, position);
// Iterate only over the behaviors of items which contain persistent data
// Filter the behaviors for each item to get the persistent ones, then cast them and combine with the persisted data array for that item
foreach (var persistentBehaviorData in entity.Equipment
.Where(item => pack.PersistedBehaviors.ContainsKey(item.Position))
.SelectMany(item => item.Behaviors
.Where(b=> b is IPersistentBehavior)
.Cast<IPersistentBehavior>()
.Zip(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
entity.Temperature = pack.Temperature;
entity.Armor = pack.Armor;
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
entity.HardpointArmor = pack.HardpointArmor.ToDictionary(x => hullData.Hardpoints[x.Key], x => x.Value);
}
}