Aetheria/Assets/Scripts/ServerShared/ShipAuthoring.cs
Meta Vens f98be434f0 AetherDb ship-authoring: create --like a shipped hull, and validate reads the GLB when present
ShipAuthoringStore.HullLike copies a reference hull through its MessagePack round trip and resets Name, Shape,
Hardpoints, Prefab, Schematic and Visual. 'create ... --like <name>' opens the shipped catalog read-only and refuses an
unknown or non-ship hull. 'validate' runs ReadPackage when ModelAsset names an existing file and says which it judged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:07:09 +02:00

294 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using GameCult.Caching;
using GameCult.Caching.MessagePack;
using MessagePack;
// A mod ship's visual package: model, anchors, schematic lines. The hull semantics (cells, hardpoints, stats) live in
// the ship's own HullData record beside this one, and HullData.Visual is the only binding between the two.
[CultDocument("aetheria.ship_authoring", "1"), MessagePackObject]
public sealed class ShipAuthoring
{
[CultName, Key(0)] public string Id;
// Key 1 held the embedded HullData until S1; it is retired and never reused.
[Key(2)] public string ModelAsset;
[Key(3)] public List<ShipAnchor> Anchors = new List<ShipAnchor>();
[Key(4)] public List<ShipPolyline> SchematicLines = new List<ShipPolyline>();
}
[MessagePackObject]
public sealed class ShipAnchor
{
// Stable semantic identity. HullData.Hardpoints[].Transform names this ID for mounts.
[Key(0)] public string Id;
// One of: map-icon, hull-collider, shield, tractor, thruster-emitter, weapon-mount,
// weapon-muzzle, radiator-mesh, or articulation (a pivot, never a mount).
[Key(1)] public string Role;
// Stable node ID in the compiled model, never a Blender display name.
[Key(2)] public string ModelNodeId;
// Only child roles use ParentId; e.g. a muzzle names its weapon hardpoint.
[Key(3)] public string ParentId;
[Key(4)] public int Order;
}
// Evaluated or baked Grease Pencil stroke coordinates in Blender's right-handed Z-up
// space. The runtime renderer owns its coordinate conversion and camera projection.
[MessagePackObject]
public sealed class ShipPolyline
{
[Key(0)] public string Layer;
[Key(1)] public string Material;
[Key(2)] public float[] Points;
[Key(3)] public float[] Radii;
[Key(4)] public float[] Opacities;
[Key(5)] public bool Cyclic;
[Key(6)] public float[] Color;
}
public static class ShipAuthoringStore
{
// ShipAnchor.Role's vocabulary.
private static readonly HashSet<string> Roles = new HashSet<string>(StringComparer.Ordinal)
{
"map-icon", "hull-collider", "shield", "tractor", "thruster-emitter", "weapon-mount", "weapon-muzzle", "radiator-mesh",
"articulation"
};
// The anchor role a visible hardpoint's mount plays, or null for an internal hardpoint, which has no anchor.
private static string MountRole(HardpointType type) =>
type == HardpointType.Thruster ? "thruster-emitter" :
type == HardpointType.Radiator ? "radiator-mesh" :
IsWeapon(type) ? "weapon-mount" : null;
public static bool IsWeapon(HardpointType type) =>
type == HardpointType.Energy || type == HardpointType.Ballistic || type == HardpointType.Launcher;
public static CultCache Open(string path, bool writable = false)
{
var cache = new CultCache();
try
{
cache.AddBackingStore(new SingleFileMessagePackBackingStore(path, !writable), new[] { typeof(HullData), typeof(ShipAuthoring) });
return cache;
}
catch
{
cache.Dispose();
throw;
}
}
// Writes one ship's two records under their deterministic keys, the shape Load expects.
public static void Write(CultCache cache, HullData hull, ShipAuthoring visual)
{
cache.UpsertAsync(typeof(HullData), hull, ShipModCatalog.HullKey(visual.Id)).GetAwaiter().GetResult();
cache.UpsertAsync(typeof(ShipAuthoring), visual, ShipModCatalog.AuthoringKey(visual.Id)).GetAwaiter().GetResult();
}
// A new mod hull that flies like a shipped one. Every member of the reference is copied through the type's own
// MessagePack round trip, so a member added to HullData later is copied too; then the six that are the shipped ship's
// own body and layout are reset: Name, Shape (one occupied cell, so the record loads), Hardpoints, Prefab, Schematic,
// and Visual, which names this mod's visual record.
public static HullData HullLike(HullData reference, string name, string shipId)
{
var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(HullData).Assembly);
var hull = MessagePackSerializer.Deserialize<HullData>(MessagePackSerializer.Serialize(reference, options), options);
hull.Name = name;
hull.Shape = new Shape();
hull.Hardpoints = new List<HardpointData>();
hull.Prefab = null;
hull.Schematic = null;
hull.Visual = new CultRecordRef<ShipAuthoring>(ShipModCatalog.AuthoringKey(shipId));
return hull;
}
// The structure of a ship file, without judging its content (drafts load): exactly one hull and one visual, each at
// its deterministic key, the hull naming that visual by its typed ref.
public static (HullData Hull, ShipAuthoring Visual) Load(string path)
{
RefuseLegacyEmbeddedHull(path);
try { return LoadRecords(path); }
catch (MessagePackSerializationException error)
{
throw new InvalidOperationException($"{path}: a record does not decode as its schema: {error.Message}", error);
}
}
// Key 1 of ShipAuthoring held the whole hull before S1. The type no longer has that member, so a deserialized record
// shows nothing of it, and a file that still carries one would load as a ship silently ignoring its old hull. The
// raw payload is the only place the old shape is visible.
private static void RefuseLegacyEmbeddedHull(string path)
{
if (!File.Exists(path)) return;
var bytes = File.ReadAllBytes(path);
if (bytes.Length == 0) return;
CultPersistedStoreSnapshot snapshot;
try { snapshot = CultDocumentMessagePackSerialization.DeserializeSnapshot(bytes); }
catch (MessagePackSerializationException error)
{
throw new InvalidOperationException($"{path}: not a readable ship file: {error.Message}", error);
}
var schema = typeof(ShipAuthoring).GetCustomAttribute<CultDocumentAttribute>().SchemaName;
foreach (var record in snapshot.Records)
{
if (snapshot.SchemaCatalog.FirstOrDefault(entry => entry.SchemaId == record.SchemaId)?.SchemaName != schema) continue;
var reader = new MessagePackReader(record.Payload);
if (reader.NextMessagePackType != MessagePackType.Array) continue;
var slots = reader.ReadArrayHeader();
for (var slot = 0; slot < slots; slot++)
{
if (slot == RetiredHullKey && !reader.TryReadNil())
throw new InvalidOperationException($"{path}: {record.Key}: legacy embedded hull at retired key {RetiredHullKey} of the ship authoring record. " +
$"Migrate it: write the hull as its own hull record at mod-hull:<id> naming the visual, and rewrite the ship authoring record without key {RetiredHullKey}.");
if (slot != RetiredHullKey) reader.Skip();
}
}
}
private const int RetiredHullKey = 1;
private static (HullData Hull, ShipAuthoring Visual) LoadRecords(string path)
{
using var cache = Open(path);
var hulls = cache.GetAll<HullData>().ToArray();
var visuals = cache.GetAll<ShipAuthoring>().ToArray();
if (visuals.Length != 1)
throw new InvalidOperationException($"{path} must hold exactly one ship authoring record, found {visuals.Length}.");
if (hulls.Length != 1)
throw new InvalidOperationException($"{path} must hold exactly one hull record, found {hulls.Length}.");
var (hull, visual) = (hulls[0], visuals[0]);
if (!cache.TryGetHandle(hull).Value.Key.Equals(ShipModCatalog.HullKey(visual.Id)) ||
!cache.TryGetHandle(visual).Value.Key.Equals(ShipModCatalog.AuthoringKey(visual.Id)))
throw new InvalidOperationException($"{path}: {visual.Id}: records must be stored under {ShipModCatalog.HullKey(visual.Id).Value} and {ShipModCatalog.AuthoringKey(visual.Id).Value}.");
return (hull, visual);
}
public static (HullData Hull, ShipAuthoring Visual) Read(string path)
{
var (hull, visual) = Load(path);
Validate(hull, visual);
return (hull, visual);
}
// A hull names one body: a Unity prefab (shipped hulls) or a ShipAuthoring record (mod ships), never both, so no
// consumer needs a precedence rule. A whitespace-only Prefab is unset. Every path that validates or composes hulls
// calls this.
public static void RequireOneBody(HullData hull, string label)
{
if (!string.IsNullOrWhiteSpace(hull.Prefab) && hull.Visual.IsSet())
throw new InvalidOperationException($"{label}: a hull names one body, but this one names both a Unity prefab and a visual record.");
}
// The one semantic check every path shares: the hull and its visual, judged together.
public static void Validate(HullData hull, ShipAuthoring ship)
{
if (ship == null) throw new InvalidOperationException("Ship authoring record is null.");
if (string.IsNullOrWhiteSpace(ship.Id)) throw new InvalidOperationException("Ship ID is required.");
if (!(ship.Id[0] >= 'a' && ship.Id[0] <= 'z' || ship.Id[0] >= '0' && ship.Id[0] <= '9') || ship.Id.Any(c =>
!(c >= 'a' && c <= 'z' || c >= '0' && c <= '9' || c == '.' || c == '_' || c == '-')))
throw new InvalidOperationException($"{ship.Id}: ship ID must use lower-case ASCII letters, digits, dots, underscores, or hyphens.");
if (hull == null) throw new InvalidOperationException($"{ship.Id}: hull data is required.");
if (string.IsNullOrWhiteSpace(hull.Name)) throw new InvalidOperationException($"{ship.Id}: hull name is required.");
if (hull.Shape?.Cells == null || !hull.Shape.Cells.Cast<bool>().Any(occupied => occupied))
throw new InvalidOperationException($"{ship.Id}: schematic must contain at least one cell.");
RequireOneBody(hull, ship.Id);
if (!hull.Visual.Key.Equals(ShipModCatalog.AuthoringKey(ship.Id)))
throw new InvalidOperationException($"{ship.Id}: the hull must name its visual record {ShipModCatalog.AuthoringKey(ship.Id).Value}.");
if (string.IsNullOrWhiteSpace(ship.ModelAsset) || Path.IsPathRooted(ship.ModelAsset) ||
ship.ModelAsset.Replace('\\', '/').Split('/').Any(part => part == ".."))
throw new InvalidOperationException($"{ship.Id}: model asset must be a relative package path.");
var anchors = ship.Anchors ?? throw new InvalidOperationException($"{ship.Id}: anchors are required.");
var ids = new HashSet<string>(StringComparer.Ordinal);
var nodeIds = new HashSet<string>(StringComparer.Ordinal);
foreach (var anchor in anchors)
{
if (anchor == null || string.IsNullOrWhiteSpace(anchor.Id) || !ids.Add(anchor.Id))
throw new InvalidOperationException($"{ship.Id}: anchor IDs must be present and unique.");
if (string.IsNullOrWhiteSpace(anchor.ModelNodeId))
throw new InvalidOperationException($"{ship.Id}: anchor {anchor.Id} needs a model node ID.");
if (!nodeIds.Add(anchor.ModelNodeId))
throw new InvalidOperationException($"{ship.Id}: model node {anchor.ModelNodeId} is claimed by more than one anchor.");
}
foreach (var anchor in anchors)
if (!Roles.Contains(anchor.Role))
throw new InvalidOperationException($"{ship.Id}: anchor {anchor.Id} has unknown role '{anchor.Role}'.");
foreach (var role in new[] { "map-icon", "hull-collider", "shield", "tractor" })
if (anchors.Count(anchor => anchor.Role == role) != 1)
throw new InvalidOperationException($"{ship.Id}: exactly one {role} anchor is required.");
var mounts = new Dictionary<string, HardpointData>(StringComparer.Ordinal);
var occupiedHardpointCells = new HashSet<(int x, int y)>();
foreach (var hardpoint in hull.Hardpoints ?? new List<HardpointData>())
{
if (hardpoint == null || string.IsNullOrWhiteSpace(hardpoint.Transform) || mounts.ContainsKey(hardpoint.Transform))
throw new InvalidOperationException($"{ship.Id}: hardpoint IDs must be present and unique.");
mounts.Add(hardpoint.Transform, hardpoint);
if (!Enum.IsDefined(typeof(HardpointType), hardpoint.Type))
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} has an unknown type {(int)hardpoint.Type}.");
if (!Enum.IsDefined(typeof(ItemRotation), hardpoint.Rotation))
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} has an unknown rotation {(int)hardpoint.Rotation}.");
if (!float.IsFinite(hardpoint.Armor) || hardpoint.Armor < 0 || !float.IsFinite(hardpoint.FiringArc) || hardpoint.FiringArc < 0)
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} armor and firing arc must be finite and not negative.");
if (hardpoint.Shape?.Cells == null || !hardpoint.Shape.Cells.Cast<bool>().Any(occupied => occupied))
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} has no cells.");
for (var cellX = 0; cellX < hardpoint.Shape.Width; cellX++)
for (var cellY = 0; cellY < hardpoint.Shape.Height; cellY++)
{
if (!hardpoint.Shape.Cells[cellX, cellY]) continue;
var x = hardpoint.Position.x + cellX;
var y = hardpoint.Position.y + cellY;
if (x < 0 || y < 0 || x >= hull.Shape.Width || y >= hull.Shape.Height || !hull.Shape.Cells[x, y])
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} lies outside the hull schematic.");
if (!occupiedHardpointCells.Add((x, y)))
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} overlaps another hardpoint.");
}
// Only a hardpoint that shows on the model has a mount anchor, and its type fixes the role that anchor plays.
var mountAnchor = anchors.FirstOrDefault(anchor => anchor.Id == hardpoint.Transform);
var mountRole = MountRole(hardpoint.Type);
if (mountRole == null && mountAnchor != null)
throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} is internal, so no anchor may take its id.");
if (mountRole != null && mountAnchor == null)
throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} has no model anchor.");
if (mountRole != null && mountAnchor.Role != mountRole)
throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} needs a {mountRole} anchor of that id.");
}
foreach (var anchor in anchors)
{
if (!string.IsNullOrEmpty(anchor.ParentId) && !mounts.ContainsKey(anchor.ParentId))
throw new InvalidOperationException($"{ship.Id}: anchor {anchor.Id} has unknown hardpoint parent {anchor.ParentId}.");
// A mount-role anchor is the mount of a hardpoint of its type, never a loose node. The hardpoint loop above has
// already refused one whose id names a hardpoint of another type, so here it only has to name a hardpoint.
if ((anchor.Role == "thruster-emitter" || anchor.Role == "radiator-mesh" || anchor.Role == "weapon-mount") &&
!mounts.ContainsKey(anchor.Id))
throw new InvalidOperationException($"{ship.Id}: {anchor.Role} anchor {anchor.Id} must be the mount of a hardpoint of its type.");
if (anchor.Role == "weapon-muzzle" &&
(string.IsNullOrEmpty(anchor.ParentId) || !IsWeapon(mounts[anchor.ParentId].Type)))
throw new InvalidOperationException($"{ship.Id}: muzzle {anchor.Id} must be parented to a weapon hardpoint's mount.");
}
foreach (var hardpoint in mounts.Values.Where(hardpoint => IsWeapon(hardpoint.Type)))
if (!anchors.Any(anchor => anchor.Role == "weapon-muzzle" && anchor.ParentId == hardpoint.Transform))
throw new InvalidOperationException($"{ship.Id}: weapon hardpoint {hardpoint.Transform} needs at least one muzzle anchor.");
foreach (var line in ship.SchematicLines ?? new List<ShipPolyline>())
{
var points = line?.Points;
if (points == null || points.Length < 6 || points.Length % 3 != 0 ||
points.Any(value => float.IsNaN(value) || float.IsInfinity(value)))
throw new InvalidOperationException($"{ship.Id}: schematic line needs finite XYZ points.");
var count = points.Length / 3;
if (line.Radii != null && line.Radii.Length != count ||
line.Opacities != null && line.Opacities.Length != count)
throw new InvalidOperationException($"{ship.Id}: schematic line point attributes have the wrong length.");
if (line.Radii != null && line.Radii.Any(value => float.IsNaN(value) || float.IsInfinity(value) || value < 0) ||
line.Opacities != null && line.Opacities.Any(value => float.IsNaN(value) || value < 0 || value > 1))
throw new InvalidOperationException($"{ship.Id}: schematic line radius and opacity must be finite and in range.");
if (line.Color != null && (line.Color.Length != 4 ||
line.Color.Any(value => float.IsNaN(value) || float.IsInfinity(value))))
throw new InvalidOperationException($"{ship.Id}: schematic line color must be finite RGBA.");
}
}
}