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(13 total matches found)
Game
library
using System.Collections.Generic;
using System.Linq;
namespace Sandbox.Events;
/// <summary>
/// Generate an ordering based on a set of first-most and last-most items, and
/// individual constraints between pairs of items. All first-most items will be
/// ordered before all last-most items, and any other items will be put in the
/// middle unless forced to be elsewhere by a constraint.
/// </summary>
internal class SortingHelper
{
public record struct SortConstraint( int EarlierIndex, int LaterIndex )
{
public SortConstraint Complement => new ( LaterIndex, EarlierIndex );
}
private readonly int _itemCount;
private readonly HashSet<SortConstraint> _initialConstraints = new HashSet<SortConstraint>();
private readonly HashSet<int> _first = new HashSet<int>();
private readonly HashSet<int> _last = new HashSet<int>();
public SortingHelper( int itemCount )
{
_itemCount = itemCount;
}
public void AddConstraint( int earlierIndex, int laterIndex )
{
_initialConstraints.Add( new SortConstraint( earlierIndex, laterIndex ) );
}
public void AddFirst( int earlierIndex )
{
_first.Add( earlierIndex );
}
public void AddLast( int laterIndex )
{
_last.Add( laterIndex );
}
public bool Sort( List<int> result, out SortConstraint invalidConstraint )
{
var middle = new HashSet<int>();
for ( var index = 0; index < _itemCount; ++index )
{
if ( !_first.Contains( index ) && !_last.Contains( index ) )
middle.Add( index );
}
var allConstraints = new HashSet<SortConstraint>();
var newConstraints = new Queue<SortConstraint>();
var beforeDict = new Dictionary<int, HashSet<int>>();
var afterDict = new Dictionary<int, HashSet<int>>();
bool AddWorkingConstraint( int earlierIndex, int laterIndex, out SortConstraint constraint )
{
constraint = new SortConstraint( earlierIndex, laterIndex );
if ( allConstraints.Contains( constraint.Complement ) )
return false;
if ( !allConstraints.Add( constraint ) )
return true;
newConstraints.Enqueue( constraint );
if ( !beforeDict.TryGetValue( earlierIndex, out var before ) )
beforeDict.Add( earlierIndex, before = new HashSet<int>() );
if ( !afterDict.TryGetValue( laterIndex, out var after ) )
afterDict.Add( laterIndex, after = new HashSet<int>() );
before.Add( laterIndex );
after.Add( earlierIndex );
return true;
}
// Add initial constraints
foreach ( var initialConstraint in _initialConstraints )
{
if ( !AddWorkingConstraint( initialConstraint.EarlierIndex, initialConstraint.LaterIndex, out invalidConstraint ) )
return false;
}
// Everything in _first should be before everything in _last
foreach ( var earlierIndex in _first )
{
foreach ( var laterIndex in _last )
{
if ( !AddWorkingConstraint( earlierIndex, laterIndex, out invalidConstraint ) )
return false;
}
}
// Keep propagating constraints until nothing changes
while ( newConstraints.TryDequeue( out var nextConstraint ) )
{
// if a < b, and b < c, then a < c etc
if ( beforeDict.TryGetValue( nextConstraint.LaterIndex, out var before ) )
{
foreach ( var laterIndex in before )
{
if ( !AddWorkingConstraint( nextConstraint.EarlierIndex, laterIndex, out invalidConstraint ) )
return false;
}
}
if ( afterDict.TryGetValue( nextConstraint.EarlierIndex, out var after ) )
{
foreach ( var earlierIndex in after )
{
if ( !AddWorkingConstraint( earlierIndex, nextConstraint.LaterIndex, out invalidConstraint ) )
{
return false;
}
}
}
}
// Now if we have any items that aren't using GroupOrder.First, and haven't
// determined that they are ordered before another item with GroupOrder.First,
// we can safely order them after all GroupOrder.First items. And vice versa.
foreach ( var middleIndex in middle )
{
var isBeforeAnyFirst = beforeDict.TryGetValue( middleIndex, out var before )
&& before.Any( x => _first.Contains( x ) );
var isAfterAnyLast = afterDict.TryGetValue( middleIndex, out var after )
&& after.Any( x => _last.Contains( x ) );
if ( !isBeforeAnyFirst )
{
foreach ( var earlierIndex in _first )
AddWorkingConstraint( earlierIndex, middleIndex, out invalidConstraint );
}
if ( !isAfterAnyLast )
{
foreach ( var laterIndex in _last )
AddWorkingConstraint( middleIndex, laterIndex, out invalidConstraint );
}
}
// Now lets add items to the final ordering if all items that should be sorted
// before them are already added to that ordering. We'll implement this by choosing
// items that have an empty list / don't appear in afterDict, and update that
// dictionary as we go.
var earliestRemaining = new Queue<int>();
// First, seed the queue with everything that's already not ordered after anything
for ( var index = 0; index < _itemCount; ++index )
{
if ( !afterDict.ContainsKey( index ) )
{
earliestRemaining.Enqueue( index );
}
}
result.Clear();
while ( earliestRemaining.TryDequeue( out var nextIndex ) )
{
result.Add( nextIndex );
foreach ( var laterIndex in beforeDict.TryGetValue( nextIndex, out var laterIndices )
? laterIndices : Enumerable.Empty<int>() )
{
var beforeLater = afterDict[laterIndex];
beforeLater.Remove( nextIndex );
if ( beforeLater.Count == 0 )
earliestRemaining.Enqueue( laterIndex );
}
}
invalidConstraint = default;
return result.Count == _itemCount;
}
}
Game
library
using System.Collections.Generic;
using System.Linq;
namespace Sandbox.Events;
/// <summary>
/// Generate an ordering based on a set of first-most and last-most items, and
/// individual constraints between pairs of items. All first-most items will be
/// ordered before all last-most items, and any other items will be put in the
/// middle unless forced to be elsewhere by a constraint.
/// </summary>
internal class SortingHelper
{
public record struct SortConstraint( int EarlierIndex, int LaterIndex )
{
public SortConstraint Complement => new ( LaterIndex, EarlierIndex );
}
private readonly int _itemCount;
private readonly HashSet<SortConstraint> _initialConstraints = new HashSet<SortConstraint>();
private readonly HashSet<int> _first = new HashSet<int>();
private readonly HashSet<int> _last = new HashSet<int>();
public SortingHelper( int itemCount )
{
_itemCount = itemCount;
}
public void AddConstraint( int earlierIndex, int laterIndex )
{
_initialConstraints.Add( new SortConstraint( earlierIndex, laterIndex ) );
}
public void AddFirst( int earlierIndex )
{
_first.Add( earlierIndex );
}
public void AddLast( int laterIndex )
{
_last.Add( laterIndex );
}
public bool Sort( List<int> result, out SortConstraint invalidConstraint )
{
var middle = new HashSet<int>();
for ( var index = 0; index < _itemCount; ++index )
{
if ( !_first.Contains( index ) && !_last.Contains( index ) )
middle.Add( index );
}
var allConstraints = new HashSet<SortConstraint>();
var newConstraints = new Queue<SortConstraint>();
var beforeDict = new Dictionary<int, HashSet<int>>();
var afterDict = new Dictionary<int, HashSet<int>>();
bool AddWorkingConstraint( int earlierIndex, int laterIndex, out SortConstraint constraint )
{
constraint = new SortConstraint( earlierIndex, laterIndex );
if ( allConstraints.Contains( constraint.Complement ) )
return false;
if ( !allConstraints.Add( constraint ) )
return true;
newConstraints.Enqueue( constraint );
if ( !beforeDict.TryGetValue( earlierIndex, out var before ) )
beforeDict.Add( earlierIndex, before = new HashSet<int>() );
if ( !afterDict.TryGetValue( laterIndex, out var after ) )
afterDict.Add( laterIndex, after = new HashSet<int>() );
before.Add( laterIndex );
after.Add( earlierIndex );
return true;
}
// Add initial constraints
foreach ( var initialConstraint in _initialConstraints )
{
if ( !AddWorkingConstraint( initialConstraint.EarlierIndex, initialConstraint.LaterIndex, out invalidConstraint ) )
return false;
}
// Everything in _first should be before everything in _last
foreach ( var earlierIndex in _first )
{
foreach ( var laterIndex in _last )
{
if ( !AddWorkingConstraint( earlierIndex, laterIndex, out invalidConstraint ) )
return false;
}
}
// Keep propagating constraints until nothing changes
while ( newConstraints.TryDequeue( out var nextConstraint ) )
{
// if a < b, and b < c, then a < c etc
if ( beforeDict.TryGetValue( nextConstraint.LaterIndex, out var before ) )
{
foreach ( var laterIndex in before )
{
if ( !AddWorkingConstraint( nextConstraint.EarlierIndex, laterIndex, out invalidConstraint ) )
return false;
}
}
if ( afterDict.TryGetValue( nextConstraint.EarlierIndex, out var after ) )
{
foreach ( var earlierIndex in after )
{
if ( !AddWorkingConstraint( earlierIndex, nextConstraint.LaterIndex, out invalidConstraint ) )
{
return false;
}
}
}
}
// Now if we have any items that aren't using GroupOrder.First, and haven't
// determined that they are ordered before another item with GroupOrder.First,
// we can safely order them after all GroupOrder.First items. And vice versa.
foreach ( var middleIndex in middle )
{
var isBeforeAnyFirst = beforeDict.TryGetValue( middleIndex, out var before )
&& before.Any( x => _first.Contains( x ) );
var isAfterAnyLast = afterDict.TryGetValue( middleIndex, out var after )
&& after.Any( x => _last.Contains( x ) );
if ( !isBeforeAnyFirst )
{
foreach ( var earlierIndex in _first )
AddWorkingConstraint( earlierIndex, middleIndex, out invalidConstraint );
}
if ( !isAfterAnyLast )
{
foreach ( var laterIndex in _last )
AddWorkingConstraint( middleIndex, laterIndex, out invalidConstraint );
}
}
// Now lets add items to the final ordering if all items that should be sorted
// before them are already added to that ordering. We'll implement this by choosing
// items that have an empty list / don't appear in afterDict, and update that
// dictionary as we go.
var earliestRemaining = new Queue<int>();
// First, seed the queue with everything that's already not ordered after anything
for ( var index = 0; index < _itemCount; ++index )
{
if ( !afterDict.ContainsKey( index ) )
{
earliestRemaining.Enqueue( index );
}
}
result.Clear();
while ( earliestRemaining.TryDequeue( out var nextIndex ) )
{
result.Add( nextIndex );
foreach ( var laterIndex in beforeDict.TryGetValue( nextIndex, out var laterIndices )
? laterIndices : Enumerable.Empty<int>() )
{
var beforeLater = afterDict[laterIndex];
beforeLater.Remove( nextIndex );
if ( beforeLater.Count == 0 )
earliestRemaining.Enqueue( laterIndex );
}
}
invalidConstraint = default;
return result.Count == _itemCount;
}
}
Game
library
using System;
using System.Collections.Generic;
using System.Linq;
using Sandbox.Diagnostics;
namespace Sandbox.States;
[Title( "State Machine" ), Icon( "smart_toy" ), Category( "State Machines" )]
public sealed class StateMachineComponent : Component
{
/// <summary>
/// How many instant state transitions in a row until we throw an error?
/// </summary>
public const int MaxInstantTransitions = 16;
private readonly Dictionary<int, State> _states = new();
private readonly Dictionary<int, Transition> _transitions = new();
private int _nextId = 0;
/// <summary>
/// All states in this machine.
/// </summary>
public IEnumerable<State> States => _states.Values;
/// <summary>
/// All transitions between states in this machine.
/// </summary>
public IEnumerable<Transition> Transitions => _transitions.Values;
/// <summary>
/// Which state becomes active when the machine starts?
/// </summary>
public State? InitialState { get; set; }
/// <summary>
/// Which state is currently active?
/// </summary>
public State? CurrentState
{
get => CurrentStateId is {} id ? _states!.GetValueOrDefault( id ) : null;
private set => CurrentStateId = value?.Id;
}
[Property] private int? CurrentStateId { get; set; }
private float _stateTime;
private bool _firstUpdate = true;
protected override void OnStart()
{
if ( !Network.IsProxy && InitialState is { } initial )
{
CurrentState = initial;
}
}
private static void InvokeSafe( Action? action )
{
try
{
action?.Invoke();
}
catch ( Exception ex )
{
Log.Error( ex );
}
}
protected override void OnFixedUpdate()
{
if ( _firstUpdate )
{
_firstUpdate = false;
InvokeSafe( CurrentState?.OnEnterState );
}
if ( !Network.IsProxy )
{
var transitions = 0;
var prevTime = _stateTime;
_stateTime += Time.Delta;
while ( transitions++ < MaxInstantTransitions && CurrentState?.GetNextTransition( prevTime, _stateTime ) is { } transition )
{
DoTransition( transition.Id );
prevTime = 0f;
if ( transition.Delay is { } delay )
{
_stateTime -= delay;
}
else
{
_stateTime = 0f;
}
}
}
InvokeSafe( CurrentState?.OnUpdateState );
}
[Broadcast( NetPermission.OwnerOnly )]
private void DoTransition( int transitionId )
{
var transition = _transitions!.GetValueOrDefault( transitionId )
?? throw new Exception( $"Unknown transition id: {transitionId}" );
var current = CurrentState!;
Assert.AreEqual( current, transition.Source );
InvokeSafe( current.OnLeaveState );
InvokeSafe( transition.OnTransition );
CurrentState = current = transition.Target;
InvokeSafe( current.OnEnterState );
}
public State AddState()
{
var state = new State( this, _nextId++ );
_states.Add( state.Id, state );
state.IsValid = true;
InitialState ??= state;
return state;
}
internal void RemoveState( State state )
{
Assert.AreEqual( this, state.StateMachine );
Assert.AreEqual( state, _states[state.Id] );
if ( InitialState == state )
{
InitialState = null;
}
if ( CurrentState == state )
{
CurrentState = null;
}
var transitions = Transitions
.Where( x => x.Source == state || x.Target == state )
.ToArray();
foreach ( var transition in transitions )
{
transition.Remove();
}
_states.Remove( state.Id );
state.IsValid = false;
}
internal Transition AddTransition( State source, State target )
{
ArgumentNullException.ThrowIfNull( source, nameof( source ) );
ArgumentNullException.ThrowIfNull( target, nameof( target ) );
Assert.AreEqual( this, source.StateMachine );
Assert.AreEqual( this, target.StateMachine );
var transition = new Transition( _nextId++, source, target );
_transitions.Add( transition.Id, transition );
transition.IsValid = true;
source.InvalidateTransitions();
return transition;
}
internal void RemoveTransition( Transition transition )
{
Assert.AreEqual( this, transition.StateMachine );
Assert.AreEqual( transition, _transitions[transition.Id] );
_transitions.Remove( transition.Id );
transition.IsValid = false;
transition.Source.InvalidateTransitions();
}
internal void Clear()
{
_states.Clear();
_transitions.Clear();
InitialState = null;
_nextId = 0;
}
[Property]
private Model Serialized
{
get => Serialize();
set => Deserialize( value );
}
internal record Model(
IReadOnlyList<State.Model> States,
IReadOnlyList<Transition.Model> Transitions,
int? InitialStateId );
internal Model Serialize()
{
return new Model(
States.Select( x => x.Serialize() ).OrderBy( x => x.Id ).ToArray(),
Transitions.Select( x => x.Serialize() ).OrderBy( x => x.Id ).ToArray(),
InitialState?.Id );
}
internal void Deserialize( Model model )
{
Clear();
foreach ( var stateModel in model.States )
{
var state = new State( this, stateModel.Id );
_states.Add( state.Id, state );
_nextId = Math.Max( _nextId, state.Id + 1 );
state.Deserialize( stateModel );
}
foreach ( var transitionModel in model.Transitions )
{
var transition = new Transition( transitionModel.Id,
_states[transitionModel.SourceId],
_states[transitionModel.TargetId] );
_transitions.Add( transition.Id, transition );
_nextId = Math.Max( _nextId, transition.Id + 1 );
transition.Deserialize( transitionModel );
}
InitialState = model.InitialStateId is { } id ? _states[id] : null;
}
}
Game
library
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Sandbox.Events;
/// <summary>
/// Interface for event payloads that can be listened for by <see cref="IGameEventHandler{T}"/>s.
/// </summary>
public interface IGameEvent { }
/// <summary>
/// Interface for components that handle game events with a payload of type <see cref="T"/>.
/// </summary>
/// <typeparam name="T">Event payload type.</typeparam>
public interface IGameEventHandler<in T>
where T : IGameEvent
{
/// <summary>
/// Called when an event with payload of type <see cref="T"/> is dispatched on a <see cref="GameObject"/>
/// that contains this component, including on a descendant.
/// </summary>
/// <param name="eventArgs">Event payload.</param>
void OnGameEvent( T eventArgs );
}
/// <summary>
/// Helper for dispatching game events in a scene.
/// </summary>
public static class GameEvent
{
private static Dictionary<Type, IReadOnlyDictionary<Type, int>> HandlerOrderingCache { get; } = new();
/// <summary>
/// Notifies all <see cref="IGameEventHandler{T}"/> components that are within <paramref name="root"/>,
/// with a payload of type <typeparamref name="T"/>.
/// </summary>
public static void Dispatch<T>( this GameObject root, T eventArgs )
where T : IGameEvent
{
var handlers = (root is Scene scene
? scene.GetAllComponents<IGameEventHandler<T>>() // I think this is more efficient?
: root.Components.GetAll<IGameEventHandler<T>>())
.ToArray();
if ( !HandlerOrderingCache.TryGetValue( typeof(T), out var ordering ) || handlers.Any( x => !ordering.ContainsKey( x.GetType() ) ) )
{
ordering = HandlerOrderingCache[typeof(T)] = GetHandlerOrdering<T>();
}
List<Exception>? exceptions = null;
foreach ( var handler in handlers.OrderBy( x => ordering[x.GetType()] ) )
{
try
{
handler.OnGameEvent( eventArgs );
}
catch ( Exception e )
{
exceptions ??= new();
exceptions.Add( e );
}
}
switch ( exceptions?.Count )
{
case 1:
Log.Error( exceptions[0] );
break;
case > 1:
Log.Error( new AggregateException( exceptions ) );
break;
}
}
private static bool IsImplementingMethodName( string methodName )
{
if ( methodName == nameof(IGameEventHandler<IGameEvent>.OnGameEvent) )
{
return true;
}
return methodName.StartsWith( "Sandbox.Events.IGameEventHandler<" ) && methodName.EndsWith( ">.OnGameEvent" );
}
private static MethodDescription? GetImplementation<T>( TypeDescription type )
{
foreach ( var method in type.Methods )
{
if ( method.IsStatic ) continue;
if ( method.Parameters.Length != 1 ) continue;
if ( method.Parameters[0].ParameterType != typeof( T ) ) continue;
if ( !IsImplementingMethodName( method.Name ) ) continue;
return method;
}
return null;
}
private static IReadOnlyDictionary<Type, int> GetHandlerOrdering<T>()
where T : IGameEvent
{
var types = TypeLibrary.GetTypes<IGameEventHandler<T>>().ToArray();
var helper = new SortingHelper( types.Length );
for ( var i = 0; i < types.Length; ++i )
{
var type = types[i];
var method = GetImplementation<T>( type );
if ( method is null )
{
Log.Warning( $"Can't find {nameof( IGameEventHandler<T> )}<{typeof( T ).Name}> implementation in {type.Name}!" );
continue;
}
foreach ( var attrib in method.Attributes )
{
switch ( attrib )
{
case EarlyAttribute:
helper.AddFirst( i );
break;
case LateAttribute:
helper.AddLast( i );
break;
case IBeforeAttribute before:
for ( var j = 0; j < types.Length; ++j )
{
if ( i == j ) continue;
var other = types[j];
if ( before.Type.IsAssignableFrom( other.TargetType ) )
{
helper.AddConstraint( i, j );
}
}
break;
case IAfterAttribute after:
for ( var j = 0; j < types.Length; ++j )
{
if ( i == j ) continue;
var other = types[j];
if ( after.Type.IsAssignableFrom( other.TargetType ) )
{
helper.AddConstraint( j, i );
}
}
break;
}
}
}
var ordering = new List<int>();
if ( !helper.Sort( ordering, out var invalid ) )
{
Log.Error( $"Invalid event ordering constraint between {types[invalid.EarlierIndex].Name} and {types[invalid.LaterIndex].Name}!" );
return ImmutableDictionary<Type, int>.Empty;
}
return Enumerable.Range( 0, ordering.Count )
.ToImmutableDictionary( i => types[ordering[i]].TargetType, i => i );
}
}
public delegate void GameEventAction<in T>( T eventArgs )
where T : IGameEvent;
/// <summary>
/// Base class for components that expose game events to Action Graph.
/// </summary>
public abstract class GameEventComponent<T> : Component, IGameEventHandler<T>
where T : IGameEvent
{
/// <summary>
/// Action invoked when the <typeparamref name="T"/> event is dispatched.
/// </summary>
[Property]
public GameEventAction<T>? OnEvent { get; set; }
void IGameEventHandler<T>.OnGameEvent( T eventArgs )
{
OnEvent?.Invoke( eventArgs );
}
}
Game
library
global using Microsoft.AspNetCore.Components; global using Microsoft.AspNetCore.Components.Rendering;
Game
library
using System;
namespace Sandbox.Events;
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked before any handlers not marked as early, except if more specific
/// constraints are given (i.e., <see cref="BeforeAttribute{T}"/>, <see cref="AfterAttribute{T}"/>).
/// </summary>
[AttributeUsage( AttributeTargets.Method )]
public sealed class EarlyAttribute : Attribute
{
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked after any handlers not marked as late, except if more specific
/// constraints are given (i.e., <see cref="BeforeAttribute{T}"/>, <see cref="AfterAttribute{T}"/>).
/// </summary>
[AttributeUsage( AttributeTargets.Method )]
public sealed class LateAttribute : Attribute
{
}
internal interface IBeforeAttribute
{
Type Type { get; }
}
internal interface IAfterAttribute
{
Type Type { get; }
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked before any handlers in the specified type.
/// </summary>
[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]
public sealed class BeforeAttribute<T> : Attribute, IBeforeAttribute
{
Type IBeforeAttribute.Type => typeof(T);
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked after any handlers in the specified type.
/// </summary>
[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]
public sealed class AfterAttribute<T> : Attribute, IAfterAttribute
{
Type IAfterAttribute.Type => typeof( T );
}
Game
library
using System;
using System.Collections.Generic;
using Sandbox.Diagnostics;
namespace Sandbox.States;
public sealed class State : IValid
{
private readonly List<Transition> _orderedTransitions = new();
private bool _transitionsDirty = false;
public StateMachineComponent StateMachine { get; }
/// <summary>
/// Unique ID of this state in its containing <see cref="StateMachineComponent"/>.
/// </summary>
public int Id { get; }
/// <summary>
/// Helpful name of this state.
/// </summary>
public string Name { get; set; } = "Unnamed";
public bool IsValid { get; internal set; }
public IReadOnlyList<Transition> Transitions
{
get
{
if ( _transitionsDirty ) UpdateTransitions();
return _orderedTransitions;
}
}
/// <summary>
/// Event dispatched on the owner when this state is entered.
/// </summary>
public Action? OnEnterState { get; set; }
/// <summary>
/// Event dispatched on the owner while this state is active.
/// </summary>
public Action? OnUpdateState { get; set; }
/// <summary>
/// Event dispatched on the owner when this state is exited.
/// </summary>
public Action? OnLeaveState { get; set; }
public Vector2 EditorPosition { get; set; }
internal State( StateMachineComponent stateMachine, int id )
{
StateMachine = stateMachine;
Id = id;
}
private void UpdateTransitions()
{
_transitionsDirty = false;
_orderedTransitions.Clear();
foreach ( var transition in StateMachine.Transitions )
{
if ( transition.Source == this )
{
_orderedTransitions.Add( transition );
}
}
_orderedTransitions.Sort();
}
internal Transition? GetNextTransition( float prevTime, float nextTime )
{
foreach ( var transition in Transitions )
{
if ( transition.Delay is { } delay )
{
if ( delay < prevTime || delay > nextTime )
{
continue;
}
}
try
{
if ( transition.Condition?.Invoke() is not false )
{
return transition;
}
}
catch ( Exception e )
{
Log.Error( e );
}
}
return null;
}
public Transition AddTransition( State target )
{
return StateMachine.AddTransition( this, target );
}
public void Remove()
{
if ( !IsValid ) return;
StateMachine.RemoveState( this );
}
internal void InvalidateTransitions()
{
_transitionsDirty = true;
}
internal record Model( int Id, string Name, Action? OnEnterState, Action? OnUpdateState, Action? OnLeaveState, Model.UserDataModel? UserData )
{
public record UserDataModel( Vector2 Position );
}
internal Model Serialize()
{
return new Model( Id, Name, OnEnterState, OnUpdateState, OnLeaveState, new Model.UserDataModel( EditorPosition ) );
}
internal void Deserialize( Model model )
{
Assert.AreEqual( Id, model.Id );
Name = model.Name;
OnEnterState = model.OnEnterState;
OnUpdateState = model.OnUpdateState;
OnLeaveState = model.OnLeaveState;
EditorPosition = model.UserData?.Position ?? Vector2.Zero;
}
}
Game
library
using System;
namespace Sandbox.Events;
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked before any handlers not marked as early, except if more specific
/// constraints are given (i.e., <see cref="BeforeAttribute{T}"/>, <see cref="AfterAttribute{T}"/>).
/// </summary>
[AttributeUsage( AttributeTargets.Method )]
public sealed class EarlyAttribute : Attribute
{
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked after any handlers not marked as late, except if more specific
/// constraints are given (i.e., <see cref="BeforeAttribute{T}"/>, <see cref="AfterAttribute{T}"/>).
/// </summary>
[AttributeUsage( AttributeTargets.Method )]
public sealed class LateAttribute : Attribute
{
}
internal interface IBeforeAttribute
{
Type Type { get; }
}
internal interface IAfterAttribute
{
Type Type { get; }
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked before any handlers in the specified type.
/// </summary>
[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]
public sealed class BeforeAttribute<T> : Attribute, IBeforeAttribute
{
Type IBeforeAttribute.Type => typeof(T);
}
/// <summary>
/// Only valid on <see cref="IGameEventHandler{T}.OnGameEvent"/> implementations. Forces this
/// event handler to be invoked after any handlers in the specified type.
/// </summary>
[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]
public sealed class AfterAttribute<T> : Attribute, IAfterAttribute
{
Type IAfterAttribute.Type => typeof( T );
}
UnitTest
library
global using Microsoft.VisualStudio.TestTools.UnitTesting;
using System.Reflection;
using Sandbox.Internal;
namespace Sandbox.Events.Tests;
[TestClass]
public class TestInit
{
[AssemblyInitialize]
public static void ClassInitialize( TestContext context )
{
Application.InitUnitTest();
var addAssemblyMethod = typeof(TypeLibrary)
.GetMethod( "AddAssembly", BindingFlags.NonPublic | BindingFlags.Instance, new[] { typeof(Assembly), typeof(bool) } )!;
addAssemblyMethod.Invoke( GlobalGameNamespace.TypeLibrary, new object?[] { Assembly.GetExecutingAssembly(), true } );
}
}
UnitTest
library
namespace Sandbox.Events.Tests;
[TestClass]
public class DispatchTests
{
[TestMethod]
public void Simple()
{
var scene = new Scene();
using var _ = scene.Push();
var go = new GameObject();
go.Components.Create<EarlyHandler>();
go.Components.Create<Handler>();
go.Components.Create<LateHandler>();
go.Components.Create<AfterLateHandler>();
go.Components.Create<BeforeLateHandler>();
go.Components.Create<AfterEarlyHandler>();
go.Components.Create<BeforeEarlyHandler>();
go.Components.Create<BeforeHandler>();
go.Components.Create<AfterHandler>();
scene.Dispatch( new ExampleEventArgs() );
Assert.IsTrue( go.Components.Get<EarlyHandler>().Index < go.Components.Get<Handler>().Index );
Assert.IsTrue( go.Components.Get<Handler>().Index < go.Components.Get<LateHandler>().Index );
Assert.IsTrue( go.Components.Get<BeforeEarlyHandler>().Index < go.Components.Get<EarlyHandler>().Index );
Assert.IsTrue( go.Components.Get<EarlyHandler>().Index < go.Components.Get<AfterEarlyHandler>().Index );
Assert.IsTrue( go.Components.Get<BeforeHandler>().Index < go.Components.Get<Handler>().Index );
Assert.IsTrue( go.Components.Get<Handler>().Index < go.Components.Get<AfterHandler>().Index );
Assert.IsTrue( go.Components.Get<BeforeLateHandler>().Index < go.Components.Get<LateHandler>().Index );
Assert.IsTrue( go.Components.Get<LateHandler>().Index < go.Components.Get<AfterLateHandler>().Index );
}
}
public class ExampleEventArgs : IGameEvent
{
public int HandleCount { get; set; }
}
public abstract class BaseHandler : Component
{
public int Index { get; set; }
protected void Handle( ExampleEventArgs eventArgs )
{
Index = ++eventArgs.HandleCount;
}
}
public sealed class Handler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
public sealed class EarlyHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
[Early]
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
public sealed class LateHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
[Late]
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
public sealed class BeforeHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
[Before<Handler>]
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
public sealed class AfterHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
[After<Handler>]
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
public sealed class BeforeEarlyHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
[Before<EarlyHandler>]
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
public sealed class AfterEarlyHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
[After<EarlyHandler>]
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
public sealed class BeforeLateHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
[Before<LateHandler>]
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
public sealed class AfterLateHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>
{
[After<LateHandler>]
void IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );
}
Game
library
global using static Sandbox.Internal.GlobalGameNamespace;
[assembly: global::System.Reflection.AssemblyMetadata( "AddonTitle", "Game Events" )]
[assembly: global::System.Reflection.AssemblyMetadata( "AddonIdent", "libevents" )]
[assembly: global::System.Reflection.AssemblyMetadata( "OrgIdent", "facepunch" )]
[assembly: global::System.Reflection.AssemblyMetadata( "Ident", "facepunch.libevents" )]
[assembly: global::System.Reflection.AssemblyMetadata( "CompileTime", "8/11/2024 10:59:39 AM" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineVersion", "17" )]
[assembly: global::System.Reflection.AssemblyMetadata( "EngineMinorVersion", "1" )]
[assembly: System.Runtime.Versioning.TargetFramework( ".NETCoreApp,Version=v7.0", FrameworkDisplayName = ".NET 7.0" )]
[assembly: global::System.Reflection.AssemblyVersion("0.0.153.0")]
[assembly: global::System.Reflection.AssemblyFileVersion("0.0.153.0")]
Game
library
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
namespace Sandbox.Events;
/// <summary>
/// Interface for event payloads that can be listened for by <see cref="IGameEventHandler{T}"/>s.
/// </summary>
public interface IGameEvent { }
/// <summary>
/// Interface for components that handle game events with a payload of type <see cref="T"/>.
/// </summary>
/// <typeparam name="T">Event payload type.</typeparam>
public interface IGameEventHandler<in T>
where T : IGameEvent
{
/// <summary>
/// Called when an event with payload of type <see cref="T"/> is dispatched on a <see cref="GameObject"/>
/// that contains this component, including on a descendant.
/// </summary>
/// <param name="eventArgs">Event payload.</param>
void OnGameEvent( T eventArgs );
}
/// <summary>
/// Helper for dispatching game events in a scene.
/// </summary>
public static class GameEvent
{
private static Dictionary<Type, IReadOnlyDictionary<Type, int>> HandlerOrderingCache { get; } = new();
/// <summary>
/// Notifies all <see cref="IGameEventHandler{T}"/> components that are within <paramref name="root"/>,
/// with a payload of type <typeparamref name="T"/>.
/// </summary>
public static void Dispatch<T>( this GameObject root, T eventArgs )
where T : IGameEvent
{
var handlers = (root is Scene scene
? scene.GetAllComponents<IGameEventHandler<T>>() // I think this is more efficient?
: root.Components.GetAll<IGameEventHandler<T>>())
.ToArray();
if ( !HandlerOrderingCache.TryGetValue( typeof(T), out var ordering ) || handlers.Any( x => !ordering.ContainsKey( x.GetType() ) ) )
{
ordering = HandlerOrderingCache[typeof(T)] = GetHandlerOrdering<T>();
}
List<Exception>? exceptions = null;
foreach ( var handler in handlers.OrderBy( x => ordering[x.GetType()] ) )
{
try
{
handler.OnGameEvent( eventArgs );
}
catch ( Exception e )
{
exceptions ??= new();
exceptions.Add( e );
}
}
switch ( exceptions?.Count )
{
case 1:
Log.Error( exceptions[0] );
break;
case > 1:
Log.Error( new AggregateException( exceptions ) );
break;
}
}
private static bool IsImplementingMethodName( string methodName )
{
if ( methodName == nameof(IGameEventHandler<IGameEvent>.OnGameEvent) )
{
return true;
}
return methodName.StartsWith( "Sandbox.Events.IGameEventHandler<" ) && methodName.EndsWith( ">.OnGameEvent" );
}
private static MethodDescription? GetImplementation<T>( TypeDescription type )
{
foreach ( var method in type.Methods )
{
if ( method.IsStatic ) continue;
if ( method.Parameters.Length != 1 ) continue;
if ( method.Parameters[0].ParameterType != typeof( T ) ) continue;
if ( !IsImplementingMethodName( method.Name ) ) continue;
return method;
}
return null;
}
private static IReadOnlyDictionary<Type, int> GetHandlerOrdering<T>()
where T : IGameEvent
{
var types = TypeLibrary.GetTypes<IGameEventHandler<T>>().ToArray();
var helper = new SortingHelper( types.Length );
for ( var i = 0; i < types.Length; ++i )
{
var type = types[i];
var method = GetImplementation<T>( type );
if ( method is null )
{
Log.Warning( $"Can't find {nameof( IGameEventHandler<T> )}<{typeof( T ).Name}> implementation in {type.Name}!" );
continue;
}
foreach ( var attrib in method.Attributes )
{
switch ( attrib )
{
case EarlyAttribute:
helper.AddFirst( i );
break;
case LateAttribute:
helper.AddLast( i );
break;
case IBeforeAttribute before:
for ( var j = 0; j < types.Length; ++j )
{
if ( i == j ) continue;
var other = types[j];
if ( before.Type.IsAssignableFrom( other.TargetType ) )
{
helper.AddConstraint( i, j );
}
}
break;
case IAfterAttribute after:
for ( var j = 0; j < types.Length; ++j )
{
if ( i == j ) continue;
var other = types[j];
if ( after.Type.IsAssignableFrom( other.TargetType ) )
{
helper.AddConstraint( j, i );
}
}
break;
}
}
}
var ordering = new List<int>();
if ( !helper.Sort( ordering, out var invalid ) )
{
Log.Error( $"Invalid event ordering constraint between {types[invalid.EarlierIndex].Name} and {types[invalid.LaterIndex].Name}!" );
return ImmutableDictionary<Type, int>.Empty;
}
return Enumerable.Range( 0, ordering.Count )
.ToImmutableDictionary( i => types[ordering[i]].TargetType, i => i );
}
}
public delegate void GameEventAction<in T>( T eventArgs )
where T : IGameEvent;
/// <summary>
/// Base class for components that expose game events to Action Graph.
/// </summary>
public abstract class GameEventComponent<T> : Component, IGameEventHandler<T>
where T : IGameEvent
{
/// <summary>
/// Action invoked when the <typeparamref name="T"/> event is dispatched.
/// </summary>
[Property]
public GameEventAction<T>? OnEvent { get; set; }
void IGameEventHandler<T>.OnGameEvent( T eventArgs )
{
OnEvent?.Invoke( eventArgs );
}
}
Game
library
using System;
using Sandbox.Diagnostics;
namespace Sandbox.States;
public sealed class Transition : IComparable<Transition>, IValid
{
private float? _delay;
private Func<bool>? _condition;
/// <summary>
/// The state machine containing this transition.
/// </summary>
public StateMachineComponent StateMachine => Source.StateMachine;
/// <summary>
/// Unique ID of this transition in the <see cref="StateMachineComponent"/>.
/// </summary>
public int Id { get; }
/// <summary>
/// The state this transition originates from.
/// </summary>
public State Source { get; }
/// <summary>
/// The destination of this transition.
/// </summary>
public State Target { get; }
/// <summary>
/// Does this transition still belong to a state.
/// </summary>
public bool IsValid { get; internal set; }
internal Transition( int id, State source, State target )
{
Source = source;
Target = target;
Id = id;
}
/// <summary>
/// Optional delay before this transition is taken.
/// If null, this transition can be taken at any time.
/// </summary>
public float? Delay
{
get => _delay;
set
{
_delay = value;
Source.InvalidateTransitions();
}
}
/// <summary>
/// Optional condition to evaluate.
/// </summary>
public Func<bool>? Condition
{
get => _condition;
set
{
_condition = value;
Source.InvalidateTransitions();
}
}
/// <summary>
/// Action performed when this transition is taken.
/// </summary>
public Action? OnTransition { get; set; }
public void Remove()
{
if ( !IsValid ) return;
StateMachine.RemoveTransition( this );
}
public int CompareTo( Transition? other )
{
if ( other is null ) return 1;
var delayCompare = (Delay ?? float.PositiveInfinity).CompareTo( other.Delay ?? float.PositiveInfinity );
if ( delayCompare != 0 ) return delayCompare;
var conditionCompare = (Condition is null).CompareTo( other.Condition is null );
if ( conditionCompare != 0 ) return conditionCompare;
return Target.Id.CompareTo( other.Target.Id );
}
internal record Model( int Id, int SourceId, int TargetId, float? Delay, Func<bool>? Condition, Action? OnTransition );
internal Model Serialize()
{
return new Model( Id, Source.Id, Target.Id, Delay, Condition, OnTransition );
}
internal void Deserialize( Model model )
{
Assert.AreEqual( Id, model.Id );
Assert.AreEqual( Source.Id, model.SourceId );
Assert.AreEqual( Target.Id, model.TargetId );
Delay = model.Delay;
Condition = model.Condition;
OnTransition = model.OnTransition;
}
}
Debug: View Raw JSON Response
{
"TotalCount": 13,
"Files": [
{
"Ident": "facepunch.libevents",
"Path": "Code/SortingHelper.cs",
"FileName": "SortingHelper.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "using System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Generate an ordering based on a set of first-most and last-most items, and\r\n/// individual constraints between pairs of items. All first-most items will be\r\n/// ordered before all last-most items, and any other items will be put in the\r\n/// middle unless forced to be elsewhere by a constraint.\r\n/// </summary>\r\ninternal class SortingHelper\r\n{\r\n\tpublic record struct SortConstraint( int EarlierIndex, int LaterIndex )\r\n\t{\r\n\t\tpublic SortConstraint Complement => new ( LaterIndex, EarlierIndex );\r\n\t}\r\n\r\n\tprivate readonly int _itemCount;\r\n\r\n\tprivate readonly HashSet<SortConstraint> _initialConstraints = new HashSet<SortConstraint>();\r\n\r\n\tprivate readonly HashSet<int> _first = new HashSet<int>();\r\n\tprivate readonly HashSet<int> _last = new HashSet<int>();\r\n\r\n\tpublic SortingHelper( int itemCount )\r\n\t{\r\n\t\t_itemCount = itemCount;\r\n\t}\r\n\r\n\tpublic void AddConstraint( int earlierIndex, int laterIndex )\r\n\t{\r\n\t\t_initialConstraints.Add( new SortConstraint( earlierIndex, laterIndex ) );\r\n\t}\r\n\r\n\tpublic void AddFirst( int earlierIndex )\r\n\t{\r\n\t\t_first.Add( earlierIndex );\r\n\t}\r\n\r\n\tpublic void AddLast( int laterIndex )\r\n\t{\r\n\t\t_last.Add( laterIndex );\r\n\t}\r\n\r\n\tpublic bool Sort( List<int> result, out SortConstraint invalidConstraint )\r\n\t{\r\n\t\tvar middle = new HashSet<int>();\r\n\r\n\t\tfor ( var index = 0; index < _itemCount; ++index )\r\n\t\t{\r\n\t\t\tif ( !_first.Contains( index ) && !_last.Contains( index ) )\r\n\t\t\t\tmiddle.Add( index );\r\n\t\t}\r\n\r\n\t\tvar allConstraints = new HashSet<SortConstraint>();\r\n\t\tvar newConstraints = new Queue<SortConstraint>();\r\n\t\tvar beforeDict = new Dictionary<int, HashSet<int>>();\r\n\t\tvar afterDict = new Dictionary<int, HashSet<int>>();\r\n\r\n\t\tbool AddWorkingConstraint( int earlierIndex, int laterIndex, out SortConstraint constraint )\r\n\t\t{\r\n\t\t\tconstraint = new SortConstraint( earlierIndex, laterIndex );\r\n\r\n\t\t\tif ( allConstraints.Contains( constraint.Complement ) )\r\n\t\t\t\treturn false;\r\n\r\n\t\t\tif ( !allConstraints.Add( constraint ) )\r\n\t\t\t\treturn true;\r\n\r\n\t\t\tnewConstraints.Enqueue( constraint );\r\n\r\n\t\t\tif ( !beforeDict.TryGetValue( earlierIndex, out var before ) )\r\n\t\t\t\tbeforeDict.Add( earlierIndex, before = new HashSet<int>() );\r\n\r\n\t\t\tif ( !afterDict.TryGetValue( laterIndex, out var after ) )\r\n\t\t\t\tafterDict.Add( laterIndex, after = new HashSet<int>() );\r\n\r\n\t\t\tbefore.Add( laterIndex );\r\n\t\t\tafter.Add( earlierIndex );\r\n\r\n\t\t\treturn true;\r\n\t\t}\r\n\r\n\t\t// Add initial constraints\r\n\r\n\t\tforeach ( var initialConstraint in _initialConstraints )\r\n\t\t{\r\n\t\t\tif ( !AddWorkingConstraint( initialConstraint.EarlierIndex, initialConstraint.LaterIndex, out invalidConstraint ) )\r\n\t\t\t\treturn false;\r\n\t\t}\r\n\r\n\t\t// Everything in _first should be before everything in _last\r\n\r\n\t\tforeach ( var earlierIndex in _first )\r\n\t\t{\r\n\t\t\tforeach ( var laterIndex in _last )\r\n\t\t\t{\r\n\t\t\t\tif ( !AddWorkingConstraint( earlierIndex, laterIndex, out invalidConstraint ) )\r\n\t\t\t\t\treturn false;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Keep propagating constraints until nothing changes\r\n\r\n\t\twhile ( newConstraints.TryDequeue( out var nextConstraint ) )\r\n\t\t{\r\n\t\t\t// if a < b, and b < c, then a < c etc\r\n\r\n\t\t\tif ( beforeDict.TryGetValue( nextConstraint.LaterIndex, out var before ) )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var laterIndex in before )\r\n\t\t\t\t{\r\n\t\t\t\t\tif ( !AddWorkingConstraint( nextConstraint.EarlierIndex, laterIndex, out invalidConstraint ) )\r\n\t\t\t\t\t\treturn false;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tif ( afterDict.TryGetValue( nextConstraint.EarlierIndex, out var after ) )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var earlierIndex in after )\r\n\t\t\t\t{\r\n\t\t\t\t\tif ( !AddWorkingConstraint( earlierIndex, nextConstraint.LaterIndex, out invalidConstraint ) )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\treturn false;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Now if we have any items that aren't using GroupOrder.First, and haven't\r\n\t\t// determined that they are ordered before another item with GroupOrder.First,\r\n\t\t// we can safely order them after all GroupOrder.First items. And vice versa.\r\n\r\n\t\tforeach ( var middleIndex in middle )\r\n\t\t{\r\n\t\t\tvar isBeforeAnyFirst = beforeDict.TryGetValue( middleIndex, out var before )\r\n\t\t\t\t&& before.Any( x => _first.Contains( x ) );\r\n\r\n\t\t\tvar isAfterAnyLast = afterDict.TryGetValue( middleIndex, out var after )\r\n\t\t\t\t&& after.Any( x => _last.Contains( x ) );\r\n\r\n\t\t\tif ( !isBeforeAnyFirst )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var earlierIndex in _first )\r\n\t\t\t\t\tAddWorkingConstraint( earlierIndex, middleIndex, out invalidConstraint );\r\n\t\t\t}\r\n\r\n\t\t\tif ( !isAfterAnyLast )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var laterIndex in _last )\r\n\t\t\t\t\tAddWorkingConstraint( middleIndex, laterIndex, out invalidConstraint );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Now lets add items to the final ordering if all items that should be sorted\r\n\t\t// before them are already added to that ordering. We'll implement this by choosing\r\n\t\t// items that have an empty list / don't appear in afterDict, and update that\r\n\t\t// dictionary as we go.\r\n\r\n\t\tvar earliestRemaining = new Queue<int>();\r\n\r\n\t\t// First, seed the queue with everything that's already not ordered after anything\r\n\r\n\t\tfor ( var index = 0; index < _itemCount; ++index )\r\n\t\t{\r\n\t\t\tif ( !afterDict.ContainsKey( index ) )\r\n\t\t\t{\r\n\t\t\t\tearliestRemaining.Enqueue( index );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tresult.Clear();\r\n\r\n\t\twhile ( earliestRemaining.TryDequeue( out var nextIndex ) )\r\n\t\t{\r\n\t\t\tresult.Add( nextIndex );\r\n\r\n\t\t\tforeach ( var laterIndex in beforeDict.TryGetValue( nextIndex, out var laterIndices )\r\n\t\t\t\t? laterIndices : Enumerable.Empty<int>() )\r\n\t\t\t{\r\n\t\t\t\tvar beforeLater = afterDict[laterIndex];\r\n\t\t\t\tbeforeLater.Remove( nextIndex );\r\n\r\n\t\t\t\tif ( beforeLater.Count == 0 )\r\n\t\t\t\t\tearliestRemaining.Enqueue( laterIndex );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tinvalidConstraint = default;\r\n\t\treturn result.Count == _itemCount;\r\n\t}\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "SortingHelper.cs",
"FileName": "SortingHelper.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "using System.Collections.Generic;\r\nusing System.Linq;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Generate an ordering based on a set of first-most and last-most items, and\r\n/// individual constraints between pairs of items. All first-most items will be\r\n/// ordered before all last-most items, and any other items will be put in the\r\n/// middle unless forced to be elsewhere by a constraint.\r\n/// </summary>\r\ninternal class SortingHelper\r\n{\r\n\tpublic record struct SortConstraint( int EarlierIndex, int LaterIndex )\r\n\t{\r\n\t\tpublic SortConstraint Complement => new ( LaterIndex, EarlierIndex );\r\n\t}\r\n\r\n\tprivate readonly int _itemCount;\r\n\r\n\tprivate readonly HashSet<SortConstraint> _initialConstraints = new HashSet<SortConstraint>();\r\n\r\n\tprivate readonly HashSet<int> _first = new HashSet<int>();\r\n\tprivate readonly HashSet<int> _last = new HashSet<int>();\r\n\r\n\tpublic SortingHelper( int itemCount )\r\n\t{\r\n\t\t_itemCount = itemCount;\r\n\t}\r\n\r\n\tpublic void AddConstraint( int earlierIndex, int laterIndex )\r\n\t{\r\n\t\t_initialConstraints.Add( new SortConstraint( earlierIndex, laterIndex ) );\r\n\t}\r\n\r\n\tpublic void AddFirst( int earlierIndex )\r\n\t{\r\n\t\t_first.Add( earlierIndex );\r\n\t}\r\n\r\n\tpublic void AddLast( int laterIndex )\r\n\t{\r\n\t\t_last.Add( laterIndex );\r\n\t}\r\n\r\n\tpublic bool Sort( List<int> result, out SortConstraint invalidConstraint )\r\n\t{\r\n\t\tvar middle = new HashSet<int>();\r\n\r\n\t\tfor ( var index = 0; index < _itemCount; ++index )\r\n\t\t{\r\n\t\t\tif ( !_first.Contains( index ) && !_last.Contains( index ) )\r\n\t\t\t\tmiddle.Add( index );\r\n\t\t}\r\n\r\n\t\tvar allConstraints = new HashSet<SortConstraint>();\r\n\t\tvar newConstraints = new Queue<SortConstraint>();\r\n\t\tvar beforeDict = new Dictionary<int, HashSet<int>>();\r\n\t\tvar afterDict = new Dictionary<int, HashSet<int>>();\r\n\r\n\t\tbool AddWorkingConstraint( int earlierIndex, int laterIndex, out SortConstraint constraint )\r\n\t\t{\r\n\t\t\tconstraint = new SortConstraint( earlierIndex, laterIndex );\r\n\r\n\t\t\tif ( allConstraints.Contains( constraint.Complement ) )\r\n\t\t\t\treturn false;\r\n\r\n\t\t\tif ( !allConstraints.Add( constraint ) )\r\n\t\t\t\treturn true;\r\n\r\n\t\t\tnewConstraints.Enqueue( constraint );\r\n\r\n\t\t\tif ( !beforeDict.TryGetValue( earlierIndex, out var before ) )\r\n\t\t\t\tbeforeDict.Add( earlierIndex, before = new HashSet<int>() );\r\n\r\n\t\t\tif ( !afterDict.TryGetValue( laterIndex, out var after ) )\r\n\t\t\t\tafterDict.Add( laterIndex, after = new HashSet<int>() );\r\n\r\n\t\t\tbefore.Add( laterIndex );\r\n\t\t\tafter.Add( earlierIndex );\r\n\r\n\t\t\treturn true;\r\n\t\t}\r\n\r\n\t\t// Add initial constraints\r\n\r\n\t\tforeach ( var initialConstraint in _initialConstraints )\r\n\t\t{\r\n\t\t\tif ( !AddWorkingConstraint( initialConstraint.EarlierIndex, initialConstraint.LaterIndex, out invalidConstraint ) )\r\n\t\t\t\treturn false;\r\n\t\t}\r\n\r\n\t\t// Everything in _first should be before everything in _last\r\n\r\n\t\tforeach ( var earlierIndex in _first )\r\n\t\t{\r\n\t\t\tforeach ( var laterIndex in _last )\r\n\t\t\t{\r\n\t\t\t\tif ( !AddWorkingConstraint( earlierIndex, laterIndex, out invalidConstraint ) )\r\n\t\t\t\t\treturn false;\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Keep propagating constraints until nothing changes\r\n\r\n\t\twhile ( newConstraints.TryDequeue( out var nextConstraint ) )\r\n\t\t{\r\n\t\t\t// if a < b, and b < c, then a < c etc\r\n\r\n\t\t\tif ( beforeDict.TryGetValue( nextConstraint.LaterIndex, out var before ) )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var laterIndex in before )\r\n\t\t\t\t{\r\n\t\t\t\t\tif ( !AddWorkingConstraint( nextConstraint.EarlierIndex, laterIndex, out invalidConstraint ) )\r\n\t\t\t\t\t\treturn false;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\tif ( afterDict.TryGetValue( nextConstraint.EarlierIndex, out var after ) )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var earlierIndex in after )\r\n\t\t\t\t{\r\n\t\t\t\t\tif ( !AddWorkingConstraint( earlierIndex, nextConstraint.LaterIndex, out invalidConstraint ) )\r\n\t\t\t\t\t{\r\n\t\t\t\t\t\treturn false;\r\n\t\t\t\t\t}\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Now if we have any items that aren't using GroupOrder.First, and haven't\r\n\t\t// determined that they are ordered before another item with GroupOrder.First,\r\n\t\t// we can safely order them after all GroupOrder.First items. And vice versa.\r\n\r\n\t\tforeach ( var middleIndex in middle )\r\n\t\t{\r\n\t\t\tvar isBeforeAnyFirst = beforeDict.TryGetValue( middleIndex, out var before )\r\n\t\t\t\t&& before.Any( x => _first.Contains( x ) );\r\n\r\n\t\t\tvar isAfterAnyLast = afterDict.TryGetValue( middleIndex, out var after )\r\n\t\t\t\t&& after.Any( x => _last.Contains( x ) );\r\n\r\n\t\t\tif ( !isBeforeAnyFirst )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var earlierIndex in _first )\r\n\t\t\t\t\tAddWorkingConstraint( earlierIndex, middleIndex, out invalidConstraint );\r\n\t\t\t}\r\n\r\n\t\t\tif ( !isAfterAnyLast )\r\n\t\t\t{\r\n\t\t\t\tforeach ( var laterIndex in _last )\r\n\t\t\t\t\tAddWorkingConstraint( middleIndex, laterIndex, out invalidConstraint );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t// Now lets add items to the final ordering if all items that should be sorted\r\n\t\t// before them are already added to that ordering. We'll implement this by choosing\r\n\t\t// items that have an empty list / don't appear in afterDict, and update that\r\n\t\t// dictionary as we go.\r\n\r\n\t\tvar earliestRemaining = new Queue<int>();\r\n\r\n\t\t// First, seed the queue with everything that's already not ordered after anything\r\n\r\n\t\tfor ( var index = 0; index < _itemCount; ++index )\r\n\t\t{\r\n\t\t\tif ( !afterDict.ContainsKey( index ) )\r\n\t\t\t{\r\n\t\t\t\tearliestRemaining.Enqueue( index );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tresult.Clear();\r\n\r\n\t\twhile ( earliestRemaining.TryDequeue( out var nextIndex ) )\r\n\t\t{\r\n\t\t\tresult.Add( nextIndex );\r\n\r\n\t\t\tforeach ( var laterIndex in beforeDict.TryGetValue( nextIndex, out var laterIndices )\r\n\t\t\t\t? laterIndices : Enumerable.Empty<int>() )\r\n\t\t\t{\r\n\t\t\t\tvar beforeLater = afterDict[laterIndex];\r\n\t\t\t\tbeforeLater.Remove( nextIndex );\r\n\r\n\t\t\t\tif ( beforeLater.Count == 0 )\r\n\t\t\t\t\tearliestRemaining.Enqueue( laterIndex );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tinvalidConstraint = default;\r\n\t\treturn result.Count == _itemCount;\r\n\t}\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "StateMachine.cs",
"FileName": "StateMachine.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Linq;\r\nusing Sandbox.Diagnostics;\r\n\r\nnamespace Sandbox.States;\r\n\r\n[Title( \"State Machine\" ), Icon( \"smart_toy\" ), Category( \"State Machines\" )]\r\npublic sealed class StateMachineComponent : Component\r\n{\r\n\t/// <summary>\r\n\t/// How many instant state transitions in a row until we throw an error?\r\n\t/// </summary>\r\n\tpublic const int MaxInstantTransitions = 16;\r\n\r\n\tprivate readonly Dictionary<int, State> _states = new();\r\n\tprivate readonly Dictionary<int, Transition> _transitions = new();\r\n\r\n\tprivate int _nextId = 0;\r\n\r\n\t/// <summary>\r\n\t/// All states in this machine.\r\n\t/// </summary>\r\n\tpublic IEnumerable<State> States => _states.Values;\r\n\r\n\t/// <summary>\r\n\t/// All transitions between states in this machine.\r\n\t/// </summary>\r\n\tpublic IEnumerable<Transition> Transitions => _transitions.Values;\r\n\r\n\t/// <summary>\r\n\t/// Which state becomes active when the machine starts?\r\n\t/// </summary>\r\n\tpublic State? InitialState { get; set; }\r\n\r\n\t/// <summary>\r\n\t/// Which state is currently active?\r\n\t/// </summary>\r\n\tpublic State? CurrentState\r\n\t{\r\n\t\tget => CurrentStateId is {} id ? _states!.GetValueOrDefault( id ) : null;\r\n\t\tprivate set => CurrentStateId = value?.Id;\r\n\t}\r\n\r\n\t[Property] private int? CurrentStateId { get; set; }\r\n\r\n\tprivate float _stateTime;\r\n\r\n\tprivate bool _firstUpdate = true;\r\n\r\n\tprotected override void OnStart()\r\n\t{\r\n\t\tif ( !Network.IsProxy && InitialState is { } initial )\r\n\t\t{\r\n\t\t\tCurrentState = initial;\r\n\t\t}\r\n\t}\r\n\r\n\tprivate static void InvokeSafe( Action? action )\r\n\t{\r\n\t\ttry\r\n\t\t{\r\n\t\t\taction?.Invoke();\r\n\t\t}\r\n\t\tcatch ( Exception ex )\r\n\t\t{\r\n\t\t\tLog.Error( ex );\r\n\t\t}\r\n\t}\r\n\r\n\tprotected override void OnFixedUpdate()\r\n\t{\r\n\t\tif ( _firstUpdate )\r\n\t\t{\r\n\t\t\t_firstUpdate = false;\r\n\r\n\t\t\tInvokeSafe( CurrentState?.OnEnterState );\r\n\t\t}\r\n\r\n\t\tif ( !Network.IsProxy )\r\n\t\t{\r\n\t\t\tvar transitions = 0;\r\n\t\t\tvar prevTime = _stateTime;\r\n\r\n\t\t\t_stateTime += Time.Delta;\r\n\r\n\t\t\twhile ( transitions++ < MaxInstantTransitions && CurrentState?.GetNextTransition( prevTime, _stateTime ) is { } transition )\r\n\t\t\t{\r\n\t\t\t\tDoTransition( transition.Id );\r\n\r\n\t\t\t\tprevTime = 0f;\r\n\r\n\t\t\t\tif ( transition.Delay is { } delay )\r\n\t\t\t\t{\r\n\t\t\t\t\t_stateTime -= delay;\r\n\t\t\t\t}\r\n\t\t\t\telse\r\n\t\t\t\t{\r\n\t\t\t\t\t_stateTime = 0f;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tInvokeSafe( CurrentState?.OnUpdateState );\r\n\t}\r\n\r\n\t[Broadcast( NetPermission.OwnerOnly )]\r\n\tprivate void DoTransition( int transitionId )\r\n\t{\r\n\t\tvar transition = _transitions!.GetValueOrDefault( transitionId )\r\n\t\t\t?? throw new Exception( $\"Unknown transition id: {transitionId}\" );\r\n\r\n\t\tvar current = CurrentState!;\r\n\r\n\t\tAssert.AreEqual( current, transition.Source );\r\n\r\n\t\tInvokeSafe( current.OnLeaveState );\r\n\t\tInvokeSafe( transition.OnTransition );\r\n\r\n\t\tCurrentState = current = transition.Target;\r\n\r\n\t\tInvokeSafe( current.OnEnterState );\r\n\t}\r\n\r\n\tpublic State AddState()\r\n\t{\r\n\t\tvar state = new State( this, _nextId++ );\r\n\r\n\t\t_states.Add( state.Id, state );\r\n\r\n\t\tstate.IsValid = true;\r\n\r\n\t\tInitialState ??= state;\r\n\r\n\t\treturn state;\r\n\t}\r\n\r\n\tinternal void RemoveState( State state )\r\n\t{\r\n\t\tAssert.AreEqual( this, state.StateMachine );\r\n\t\tAssert.AreEqual( state, _states[state.Id] );\r\n\r\n\t\tif ( InitialState == state )\r\n\t\t{\r\n\t\t\tInitialState = null;\r\n\t\t}\r\n\r\n\t\tif ( CurrentState == state )\r\n\t\t{\r\n\t\t\tCurrentState = null;\r\n\t\t}\r\n\r\n\t\tvar transitions = Transitions\r\n\t\t\t.Where( x => x.Source == state || x.Target == state )\r\n\t\t\t.ToArray();\r\n\r\n\t\tforeach ( var transition in transitions )\r\n\t\t{\r\n\t\t\ttransition.Remove();\r\n\t\t}\r\n\r\n\t\t_states.Remove( state.Id );\r\n\r\n\t\tstate.IsValid = false;\r\n\t}\r\n\r\n\tinternal Transition AddTransition( State source, State target )\r\n\t{\r\n\t\tArgumentNullException.ThrowIfNull( source, nameof( source ) );\r\n\t\tArgumentNullException.ThrowIfNull( target, nameof( target ) );\r\n\r\n\t\tAssert.AreEqual( this, source.StateMachine );\r\n\t\tAssert.AreEqual( this, target.StateMachine );\r\n\r\n\t\tvar transition = new Transition( _nextId++, source, target );\r\n\r\n\t\t_transitions.Add( transition.Id, transition );\r\n\r\n\t\ttransition.IsValid = true;\r\n\r\n\t\tsource.InvalidateTransitions();\r\n\r\n\t\treturn transition;\r\n\t}\r\n\r\n\tinternal void RemoveTransition( Transition transition )\r\n\t{\r\n\t\tAssert.AreEqual( this, transition.StateMachine );\r\n\t\tAssert.AreEqual( transition, _transitions[transition.Id] );\r\n\r\n\t\t_transitions.Remove( transition.Id );\r\n\r\n\t\ttransition.IsValid = false;\r\n\t\ttransition.Source.InvalidateTransitions();\r\n\t}\r\n\r\n\tinternal void Clear()\r\n\t{\r\n\t\t_states.Clear();\r\n\t\t_transitions.Clear();\r\n\r\n\t\tInitialState = null;\r\n\r\n\t\t_nextId = 0;\r\n\t}\r\n\r\n\t[Property]\r\n\tprivate Model Serialized\r\n\t{\r\n\t\tget => Serialize();\r\n\t\tset => Deserialize( value );\r\n\t}\r\n\r\n\tinternal record Model(\r\n\t\tIReadOnlyList<State.Model> States,\r\n\t\tIReadOnlyList<Transition.Model> Transitions,\r\n\t\tint? InitialStateId );\r\n\r\n\tinternal Model Serialize()\r\n\t{\r\n\t\treturn new Model(\r\n\t\t\tStates.Select( x => x.Serialize() ).OrderBy( x => x.Id ).ToArray(),\r\n\t\t\tTransitions.Select( x => x.Serialize() ).OrderBy( x => x.Id ).ToArray(),\r\n\t\t\tInitialState?.Id );\r\n\t}\r\n\r\n\tinternal void Deserialize( Model model )\r\n\t{\r\n\t\tClear();\r\n\r\n\t\tforeach ( var stateModel in model.States )\r\n\t\t{\r\n\t\t\tvar state = new State( this, stateModel.Id );\r\n\r\n\t\t\t_states.Add( state.Id, state );\r\n\t\t\t_nextId = Math.Max( _nextId, state.Id + 1 );\r\n\r\n\t\t\tstate.Deserialize( stateModel );\r\n\t\t}\r\n\r\n\t\tforeach ( var transitionModel in model.Transitions )\r\n\t\t{\r\n\t\t\tvar transition = new Transition( transitionModel.Id,\r\n\t\t\t\t_states[transitionModel.SourceId],\r\n\t\t\t\t_states[transitionModel.TargetId] );\r\n\r\n\t\t\t_transitions.Add( transition.Id, transition );\r\n\t\t\t_nextId = Math.Max( _nextId, transition.Id + 1 );\r\n\r\n\t\t\ttransition.Deserialize( transitionModel );\r\n\t\t}\r\n\r\n\t\tInitialState = model.InitialStateId is { } id ? _states[id] : null;\r\n\t}\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "GameEvents/GameEvent.cs",
"FileName": "GameEvent.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Collections.Immutable;\r\nusing System.Linq;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Interface for event payloads that can be listened for by <see cref=\"IGameEventHandler{T}\"/>s.\r\n/// </summary>\r\npublic interface IGameEvent { }\r\n\r\n/// <summary>\r\n/// Interface for components that handle game events with a payload of type <see cref=\"T\"/>.\r\n/// </summary>\r\n/// <typeparam name=\"T\">Event payload type.</typeparam>\r\npublic interface IGameEventHandler<in T>\r\n\twhere T : IGameEvent\r\n{\r\n\t/// <summary>\r\n\t/// Called when an event with payload of type <see cref=\"T\"/> is dispatched on a <see cref=\"GameObject\"/>\r\n\t/// that contains this component, including on a descendant.\r\n\t/// </summary>\r\n\t/// <param name=\"eventArgs\">Event payload.</param>\r\n\tvoid OnGameEvent( T eventArgs );\r\n}\r\n\r\n/// <summary>\r\n/// Helper for dispatching game events in a scene.\r\n/// </summary>\r\npublic static class GameEvent\r\n{\r\n\tprivate static Dictionary<Type, IReadOnlyDictionary<Type, int>> HandlerOrderingCache { get; } = new();\r\n\r\n\t/// <summary>\r\n\t/// Notifies all <see cref=\"IGameEventHandler{T}\"/> components that are within <paramref name=\"root\"/>,\r\n\t/// with a payload of type <typeparamref name=\"T\"/>.\r\n\t/// </summary>\r\n\tpublic static void Dispatch<T>( this GameObject root, T eventArgs )\r\n\t\twhere T : IGameEvent\r\n\t{\r\n\t\tvar handlers = (root is Scene scene\r\n\t\t\t? scene.GetAllComponents<IGameEventHandler<T>>() // I think this is more efficient?\r\n\t\t\t: root.Components.GetAll<IGameEventHandler<T>>())\r\n\t\t\t.ToArray();\r\n\r\n\t\tif ( !HandlerOrderingCache.TryGetValue( typeof(T), out var ordering ) || handlers.Any( x => !ordering.ContainsKey( x.GetType() ) ) )\r\n\t\t{\r\n\t\t\tordering = HandlerOrderingCache[typeof(T)] = GetHandlerOrdering<T>();\r\n\t\t}\r\n\r\n\t\tList<Exception>? exceptions = null;\r\n\r\n\t\tforeach ( var handler in handlers.OrderBy( x => ordering[x.GetType()] ) )\r\n\t\t{\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\thandler.OnGameEvent( eventArgs );\r\n\t\t\t}\r\n\t\t\tcatch ( Exception e )\r\n\t\t\t{\r\n\t\t\t\texceptions ??= new();\r\n\t\t\t\texceptions.Add( e );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tswitch ( exceptions?.Count )\r\n\t\t{\r\n\t\t\tcase 1:\r\n\t\t\t\tLog.Error( exceptions[0] );\r\n\t\t\t\tbreak;\r\n\r\n\t\t\tcase > 1:\r\n\t\t\t\tLog.Error( new AggregateException( exceptions ) );\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tprivate static bool IsImplementingMethodName( string methodName )\r\n\t{\r\n\t\tif ( methodName == nameof(IGameEventHandler<IGameEvent>.OnGameEvent) )\r\n\t\t{\r\n\t\t\treturn true;\r\n\t\t}\r\n\r\n\t\treturn methodName.StartsWith( \"Sandbox.Events.IGameEventHandler<\" ) && methodName.EndsWith( \">.OnGameEvent\" );\r\n\t}\r\n\r\n\tprivate static MethodDescription? GetImplementation<T>( TypeDescription type )\r\n\t{\r\n\t\tforeach ( var method in type.Methods )\r\n\t\t{\r\n\t\t\tif ( method.IsStatic ) continue;\r\n\t\t\tif ( method.Parameters.Length != 1 ) continue;\r\n\t\t\tif ( method.Parameters[0].ParameterType != typeof( T ) ) continue;\r\n\r\n\t\t\tif ( !IsImplementingMethodName( method.Name ) ) continue;\r\n\r\n\t\t\treturn method;\r\n\t\t}\r\n\r\n\t\treturn null;\r\n\t}\r\n\r\n\tprivate static IReadOnlyDictionary<Type, int> GetHandlerOrdering<T>()\r\n\t\twhere T : IGameEvent\r\n\t{\r\n\t\tvar types = TypeLibrary.GetTypes<IGameEventHandler<T>>().ToArray();\r\n\t\tvar helper = new SortingHelper( types.Length );\r\n\r\n\t\tfor ( var i = 0; i < types.Length; ++i )\r\n\t\t{\r\n\t\t\tvar type = types[i];\r\n\t\t\tvar method = GetImplementation<T>( type );\r\n\r\n\t\t\tif ( method is null )\r\n\t\t\t{\r\n\t\t\t\tLog.Warning( $\"Can't find {nameof( IGameEventHandler<T> )}<{typeof( T ).Name}> implementation in {type.Name}!\" );\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tforeach ( var attrib in method.Attributes )\r\n\t\t\t{\r\n\t\t\t\tswitch ( attrib )\r\n\t\t\t\t{\r\n\t\t\t\t\tcase EarlyAttribute:\r\n\t\t\t\t\t\thelper.AddFirst( i );\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase LateAttribute:\r\n\t\t\t\t\t\thelper.AddLast( i );\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase IBeforeAttribute before:\r\n\t\t\t\t\t\tfor ( var j = 0; j < types.Length; ++j )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tif ( i == j ) continue;\r\n\r\n\t\t\t\t\t\t\tvar other = types[j];\r\n\r\n\t\t\t\t\t\t\tif ( before.Type.IsAssignableFrom( other.TargetType ) )\r\n\t\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\t\thelper.AddConstraint( i, j );\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase IAfterAttribute after:\r\n\t\t\t\t\t\tfor ( var j = 0; j < types.Length; ++j )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tif ( i == j ) continue;\r\n\r\n\t\t\t\t\t\t\tvar other = types[j];\r\n\r\n\t\t\t\t\t\t\tif ( after.Type.IsAssignableFrom( other.TargetType ) )\r\n\t\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\t\thelper.AddConstraint( j, i );\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tvar ordering = new List<int>();\r\n\r\n\t\tif ( !helper.Sort( ordering, out var invalid ) )\r\n\t\t{\r\n\t\t\tLog.Error( $\"Invalid event ordering constraint between {types[invalid.EarlierIndex].Name} and {types[invalid.LaterIndex].Name}!\" );\r\n\t\t\treturn ImmutableDictionary<Type, int>.Empty;\r\n\t\t}\r\n\r\n\t\treturn Enumerable.Range( 0, ordering.Count )\r\n\t\t\t.ToImmutableDictionary( i => types[ordering[i]].TargetType, i => i );\r\n\t}\r\n}\r\n\r\npublic delegate void GameEventAction<in T>( T eventArgs )\r\n\twhere T : IGameEvent;\r\n\r\n/// <summary>\r\n/// Base class for components that expose game events to Action Graph.\r\n/// </summary>\r\npublic abstract class GameEventComponent<T> : Component, IGameEventHandler<T>\r\n\twhere T : IGameEvent\r\n{\r\n\t/// <summary>\r\n\t/// Action invoked when the <typeparamref name=\"T\"/> event is dispatched.\r\n\t/// </summary>\r\n\t[Property]\r\n\tpublic GameEventAction<T>? OnEvent { get; set; }\r\n\r\n\tvoid IGameEventHandler<T>.OnGameEvent( T eventArgs )\r\n\t{\r\n\t\tOnEvent?.Invoke( eventArgs );\r\n\t}\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "__gen_RazorNamespace.cs",
"FileName": "__gen_RazorNamespace.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "global using Microsoft.AspNetCore.Components; \nglobal using Microsoft.AspNetCore.Components.Rendering;\n"
},
{
"Ident": "facepunch.libevents",
"Path": "GameEvents/Attributes.cs",
"FileName": "Attributes.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "\r\nusing System;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked before any handlers not marked as early, except if more specific\r\n/// constraints are given (i.e., <see cref=\"BeforeAttribute{T}\"/>, <see cref=\"AfterAttribute{T}\"/>).\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method )]\r\npublic sealed class EarlyAttribute : Attribute\r\n{\r\n\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked after any handlers not marked as late, except if more specific\r\n/// constraints are given (i.e., <see cref=\"BeforeAttribute{T}\"/>, <see cref=\"AfterAttribute{T}\"/>).\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method )]\r\npublic sealed class LateAttribute : Attribute\r\n{\r\n\r\n}\r\n\r\ninternal interface IBeforeAttribute\r\n{\r\n\tType Type { get; }\r\n}\r\n\r\ninternal interface IAfterAttribute\r\n{\r\n\tType Type { get; }\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked before any handlers in the specified type.\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]\r\npublic sealed class BeforeAttribute<T> : Attribute, IBeforeAttribute\r\n{\r\n\tType IBeforeAttribute.Type => typeof(T);\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked after any handlers in the specified type.\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]\r\npublic sealed class AfterAttribute<T> : Attribute, IAfterAttribute\r\n{\r\n\tType IAfterAttribute.Type => typeof( T );\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "State.cs",
"FileName": "State.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "using System;\r\nusing System.Collections.Generic;\r\nusing Sandbox.Diagnostics;\r\n\r\nnamespace Sandbox.States;\r\n\r\npublic sealed class State : IValid\r\n{\r\n\tprivate readonly List<Transition> _orderedTransitions = new();\r\n\tprivate bool _transitionsDirty = false;\r\n\r\n\tpublic StateMachineComponent StateMachine { get; }\r\n\r\n\t/// <summary>\r\n\t/// Unique ID of this state in its containing <see cref=\"StateMachineComponent\"/>.\r\n\t/// </summary>\r\n\tpublic int Id { get; }\r\n\r\n\t/// <summary>\r\n\t/// Helpful name of this state.\r\n\t/// </summary>\r\n\tpublic string Name { get; set; } = \"Unnamed\";\r\n\r\n\tpublic bool IsValid { get; internal set; }\r\n\r\n\tpublic IReadOnlyList<Transition> Transitions\r\n\t{\r\n\t\tget\r\n\t\t{\r\n\t\t\tif ( _transitionsDirty ) UpdateTransitions();\r\n\t\t\treturn _orderedTransitions;\r\n\t\t}\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Event dispatched on the owner when this state is entered.\r\n\t/// </summary>\r\n\tpublic Action? OnEnterState { get; set; }\r\n\r\n\t/// <summary>\r\n\t/// Event dispatched on the owner while this state is active.\r\n\t/// </summary>\r\n\tpublic Action? OnUpdateState { get; set; }\r\n\r\n\t/// <summary>\r\n\t/// Event dispatched on the owner when this state is exited.\r\n\t/// </summary>\r\n\tpublic Action? OnLeaveState { get; set; }\r\n\r\n\tpublic Vector2 EditorPosition { get; set; }\r\n\r\n\tinternal State( StateMachineComponent stateMachine, int id )\r\n\t{\r\n\t\tStateMachine = stateMachine;\r\n\t\tId = id;\r\n\t}\r\n\r\n\tprivate void UpdateTransitions()\r\n\t{\r\n\t\t_transitionsDirty = false;\r\n\t\t_orderedTransitions.Clear();\r\n\r\n\t\tforeach ( var transition in StateMachine.Transitions )\r\n\t\t{\r\n\t\t\tif ( transition.Source == this )\r\n\t\t\t{\r\n\t\t\t\t_orderedTransitions.Add( transition );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\t_orderedTransitions.Sort();\r\n\t}\r\n\r\n\tinternal Transition? GetNextTransition( float prevTime, float nextTime )\r\n\t{\r\n\t\tforeach ( var transition in Transitions )\r\n\t\t{\r\n\t\t\tif ( transition.Delay is { } delay )\r\n\t\t\t{\r\n\t\t\t\tif ( delay < prevTime || delay > nextTime )\r\n\t\t\t\t{\r\n\t\t\t\t\tcontinue;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\tif ( transition.Condition?.Invoke() is not false )\r\n\t\t\t\t{\r\n\t\t\t\t\treturn transition;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t\tcatch ( Exception e )\r\n\t\t\t{\r\n\t\t\t\tLog.Error( e );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\treturn null;\r\n\t}\r\n\r\n\tpublic Transition AddTransition( State target )\r\n\t{\r\n\t\treturn StateMachine.AddTransition( this, target );\r\n\t}\r\n\r\n\tpublic void Remove()\r\n\t{\r\n\t\tif ( !IsValid ) return;\r\n\t\tStateMachine.RemoveState( this );\r\n\t}\r\n\r\n\tinternal void InvalidateTransitions()\r\n\t{\r\n\t\t_transitionsDirty = true;\r\n\t}\r\n\r\n\tinternal record Model( int Id, string Name, Action? OnEnterState, Action? OnUpdateState, Action? OnLeaveState, Model.UserDataModel? UserData )\r\n\t{\r\n\t\tpublic record UserDataModel( Vector2 Position );\r\n\t}\r\n\r\n\tinternal Model Serialize()\r\n\t{\r\n\t\treturn new Model( Id, Name, OnEnterState, OnUpdateState, OnLeaveState, new Model.UserDataModel( EditorPosition ) );\r\n\t}\r\n\r\n\tinternal void Deserialize( Model model )\r\n\t{\r\n\t\tAssert.AreEqual( Id, model.Id );\r\n\r\n\t\tName = model.Name;\r\n\r\n\t\tOnEnterState = model.OnEnterState;\r\n\t\tOnUpdateState = model.OnUpdateState;\r\n\t\tOnLeaveState = model.OnLeaveState;\r\n\r\n\t\tEditorPosition = model.UserData?.Position ?? Vector2.Zero;\r\n\t}\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "Code/GameEvents/Attributes.cs",
"FileName": "Attributes.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "\r\nusing System;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked before any handlers not marked as early, except if more specific\r\n/// constraints are given (i.e., <see cref=\"BeforeAttribute{T}\"/>, <see cref=\"AfterAttribute{T}\"/>).\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method )]\r\npublic sealed class EarlyAttribute : Attribute\r\n{\r\n\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked after any handlers not marked as late, except if more specific\r\n/// constraints are given (i.e., <see cref=\"BeforeAttribute{T}\"/>, <see cref=\"AfterAttribute{T}\"/>).\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method )]\r\npublic sealed class LateAttribute : Attribute\r\n{\r\n\r\n}\r\n\r\ninternal interface IBeforeAttribute\r\n{\r\n\tType Type { get; }\r\n}\r\n\r\ninternal interface IAfterAttribute\r\n{\r\n\tType Type { get; }\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked before any handlers in the specified type.\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]\r\npublic sealed class BeforeAttribute<T> : Attribute, IBeforeAttribute\r\n{\r\n\tType IBeforeAttribute.Type => typeof(T);\r\n}\r\n\r\n/// <summary>\r\n/// Only valid on <see cref=\"IGameEventHandler{T}.OnGameEvent\"/> implementations. Forces this\r\n/// event handler to be invoked after any handlers in the specified type.\r\n/// </summary>\r\n[AttributeUsage( AttributeTargets.Method, AllowMultiple = true )]\r\npublic sealed class AfterAttribute<T> : Attribute, IAfterAttribute\r\n{\r\n\tType IAfterAttribute.Type => typeof( T );\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "UnitTests/UnitTest.cs",
"FileName": "UnitTest.cs",
"PackageType": "library",
"CodeKind": "UnitTest",
"AssetVersionId": 65480,
"Code": "global using Microsoft.VisualStudio.TestTools.UnitTesting;\r\nusing System.Reflection;\r\nusing Sandbox.Internal;\r\n\r\nnamespace Sandbox.Events.Tests;\r\n\r\n[TestClass]\r\npublic class TestInit\r\n{\r\n\t[AssemblyInitialize]\r\n\tpublic static void ClassInitialize( TestContext context )\r\n\t{\r\n\t\tApplication.InitUnitTest();\r\n\r\n\t\tvar addAssemblyMethod = typeof(TypeLibrary)\r\n\t\t\t.GetMethod( \"AddAssembly\", BindingFlags.NonPublic | BindingFlags.Instance, new[] { typeof(Assembly), typeof(bool) } )!;\r\n\r\n\t\taddAssemblyMethod.Invoke( GlobalGameNamespace.TypeLibrary, new object?[] { Assembly.GetExecutingAssembly(), true } );\r\n\t}\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "UnitTests/DispatchTests.cs",
"FileName": "DispatchTests.cs",
"PackageType": "library",
"CodeKind": "UnitTest",
"AssetVersionId": 65480,
"Code": "namespace Sandbox.Events.Tests;\r\n\r\n[TestClass]\r\npublic class DispatchTests\r\n{\r\n\t[TestMethod]\r\n\tpublic void Simple()\r\n\t{\r\n\t\tvar scene = new Scene();\r\n\r\n\t\tusing var _ = scene.Push();\r\n\r\n\t\tvar go = new GameObject();\r\n\r\n\t\tgo.Components.Create<EarlyHandler>();\r\n\t\tgo.Components.Create<Handler>();\r\n\t\tgo.Components.Create<LateHandler>();\r\n\r\n\t\tgo.Components.Create<AfterLateHandler>();\r\n\t\tgo.Components.Create<BeforeLateHandler>();\r\n\r\n\t\tgo.Components.Create<AfterEarlyHandler>();\r\n\t\tgo.Components.Create<BeforeEarlyHandler>();\r\n\r\n\t\tgo.Components.Create<BeforeHandler>();\r\n\t\tgo.Components.Create<AfterHandler>();\r\n\r\n\t\tscene.Dispatch( new ExampleEventArgs() );\r\n\r\n\t\tAssert.IsTrue( go.Components.Get<EarlyHandler>().Index < go.Components.Get<Handler>().Index );\r\n\t\tAssert.IsTrue( go.Components.Get<Handler>().Index < go.Components.Get<LateHandler>().Index );\r\n\r\n\t\tAssert.IsTrue( go.Components.Get<BeforeEarlyHandler>().Index < go.Components.Get<EarlyHandler>().Index );\r\n\t\tAssert.IsTrue( go.Components.Get<EarlyHandler>().Index < go.Components.Get<AfterEarlyHandler>().Index );\r\n\r\n\t\tAssert.IsTrue( go.Components.Get<BeforeHandler>().Index < go.Components.Get<Handler>().Index );\r\n\t\tAssert.IsTrue( go.Components.Get<Handler>().Index < go.Components.Get<AfterHandler>().Index );\r\n\r\n\t\tAssert.IsTrue( go.Components.Get<BeforeLateHandler>().Index < go.Components.Get<LateHandler>().Index );\r\n\t\tAssert.IsTrue( go.Components.Get<LateHandler>().Index < go.Components.Get<AfterLateHandler>().Index );\r\n\t}\r\n}\r\n\r\npublic class ExampleEventArgs : IGameEvent\r\n{\r\n\tpublic int HandleCount { get; set; }\r\n}\r\n\r\npublic abstract class BaseHandler : Component\r\n{\r\n\tpublic int Index { get; set; }\r\n\r\n\tprotected void Handle( ExampleEventArgs eventArgs )\r\n\t{\r\n\t\tIndex = ++eventArgs.HandleCount;\r\n\t}\r\n}\r\n\r\npublic sealed class Handler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n\r\npublic sealed class EarlyHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\t[Early]\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n\r\npublic sealed class LateHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\t[Late]\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n\r\npublic sealed class BeforeHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\t[Before<Handler>]\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n\r\npublic sealed class AfterHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\t[After<Handler>]\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n\r\npublic sealed class BeforeEarlyHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\t[Before<EarlyHandler>]\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n\r\npublic sealed class AfterEarlyHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\t[After<EarlyHandler>]\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n\r\npublic sealed class BeforeLateHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\t[Before<LateHandler>]\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n\r\npublic sealed class AfterLateHandler : BaseHandler, IGameEventHandler<ExampleEventArgs>\r\n{\r\n\t[After<LateHandler>]\r\n\tvoid IGameEventHandler<ExampleEventArgs>.OnGameEvent( ExampleEventArgs eventArgs ) => Handle( eventArgs );\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": ".obj/__compiler_extra.cs",
"FileName": "__compiler_extra.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "global using static Sandbox.Internal.GlobalGameNamespace;\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"AddonTitle\", \"Game Events\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"AddonIdent\", \"libevents\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"OrgIdent\", \"facepunch\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"Ident\", \"facepunch.libevents\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"CompileTime\", \"8/11/2024 10:59:39 AM\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"EngineVersion\", \"17\" )]\r\n[assembly: global::System.Reflection.AssemblyMetadata( \"EngineMinorVersion\", \"1\" )]\r\n\r\n[assembly: System.Runtime.Versioning.TargetFramework( \".NETCoreApp,Version=v7.0\", FrameworkDisplayName = \".NET 7.0\" )]\r\n[assembly: global::System.Reflection.AssemblyVersion(\"0.0.153.0\")]\r\n[assembly: global::System.Reflection.AssemblyFileVersion(\"0.0.153.0\")]"
},
{
"Ident": "facepunch.libevents",
"Path": "Code/GameEvents/GameEvent.cs",
"FileName": "GameEvent.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "using System;\r\nusing System.Collections.Generic;\r\nusing System.Collections.Immutable;\r\nusing System.Linq;\r\n\r\nnamespace Sandbox.Events;\r\n\r\n/// <summary>\r\n/// Interface for event payloads that can be listened for by <see cref=\"IGameEventHandler{T}\"/>s.\r\n/// </summary>\r\npublic interface IGameEvent { }\r\n\r\n/// <summary>\r\n/// Interface for components that handle game events with a payload of type <see cref=\"T\"/>.\r\n/// </summary>\r\n/// <typeparam name=\"T\">Event payload type.</typeparam>\r\npublic interface IGameEventHandler<in T>\r\n\twhere T : IGameEvent\r\n{\r\n\t/// <summary>\r\n\t/// Called when an event with payload of type <see cref=\"T\"/> is dispatched on a <see cref=\"GameObject\"/>\r\n\t/// that contains this component, including on a descendant.\r\n\t/// </summary>\r\n\t/// <param name=\"eventArgs\">Event payload.</param>\r\n\tvoid OnGameEvent( T eventArgs );\r\n}\r\n\r\n/// <summary>\r\n/// Helper for dispatching game events in a scene.\r\n/// </summary>\r\npublic static class GameEvent\r\n{\r\n\tprivate static Dictionary<Type, IReadOnlyDictionary<Type, int>> HandlerOrderingCache { get; } = new();\r\n\r\n\t/// <summary>\r\n\t/// Notifies all <see cref=\"IGameEventHandler{T}\"/> components that are within <paramref name=\"root\"/>,\r\n\t/// with a payload of type <typeparamref name=\"T\"/>.\r\n\t/// </summary>\r\n\tpublic static void Dispatch<T>( this GameObject root, T eventArgs )\r\n\t\twhere T : IGameEvent\r\n\t{\r\n\t\tvar handlers = (root is Scene scene\r\n\t\t\t? scene.GetAllComponents<IGameEventHandler<T>>() // I think this is more efficient?\r\n\t\t\t: root.Components.GetAll<IGameEventHandler<T>>())\r\n\t\t\t.ToArray();\r\n\r\n\t\tif ( !HandlerOrderingCache.TryGetValue( typeof(T), out var ordering ) || handlers.Any( x => !ordering.ContainsKey( x.GetType() ) ) )\r\n\t\t{\r\n\t\t\tordering = HandlerOrderingCache[typeof(T)] = GetHandlerOrdering<T>();\r\n\t\t}\r\n\r\n\t\tList<Exception>? exceptions = null;\r\n\r\n\t\tforeach ( var handler in handlers.OrderBy( x => ordering[x.GetType()] ) )\r\n\t\t{\r\n\t\t\ttry\r\n\t\t\t{\r\n\t\t\t\thandler.OnGameEvent( eventArgs );\r\n\t\t\t}\r\n\t\t\tcatch ( Exception e )\r\n\t\t\t{\r\n\t\t\t\texceptions ??= new();\r\n\t\t\t\texceptions.Add( e );\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tswitch ( exceptions?.Count )\r\n\t\t{\r\n\t\t\tcase 1:\r\n\t\t\t\tLog.Error( exceptions[0] );\r\n\t\t\t\tbreak;\r\n\r\n\t\t\tcase > 1:\r\n\t\t\t\tLog.Error( new AggregateException( exceptions ) );\r\n\t\t\t\tbreak;\r\n\t\t}\r\n\t}\r\n\r\n\tprivate static bool IsImplementingMethodName( string methodName )\r\n\t{\r\n\t\tif ( methodName == nameof(IGameEventHandler<IGameEvent>.OnGameEvent) )\r\n\t\t{\r\n\t\t\treturn true;\r\n\t\t}\r\n\r\n\t\treturn methodName.StartsWith( \"Sandbox.Events.IGameEventHandler<\" ) && methodName.EndsWith( \">.OnGameEvent\" );\r\n\t}\r\n\r\n\tprivate static MethodDescription? GetImplementation<T>( TypeDescription type )\r\n\t{\r\n\t\tforeach ( var method in type.Methods )\r\n\t\t{\r\n\t\t\tif ( method.IsStatic ) continue;\r\n\t\t\tif ( method.Parameters.Length != 1 ) continue;\r\n\t\t\tif ( method.Parameters[0].ParameterType != typeof( T ) ) continue;\r\n\r\n\t\t\tif ( !IsImplementingMethodName( method.Name ) ) continue;\r\n\r\n\t\t\treturn method;\r\n\t\t}\r\n\r\n\t\treturn null;\r\n\t}\r\n\r\n\tprivate static IReadOnlyDictionary<Type, int> GetHandlerOrdering<T>()\r\n\t\twhere T : IGameEvent\r\n\t{\r\n\t\tvar types = TypeLibrary.GetTypes<IGameEventHandler<T>>().ToArray();\r\n\t\tvar helper = new SortingHelper( types.Length );\r\n\r\n\t\tfor ( var i = 0; i < types.Length; ++i )\r\n\t\t{\r\n\t\t\tvar type = types[i];\r\n\t\t\tvar method = GetImplementation<T>( type );\r\n\r\n\t\t\tif ( method is null )\r\n\t\t\t{\r\n\t\t\t\tLog.Warning( $\"Can't find {nameof( IGameEventHandler<T> )}<{typeof( T ).Name}> implementation in {type.Name}!\" );\r\n\t\t\t\tcontinue;\r\n\t\t\t}\r\n\r\n\t\t\tforeach ( var attrib in method.Attributes )\r\n\t\t\t{\r\n\t\t\t\tswitch ( attrib )\r\n\t\t\t\t{\r\n\t\t\t\t\tcase EarlyAttribute:\r\n\t\t\t\t\t\thelper.AddFirst( i );\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase LateAttribute:\r\n\t\t\t\t\t\thelper.AddLast( i );\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase IBeforeAttribute before:\r\n\t\t\t\t\t\tfor ( var j = 0; j < types.Length; ++j )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tif ( i == j ) continue;\r\n\r\n\t\t\t\t\t\t\tvar other = types[j];\r\n\r\n\t\t\t\t\t\t\tif ( before.Type.IsAssignableFrom( other.TargetType ) )\r\n\t\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\t\thelper.AddConstraint( i, j );\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\tbreak;\r\n\r\n\t\t\t\t\tcase IAfterAttribute after:\r\n\t\t\t\t\t\tfor ( var j = 0; j < types.Length; ++j )\r\n\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\tif ( i == j ) continue;\r\n\r\n\t\t\t\t\t\t\tvar other = types[j];\r\n\r\n\t\t\t\t\t\t\tif ( after.Type.IsAssignableFrom( other.TargetType ) )\r\n\t\t\t\t\t\t\t{\r\n\t\t\t\t\t\t\t\thelper.AddConstraint( j, i );\r\n\t\t\t\t\t\t\t}\r\n\t\t\t\t\t\t}\r\n\r\n\t\t\t\t\t\tbreak;\r\n\t\t\t\t}\r\n\t\t\t}\r\n\t\t}\r\n\r\n\t\tvar ordering = new List<int>();\r\n\r\n\t\tif ( !helper.Sort( ordering, out var invalid ) )\r\n\t\t{\r\n\t\t\tLog.Error( $\"Invalid event ordering constraint between {types[invalid.EarlierIndex].Name} and {types[invalid.LaterIndex].Name}!\" );\r\n\t\t\treturn ImmutableDictionary<Type, int>.Empty;\r\n\t\t}\r\n\r\n\t\treturn Enumerable.Range( 0, ordering.Count )\r\n\t\t\t.ToImmutableDictionary( i => types[ordering[i]].TargetType, i => i );\r\n\t}\r\n}\r\n\r\npublic delegate void GameEventAction<in T>( T eventArgs )\r\n\twhere T : IGameEvent;\r\n\r\n/// <summary>\r\n/// Base class for components that expose game events to Action Graph.\r\n/// </summary>\r\npublic abstract class GameEventComponent<T> : Component, IGameEventHandler<T>\r\n\twhere T : IGameEvent\r\n{\r\n\t/// <summary>\r\n\t/// Action invoked when the <typeparamref name=\"T\"/> event is dispatched.\r\n\t/// </summary>\r\n\t[Property]\r\n\tpublic GameEventAction<T>? OnEvent { get; set; }\r\n\r\n\tvoid IGameEventHandler<T>.OnGameEvent( T eventArgs )\r\n\t{\r\n\t\tOnEvent?.Invoke( eventArgs );\r\n\t}\r\n}\r\n"
},
{
"Ident": "facepunch.libevents",
"Path": "Transition.cs",
"FileName": "Transition.cs",
"PackageType": "library",
"CodeKind": "Game",
"AssetVersionId": 65480,
"Code": "using System;\r\nusing Sandbox.Diagnostics;\r\n\r\nnamespace Sandbox.States;\r\n\r\npublic sealed class Transition : IComparable<Transition>, IValid\r\n{\r\n\tprivate float? _delay;\r\n\tprivate Func<bool>? _condition;\r\n\r\n\t/// <summary>\r\n\t/// The state machine containing this transition.\r\n\t/// </summary>\r\n\tpublic StateMachineComponent StateMachine => Source.StateMachine;\r\n\r\n\t/// <summary>\r\n\t/// Unique ID of this transition in the <see cref=\"StateMachineComponent\"/>.\r\n\t/// </summary>\r\n\tpublic int Id { get; }\r\n\r\n\t/// <summary>\r\n\t/// The state this transition originates from.\r\n\t/// </summary>\r\n\tpublic State Source { get; }\r\n\r\n\t/// <summary>\r\n\t/// The destination of this transition.\r\n\t/// </summary>\r\n\tpublic State Target { get; }\r\n\r\n\t/// <summary>\r\n\t/// Does this transition still belong to a state.\r\n\t/// </summary>\r\n\tpublic bool IsValid { get; internal set; }\r\n\r\n\tinternal Transition( int id, State source, State target )\r\n\t{\r\n\t\tSource = source;\r\n\t\tTarget = target;\r\n\t\tId = id;\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Optional delay before this transition is taken.\r\n\t/// If null, this transition can be taken at any time.\r\n\t/// </summary>\r\n\tpublic float? Delay\r\n\t{\r\n\t\tget => _delay;\r\n\t\tset\r\n\t\t{\r\n\t\t\t_delay = value;\r\n\t\t\tSource.InvalidateTransitions();\r\n\t\t}\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Optional condition to evaluate.\r\n\t/// </summary>\r\n\tpublic Func<bool>? Condition\r\n\t{\r\n\t\tget => _condition;\r\n\t\tset\r\n\t\t{\r\n\t\t\t_condition = value;\r\n\t\t\tSource.InvalidateTransitions();\r\n\t\t}\r\n\t}\r\n\r\n\t/// <summary>\r\n\t/// Action performed when this transition is taken.\r\n\t/// </summary>\r\n\tpublic Action? OnTransition { get; set; }\r\n\r\n\tpublic void Remove()\r\n\t{\r\n\t\tif ( !IsValid ) return;\r\n\t\tStateMachine.RemoveTransition( this );\r\n\t}\r\n\r\n\tpublic int CompareTo( Transition? other )\r\n\t{\r\n\t\tif ( other is null ) return 1;\r\n\r\n\t\tvar delayCompare = (Delay ?? float.PositiveInfinity).CompareTo( other.Delay ?? float.PositiveInfinity );\r\n\t\tif ( delayCompare != 0 ) return delayCompare;\r\n\r\n\t\tvar conditionCompare = (Condition is null).CompareTo( other.Condition is null );\r\n\t\tif ( conditionCompare != 0 ) return conditionCompare;\r\n\r\n\t\treturn Target.Id.CompareTo( other.Target.Id );\r\n\t}\r\n\r\n\tinternal record Model( int Id, int SourceId, int TargetId, float? Delay, Func<bool>? Condition, Action? OnTransition );\r\n\r\n\tinternal Model Serialize()\r\n\t{\r\n\t\treturn new Model( Id, Source.Id, Target.Id, Delay, Condition, OnTransition );\r\n\t}\r\n\r\n\tinternal void Deserialize( Model model )\r\n\t{\r\n\t\tAssert.AreEqual( Id, model.Id );\r\n\t\tAssert.AreEqual( Source.Id, model.SourceId );\r\n\t\tAssert.AreEqual( Target.Id, model.TargetId );\r\n\r\n\t\tDelay = model.Delay;\r\n\t\tCondition = model.Condition;\r\n\t\tOnTransition = model.OnTransition;\r\n\t}\r\n}\r\n"
}
]
}