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add a method for copying components #5654

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52 changes: 52 additions & 0 deletions Robust.Shared/GameObjects/EntityManager.Components.cs
Original file line number Diff line number Diff line change
Expand Up @@ -1028,6 +1028,58 @@ public bool TryGetComponent([NotNullWhen(true)] EntityUid? uid, ushort netId,
return TryGetComponent(uid.Value, netId, out component, meta);
}

/// <inheritdoc/>
public bool CopyComponent(EntityUid source, EntityUid target, IComponent sourceComponent, [NotNullWhen(true)] out IComponent? component, MetaDataComponent? meta = null)
{
// Use the concrete type of the sourceComponent to call the generic version
var type = sourceComponent.GetType();
var method = GetType().GetMethod(nameof(CopyComponent), 1, [typeof(EntityUid), typeof(EntityUid), type.MakeByRefType(), typeof(MetaDataComponent)
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better use GetType result to duplicate generic version of code. Reflection of this type could be used if method that was generated dynamically would be cached for each requested type, but sadly it still will make code poorly readable. maybe there is an even better idea how to do it, but using dynamic method creation here is a bad fit :(

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The overhead of this will blow using generics out of the water, I'll try and re-write something if I get a chance.

])!
.MakeGenericMethod(type);

var parameters = new object?[] { source, target, null, meta };
var result = (bool)method.Invoke(this, parameters)!;
component = (IComponent?)parameters[2];
return result;
}

/// <inheritdoc/>
public bool CopyComponent<T>(EntityUid source, EntityUid target, [NotNullWhen(true)] out T? component, MetaDataComponent? meta = null) where T : IComponent
{
component = default;

if (!MetaQuery.Resolve(target, ref meta))
return false;

if (!TryGetComponent<T>(source, out var sourceComp))
return false;

var compReg = ComponentFactory.GetRegistration(typeof(T));
component = (T)ComponentFactory.GetComponent(compReg);

_serManager.CopyTo(sourceComp, ref component, notNullableOverride: true);

AddComponentInternal(target, component, compReg, true, false, meta);
return true;
}

/// <inheritdoc/>
public bool CopyComponents(EntityUid source, EntityUid target, MetaDataComponent? meta = null, params IComponent[] types)
{
if (!MetaQuery.Resolve(target, ref meta))
return false;

var allSuccessful = true;

foreach (var type in types)
{
if (!CopyComponent(source, target, type, out _, meta))
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each call will lead to dirty internally, i wonder if such bulk operations could be performed in a more optimal manner if dirty-related code would be called once?..

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If metadatacomp is passed through it is just a field check for lastmodified which is not super bad for now.

allSuccessful = false;
}

return allSuccessful;
}

public EntityQuery<TComp1> GetEntityQuery<TComp1>() where TComp1 : IComponent
{
var comps = _entTraitArray[CompIdx.ArrayIndex<TComp1>()];
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25 changes: 25 additions & 0 deletions Robust.Shared/GameObjects/EntitySystem.Proxy.cs
Original file line number Diff line number Diff line change
Expand Up @@ -565,6 +565,31 @@ protected bool TryGetEntityData(NetEntity nuid, [NotNullWhen(true)] out EntityUi

#endregion

#region Component Copy

/// <inheritdoc cref="IEntityManager.CopyComponent"/>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool CopyComp(EntityUid source, EntityUid target, IComponent type, [NotNullWhen(true)] out IComponent? component, MetaDataComponent? metadataTarget = null)
{
return EntityManager.CopyComponent(source, target, type, out component, metadataTarget);
}

/// <inheritdoc cref="IEntityManager.CopyComponent{T}"/>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool CopyComp<T>(EntityUid source, EntityUid target, [NotNullWhen(true)] out T? component, MetaDataComponent? metadataTarget = null) where T : IComponent
{
return EntityManager.CopyComponent(source, target, out component, metadataTarget);
}

/// <inheritdoc cref="IEntityManager.CopyComponents"/>
[MethodImpl(MethodImplOptions.AggressiveInlining)]
protected bool CopyComps(EntityUid source, EntityUid target, MetaDataComponent? metadataTarget = null, params IComponent[] types)
{
return EntityManager.CopyComponents(source, target, metadataTarget, types);
}

#endregion

#region Component Has

/// <summary>
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32 changes: 32 additions & 0 deletions Robust.Shared/GameObjects/IEntityManager.Components.cs
Original file line number Diff line number Diff line change
Expand Up @@ -341,6 +341,38 @@ public partial interface IEntityManager
/// <returns>If the component existed in the entity.</returns>
bool TryGetComponent([NotNullWhen(true)] EntityUid? uid, ushort netId, [NotNullWhen(true)] out IComponent? component, MetaDataComponent? meta = null);

/// <summary>
/// Copy a single component from source to target entity and return a reference to the copied component.
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'Tries to copy', and 'if source entity have it' should be here, probably

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Method description also leaves to interpretation the question of 'what will it do if target entity already have that component'. The closest thing we can imagine is - it will return false and null, but it is also possible it will
1 - return true and reference to existing one, without overwritng (it exists already, there it is, take it)
2 - return false and reference (no i didnt copied it, take the existing one you jerk)
3 - return true and null (its already there! but not copied. wierd one, yeah).

this can be avoided by making more overloads and mimics for TryComp and Resolve methods but i wouldn't advice that until someone else asks. Clear description will suffice i think :3 (and no, u better have at least some more description in summary, as people will read summary first, and could read description on property only by doing extra work)

/// </summary>
/// <param name="source">The source entity to copy the component from</param>
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Other xml-docs in file have dot at the end so this prolly all should too :3
And i'm not sure 'The' is nessesary here?... sorry if i'm wrong <_<

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Well, thats fair for all of the comments here

/// <param name="target">The target entity to copy the component to</param>
/// <param name="type">The type of component to copy</param>
/// <param name="component">The copied component if successful</param>
/// <param name="meta">Optional metadata of the target entity</param>
/// <returns>Whether the component was successfully copied</returns>
bool CopyComponent(EntityUid source, EntityUid target, IComponent type, [NotNullWhen(true)] out IComponent? component, MetaDataComponent? meta = null);
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shouldn't it all be TryCopyComponent, as it follow overall TryXXX Microsoft lovely pattern

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yes it should, i will fix it one day i swear


/// <summary>
/// Copy a typed component from source to target entity and return a reference to the copied component.
/// </summary>
/// <typeparam name="T">The type of component to copy</typeparam>
/// <param name="source">The source entity to copy from</param>
/// <param name="target">The target entity to copy to</param>
/// <param name="component">The copied component if successful</param>
/// <param name="meta">Optional metadata of the target entity</param>
/// <returns>Whether the component was successfully copied</returns>
bool CopyComponent<T>(EntityUid source, EntityUid target, [NotNullWhen(true)] out T? component, MetaDataComponent? meta = null) where T : IComponent;

/// <summary>
/// Copy multiple components from source to target entity.
/// </summary>
/// <param name="source">The source entity to copy from</param>
/// <param name="target">The target entity to copy to</param>
/// <param name="meta">Optional metadata of the target entity</param>
/// <param name="types">Array of component types to copy</param>
/// <returns>Whether all components were successfully copied</returns>
bool CopyComponents(EntityUid source, EntityUid target, MetaDataComponent? meta = null, params IComponent[] types);

/// <summary>
/// Returns a cached struct enumerator with the specified component.
/// </summary>
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