This commit is contained in:
watrabi
2025-09-18 17:55:52 -04:00
commit 977f1ff4b8
15030 changed files with 17324420 additions and 0 deletions
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## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
###################
# compiled source #
###################
*.com
*.class
*.dll
*.exe
*.pdb
*.dll.config
*.cache
*.suo
# Include dlls if theyre in the NuGet packages directory
!/packages/*/lib/*.dll
# Include dlls if they're in the CommonReferences directory
!*CommonReferences/*.dll
####################
# VS Upgrade stuff #
####################
_UpgradeReport_Files/
###############
# Directories #
###############
bin/
obj/
TestResults/
###################
# Web publish log #
###################
*.Publish.xml
#############
# Resharper #
#############
/_ReSharper.*
*.ReSharper.*
############
# Packages #
############
# its better to unpack these files and commit the raw source
# git has its own built in compression methods
*.7z
*.dmg
*.gz
*.iso
*.jar
*.rar
*.tar
*.zip
######################
# Logs and databases #
######################
*.log
*.sqlite
# OS generated files #
######################
.DS_Store?
ehthumbs.db
Icon?
Thumbs.db
# User-specific files
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
build/
bld/
[Bb]in/
[Oo]bj/
# Visual Studo 2015 cache/options directory
.vs/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUNIT
*.VisualState.xml
TestResult.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# DNX
project.lock.json
artifacts/
*_i.c
*_p.c
*_i.h
*.ilk
*.meta
*.obj
*.pch
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# JustCode is a .NET coding add-in
.JustCode
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
_NCrunch_*
.*crunch*.local.xml
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# TODO: Comment the next line if you want to checkin your web deploy settings
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# NuGet Packages
*.nupkg
# The packages folder can be ignored because of Package Restore
**/packages/*
# except build/, which is used as an MSBuild target.
!**/packages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/packages/repositories.config
# Windows Azure Build Output
csx/
*.build.csdef
# Windows Store app package directory
AppPackages/
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!*.[Cc]ache/
# Others
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.pfx
*.publishsettings
node_modules/
bower_components/
orleans.codegen.cs
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
*.mdf
*.ldf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
# Microsoft Fakes
FakesAssemblies/
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
@@ -0,0 +1,107 @@
using System;
namespace Roblox
{
/// <summary>
/// Guarantees a non-null instance of type T
///
/// http://docs.google.com/a/roblox.com/Doc?docid=0ATG2rw7nIIsFZGY4ZHcy725MTBnZG5qcDdmbQ&hl=en
/// </summary>
/// <typeparam name="T"></typeparam>
public struct NonNullable<T> where T : class
{
private readonly T _t;
internal NonNullable(T t)
{
_t = t;
}
public T Value
{
get
{
if (_t == null)
throw new NullReferenceException("Uninitialized NonNullable of type " + typeof(T).Name);
return _t;
}
}
public override int GetHashCode()
{
return Value.GetHashCode();
}
/// <summary>
/// Returns the text representation of the value of the current System.Nullable<T> object.
/// </summary>
public override string ToString()
{
return Value.ToString();
}
public static implicit operator T(NonNullable<T> n)
{
return n.Value;
}
public override bool Equals(object other)
{
// http://msdn.microsoft.com/en-us/library/ms173147(VS.80).aspx
if (other == null)
return false;
return _t == other;
}
public bool Equals(T other)
{
// http://msdn.microsoft.com/en-us/library/ms173147(VS.80).aspx
if (other == null)
return false;
return this._t == other;
}
public bool Equals(NonNullable<T> other)
{
// http://msdn.microsoft.com/en-us/library/ms173147(VS.80).aspx
// Strictly speaking, _t should never be null,
// but we are not allowed to throw in an equal call.
// Instead, we follow the rule to return false if the
// value compared against is null
if (other._t == null)
return false;
return this._t == other._t;
}
public static bool operator ==(NonNullable<T> a, NonNullable<T> b)
{
return a._t == b._t;
}
public static bool operator !=(NonNullable<T> a, NonNullable<T> b)
{
return a._t != b._t;
}
public static NonNullable<T> ToNonNull(T t)
{
if (t == null)
throw new NullReferenceException("Incorrect usage of NonNullable of type " + typeof(T).Name + ". Caller must check for null before calling ToNonNull.");
return new NonNullable<T>(t);
}
}
public static class NonNullExtensions
{
/// <summary>
/// Safely and efficiently promotes NonNullable types to base classes
/// </summary>
public static NonNullable<TBase> Convert<T, TBase>(this NonNullable<T> t)
where T : class, TBase
where TBase : class
{
return new NonNullable<TBase>(t.Value);
}
}
}
@@ -0,0 +1,36 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("Roblox.System")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Roblox.System")]
[assembly: AssemblyCopyright("Copyright © 2021")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("808df39b-fd2c-43de-ab15-8b991a6948f9")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
@@ -0,0 +1,71 @@
using System;
using System.Security.Cryptography;
namespace Roblox
{
/// <summary>
/// Inspired by: http://blogs.msdn.com/pfxteam/archive/2009/02/19/9434171.aspx
/// </summary>
public static class SeededRandom
{
private static readonly Random Seeder = new Random();
private static volatile int _seed = Seeder.Next();
[ThreadStatic]
private static Random _local;
private static readonly Random Global = new Random();
private static readonly RNGCryptoServiceProvider Crypto = new RNGCryptoServiceProvider();
// TODO: How/When to dispose?
private static readonly System.Threading.Timer Timer = new System.Threading.Timer(
(o) => _seed = Seeder.Next(), null, 100, 100);
/// <summary>
/// Creates a seeded Random number generator.
/// Avoids a clump of equally-seeded Random objects being created at the same time.
/// Use this if you spawn multiple threads at the same time and each creates a Random.
/// </summary>
public static Random Create()
{
// We simply increase the seed by 1 every time.
// The timer will change the seed to something more interesting in the future
return new Random(System.Threading.Interlocked.Increment(ref _seed));
}
/// <summary>
/// Creates and re-uses a single Random number object per thread.
/// Best used in situations where you re-use threads a lot.
/// </summary>
/// <returns></returns>
public static Random ThreadStaticCreate()
{
Random inst = _local;
if (inst == null)
{
int seed;
lock (Global)
seed = Global.Next();
_local = inst = new Random(seed);
}
return inst;
}
/// <summary>
/// An alternate approach to SeededRandom that uses Crypto and no lock
/// TBD which one is faster
/// </summary>
public static Random CryptoThreadStaticCreate()
{
Random inst = _local;
if (inst == null)
{
var buffer = new byte[4];
Crypto.GetBytes(buffer);
_local = inst = new Random(BitConverter.ToInt32(buffer, 0));
}
return inst;
}
}
}
@@ -0,0 +1,45 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{808DF39B-FD2C-43DE-AB15-8B991A6948F9}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Roblox.System</RootNamespace>
<AssemblyName>Roblox.System</AssemblyName>
<TargetFrameworkVersion>v4.8</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<Deterministic>true</Deterministic>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="NonNullable.cs" />
<Compile Include="RandomExtensions.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>