mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
142 lines
4.7 KiB
C#
142 lines
4.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using Robust.Client.Graphics;
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using Robust.Client.Timing;
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using Robust.Shared;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Network;
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using Robust.Shared.Network.Messages;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Robust.Client.Prototypes
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{
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public sealed class ClientPrototypeManager : PrototypeManager
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{
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[Dependency] private readonly IClyde _clyde = default!;
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[Dependency] private readonly INetManager _netManager = default!;
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[Dependency] private readonly IClientGameTiming _timing = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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private readonly List<FileSystemWatcher> _watchers = new();
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private readonly TimeSpan _reloadDelay = TimeSpan.FromMilliseconds(10);
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private CancellationTokenSource _reloadToken = new();
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private readonly HashSet<ResourcePath> _reloadQueue = new();
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public override void Initialize()
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{
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base.Initialize();
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_netManager.RegisterNetMessage<MsgReloadPrototypes>(accept: NetMessageAccept.Server);
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_clyde.OnWindowFocused += WindowFocusedChanged;
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WatchResources();
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}
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private void WindowFocusedChanged(WindowFocusedEventArgs args)
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{
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#if TOOLS
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if (args.Focused && _reloadQueue.Count > 0)
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{
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Timer.Spawn(_reloadDelay, ReloadPrototypeQueue, _reloadToken.Token);
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}
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else
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{
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_reloadToken.Cancel();
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_reloadToken = new CancellationTokenSource();
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}
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#endif
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}
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private void ReloadPrototypeQueue()
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{
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#if TOOLS
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var sw = Stopwatch.StartNew();
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var msg = new MsgReloadPrototypes();
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msg.Paths = _reloadQueue.ToArray();
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_netManager.ClientSendMessage(msg);
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// Reloading prototypes modifies entities. This currently causes some state management debug asserts to
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// fail. To avoid this, we set `IGameTiming.ApplyingState` to true, even though this isn't really applying a
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// server state.
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using var _ = _timing.StartStateApplicationArea();
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ReloadPrototypes(_reloadQueue);
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_reloadQueue.Clear();
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Logger.Info($"Reloaded prototypes in {sw.ElapsedMilliseconds} ms");
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#endif
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}
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private void WatchResources()
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{
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if (!_cfg.GetCVar(CVars.ResPrototypeReloadWatch))
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return;
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#if TOOLS
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foreach (var path in Resources.GetContentRoots().Select(r => r.ToString())
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.Where(r => Directory.Exists(r + "/Prototypes")).Select(p => p + "/Prototypes"))
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{
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var watcher = new FileSystemWatcher(path, "*.yml")
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{
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IncludeSubdirectories = true,
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NotifyFilter = NotifyFilters.LastWrite
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};
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watcher.Changed += (_, args) =>
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{
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switch (args.ChangeType)
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{
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case WatcherChangeTypes.Renamed:
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case WatcherChangeTypes.Deleted:
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return;
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case WatcherChangeTypes.Created:
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// case WatcherChangeTypes.Deleted:
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case WatcherChangeTypes.Changed:
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case WatcherChangeTypes.All:
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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TaskManager.RunOnMainThread(() =>
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{
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var file = new ResourcePath(args.FullPath);
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foreach (var root in Resources.GetContentRoots())
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{
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if (!file.TryRelativeTo(root, out var relative))
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{
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continue;
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}
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_reloadQueue.Add(relative);
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}
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});
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};
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try
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{
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watcher.EnableRaisingEvents = true;
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_watchers.Add(watcher);
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}
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catch (IOException ex)
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{
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Logger.Error($"Watching resources in path {path} threw an exception:\n{ex}");
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}
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}
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#endif
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}
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}
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}
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