mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-15 03:30:53 +01:00
* UIControllerManager Implemented UI Controller Manager * added fetch function * added note * Hiding some internal stuff * Implemented event on gamestate switch for ui * Fix serialization field assigner emit * fixing issues with ILEmitter stuff * AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH Blame Smug * fixing nullref * Add checking for no backing field / property for ui system dependencies * fixes Gamestate detection * Implemented event on UIControllers on system load * Updated systemload/unload listeners * Had this backwards lol * Fix nulling systems before calling OnSystemUnloaded, broke InventoryUIController.Hands.cs * Created UI Window management system - A manager that allows for easy creation and access of popup or gamestate windows * Changing to use basewindow instead of default window * Implemented UI Theming that isn't ass * Updated default theme loading and validation * Added path validation for themes * Implemented UI Themes * Implemented UI Theme prototypes * Implementing theming for texture buttons and Texturerects * fixing server error * Remove IUILink * Implemented default theme overriding and theme colors * Fixing sandbox lul * Added error for not finding UITheme * fixing setting default theme in content * Move entity and tile spawn window logic to controllers * Add 2 TODOs * Merge fixes * Add IOnStateChanged for UI controllers * Fix inventory window being slow to open Caches resources when the UI theme is changed * Remove caching on theme change The real fix was fixing the path for resources * Remove test method * Fix crash when controllers implement non generic interfaces * Add controllers frame update * Split UserInterfaceManager into partials - Created UI screen * Converted more UI managers into partials * Setup UIScreen manager system * Added some widget utility funcs updated adding widgets * Started removing HUDManager * Moved UiController Manager to Partials Finished moving all UIController code to UIManager * Fixed screen loading * Fixed Screen scaling * Fixed Screen scaling cleanup * wat * IwantToDie * Fixed resolving ResourceCache instead of IResourceCache * Split IOnStateChanged into IOnStateEntered and IOnStateExited * Implemented helpers for adjusting UIAutoscale for screens * Fixed autoscale, removed archiving from autoscale * Implemented popups and adjusted some stuff * Fixing some popup related shinanegans * Fixing some draw order issues * fixing dumb shit * Fix indentation in UserInterfaceManager.Input.cs * Moved screen setup to post init (run after content) * Fix updating theme * Merge fixes * Fix resolving sprite system on control creation * Fix min size of tile spawn window * Add UIController.Initialize method * https://tenor.com/view/minor-spelling-mistake-gif-21179057 * Add doc comment to UIController * Split UIController.cs and UISystemDependency.cs into their own files * Add more documentation to ui controllers * Add AttributeUsage to UISystemDependencyAttribute * Fix method naming * Add documentation for assigners * Return casted widgets where relevant * Fix entity spawner scroll (#1) * Add CloseOnClick and CloseOnEscape for popups * Remove named windows and popups * Cleanup controller code * Add IOnStateChanged, IOnSystemChanged, IOnSystemLoaded, IOnSystemUnloaded * Add more docs to state and system change interfaces * Fixing Window issues * Fixing some window fuckery * Added OnOpen event to windows, updated sandbox window Sandbox windows now persist values and positions * Recurse through controls to register widgets (#2) * Allow path to be folder * Fix local player shutdown * Fixing escape menu * Fix backing field in DataDefinition.Emitters * Ent+Tile spawn no crash * Skip no-spawn in entity spawn menu Co-authored-by: Jezithyr <jmaster9999@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Jezithyr <Jezithyr@gmail.com> Co-authored-by: wrexbe <81056464+wrexbe@users.noreply.github.com> Co-authored-by: Flipp Syder <76629141+vulppine@users.noreply.github.com> Co-authored-by: wrexbe <wrexbe@protonmail.com>
258 lines
8.5 KiB
C#
258 lines
8.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Network.Messages;
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using Robust.Shared.Players;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Robust.Client.Player
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{
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/// <summary>
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/// Here's the player controller. This will handle attaching GUIs and input to controllable things.
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/// Why not just attach the inputs directly? It's messy! This makes the whole thing nicely encapsulated.
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/// This class also communicates with the server to let the server control what entity it is attached to.
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/// </summary>
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public sealed class PlayerManager : IPlayerManager
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{
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[Dependency] private readonly IClientNetManager _network = default!;
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[Dependency] private readonly IBaseClient _client = default!;
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/// <summary>
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/// Active sessions of connected clients to the server.
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/// </summary>
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private readonly Dictionary<NetUserId, ICommonSession> _sessions = new();
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/// <inheritdoc />
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public IEnumerable<ICommonSession> NetworkedSessions
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{
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get
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{
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if (LocalPlayer is not null)
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return new[] {LocalPlayer.Session};
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return Enumerable.Empty<ICommonSession>();
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}
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}
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/// <inheritdoc />
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IEnumerable<ICommonSession> ISharedPlayerManager.Sessions => _sessions.Values;
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/// <inheritdoc />
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public int PlayerCount => _sessions.Values.Count;
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/// <inheritdoc />
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public int MaxPlayers => _client.GameInfo?.ServerMaxPlayers ?? 0;
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/// <inheritdoc />
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[ViewVariables]
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public LocalPlayer? LocalPlayer
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{
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get => _localPlayer;
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private set
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{
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if (_localPlayer == value) return;
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var oldValue = _localPlayer;
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_localPlayer = value;
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LocalPlayerChanged?.Invoke(new LocalPlayerChangedEventArgs(oldValue, _localPlayer));
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}
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}
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private LocalPlayer? _localPlayer;
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public event Action<LocalPlayerChangedEventArgs>? LocalPlayerChanged;
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/// <inheritdoc />
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[ViewVariables]
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IEnumerable<ICommonSession> IPlayerManager.Sessions => _sessions.Values;
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/// <inheritdoc />
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public IReadOnlyDictionary<NetUserId, ICommonSession> SessionsDict => _sessions;
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/// <inheritdoc />
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public event EventHandler? PlayerListUpdated;
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/// <inheritdoc />
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public void Initialize()
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{
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_client.RunLevelChanged += OnRunLevelChanged;
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_network.RegisterNetMessage<MsgPlayerListReq>();
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_network.RegisterNetMessage<MsgPlayerList>(HandlePlayerList);
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}
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/// <inheritdoc />
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public void Startup()
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{
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DebugTools.Assert(LocalPlayer == null);
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LocalPlayer = new LocalPlayer();
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var msgList = new MsgPlayerListReq();
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// message is empty
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_network.ClientSendMessage(msgList);
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}
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/// <inheritdoc />
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public void Shutdown()
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{
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LocalPlayer?.DetachEntity();
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LocalPlayer = null;
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_sessions.Clear();
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}
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/// <inheritdoc />
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public void ApplyPlayerStates(IReadOnlyCollection<PlayerState> list)
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{
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if (list.Count == 0)
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{
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// This happens when the server says "nothing changed!"
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return;
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}
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DebugTools.Assert(_network.IsConnected, "Received player state without being connected?");
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DebugTools.Assert(LocalPlayer != null, "Call Startup()");
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DebugTools.Assert(LocalPlayer!.Session != null, "Received player state before Session finished setup.");
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var myState = list.FirstOrDefault(s => s.UserId == LocalPlayer.UserId);
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if (myState != null)
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{
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UpdateAttachedEntity(myState.ControlledEntity);
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UpdateSessionStatus(myState.Status);
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}
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UpdatePlayerList(list);
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}
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/// <summary>
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/// Compares the server sessionStatus to the client one, and updates if needed.
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/// </summary>
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private void UpdateSessionStatus(SessionStatus myStateStatus)
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{
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if (LocalPlayer!.Session.Status != myStateStatus)
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LocalPlayer.SwitchState(myStateStatus);
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}
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/// <summary>
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/// Compares the server attachedEntity to the client one, and updates if needed.
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/// </summary>
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/// <param name="entity">AttachedEntity in the server session.</param>
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private void UpdateAttachedEntity(EntityUid? entity)
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{
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if (LocalPlayer!.ControlledEntity == entity)
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{
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return;
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}
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if (entity == null)
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{
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LocalPlayer.DetachEntity();
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return;
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}
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LocalPlayer.AttachEntity(entity.Value);
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}
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/// <summary>
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/// Handles the incoming PlayerList message from the server.
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/// </summary>
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private void HandlePlayerList(MsgPlayerList msg)
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{
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UpdatePlayerList(msg.Plyrs);
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}
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/// <summary>
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/// Compares the server player list to the client one, and updates if needed.
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/// </summary>
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private void UpdatePlayerList(IEnumerable<PlayerState> remotePlayers)
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{
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var dirty = false;
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var hitSet = new List<NetUserId>();
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foreach (var state in remotePlayers)
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{
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hitSet.Add(state.UserId);
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if (_sessions.TryGetValue(state.UserId, out var local))
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{
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// Exists, update data.
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if (local.Name == state.Name && local.Status == state.Status && local.Ping == state.Ping)
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continue;
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dirty = true;
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local.Name = state.Name;
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local.Status = state.Status;
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local.Ping = state.Ping;
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}
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else
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{
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// New, give him a slot.
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dirty = true;
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var newSession = new PlayerSession(state.UserId)
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{
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Name = state.Name,
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Status = state.Status,
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Ping = state.Ping
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};
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_sessions.Add(state.UserId, newSession);
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if (state.UserId == LocalPlayer!.UserId)
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{
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LocalPlayer.InternalSession = newSession;
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newSession.ConnectedClient = _network.ServerChannel!;
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// We just connected to the server, hurray!
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LocalPlayer.SwitchState(SessionStatus.Connecting, newSession.Status);
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}
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}
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}
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foreach (var existing in _sessions.Keys.ToArray())
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{
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// clear slot, player left
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if (!hitSet.Contains(existing))
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{
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DebugTools.Assert(LocalPlayer!.UserId != existing, "I'm still connected to the server, but i left?");
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_sessions.Remove(existing);
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dirty = true;
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}
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}
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if (dirty)
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{
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PlayerListUpdated?.Invoke(this, EventArgs.Empty);
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}
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}
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private void OnRunLevelChanged(object? sender, RunLevelChangedEventArgs e)
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{
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if (e.NewLevel != ClientRunLevel.SinglePlayerGame)
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return;
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DebugTools.AssertNotNull(LocalPlayer);
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// We do some further setup steps for singleplayer here...
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// The local player's GUID in singleplayer will always be the default.
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var guid = default(NetUserId);
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var session = new PlayerSession(guid)
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{
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Name = LocalPlayer!.Name,
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Ping = 0,
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};
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LocalPlayer.UserId = guid;
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LocalPlayer.InternalSession = session;
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// Add the local session to the list.
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_sessions.Add(guid, session);
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LocalPlayer.SwitchState(SessionStatus.InGame);
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PlayerListUpdated?.Invoke(this, EventArgs.Empty);
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}
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}
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}
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