Files
RobustToolbox/Robust.Client/Player/PlayerManager.cs
Jezithyr 710371d7d1 UI refactor and UITheme implementations (#2712)
* 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>
2022-09-04 16:10:54 -07:00

258 lines
8.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Players;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Robust.Client.Player
{
/// <summary>
/// Here's the player controller. This will handle attaching GUIs and input to controllable things.
/// Why not just attach the inputs directly? It's messy! This makes the whole thing nicely encapsulated.
/// This class also communicates with the server to let the server control what entity it is attached to.
/// </summary>
public sealed class PlayerManager : IPlayerManager
{
[Dependency] private readonly IClientNetManager _network = default!;
[Dependency] private readonly IBaseClient _client = default!;
/// <summary>
/// Active sessions of connected clients to the server.
/// </summary>
private readonly Dictionary<NetUserId, ICommonSession> _sessions = new();
/// <inheritdoc />
public IEnumerable<ICommonSession> NetworkedSessions
{
get
{
if (LocalPlayer is not null)
return new[] {LocalPlayer.Session};
return Enumerable.Empty<ICommonSession>();
}
}
/// <inheritdoc />
IEnumerable<ICommonSession> ISharedPlayerManager.Sessions => _sessions.Values;
/// <inheritdoc />
public int PlayerCount => _sessions.Values.Count;
/// <inheritdoc />
public int MaxPlayers => _client.GameInfo?.ServerMaxPlayers ?? 0;
/// <inheritdoc />
[ViewVariables]
public LocalPlayer? LocalPlayer
{
get => _localPlayer;
private set
{
if (_localPlayer == value) return;
var oldValue = _localPlayer;
_localPlayer = value;
LocalPlayerChanged?.Invoke(new LocalPlayerChangedEventArgs(oldValue, _localPlayer));
}
}
private LocalPlayer? _localPlayer;
public event Action<LocalPlayerChangedEventArgs>? LocalPlayerChanged;
/// <inheritdoc />
[ViewVariables]
IEnumerable<ICommonSession> IPlayerManager.Sessions => _sessions.Values;
/// <inheritdoc />
public IReadOnlyDictionary<NetUserId, ICommonSession> SessionsDict => _sessions;
/// <inheritdoc />
public event EventHandler? PlayerListUpdated;
/// <inheritdoc />
public void Initialize()
{
_client.RunLevelChanged += OnRunLevelChanged;
_network.RegisterNetMessage<MsgPlayerListReq>();
_network.RegisterNetMessage<MsgPlayerList>(HandlePlayerList);
}
/// <inheritdoc />
public void Startup()
{
DebugTools.Assert(LocalPlayer == null);
LocalPlayer = new LocalPlayer();
var msgList = new MsgPlayerListReq();
// message is empty
_network.ClientSendMessage(msgList);
}
/// <inheritdoc />
public void Shutdown()
{
LocalPlayer?.DetachEntity();
LocalPlayer = null;
_sessions.Clear();
}
/// <inheritdoc />
public void ApplyPlayerStates(IReadOnlyCollection<PlayerState> list)
{
if (list.Count == 0)
{
// This happens when the server says "nothing changed!"
return;
}
DebugTools.Assert(_network.IsConnected, "Received player state without being connected?");
DebugTools.Assert(LocalPlayer != null, "Call Startup()");
DebugTools.Assert(LocalPlayer!.Session != null, "Received player state before Session finished setup.");
var myState = list.FirstOrDefault(s => s.UserId == LocalPlayer.UserId);
if (myState != null)
{
UpdateAttachedEntity(myState.ControlledEntity);
UpdateSessionStatus(myState.Status);
}
UpdatePlayerList(list);
}
/// <summary>
/// Compares the server sessionStatus to the client one, and updates if needed.
/// </summary>
private void UpdateSessionStatus(SessionStatus myStateStatus)
{
if (LocalPlayer!.Session.Status != myStateStatus)
LocalPlayer.SwitchState(myStateStatus);
}
/// <summary>
/// Compares the server attachedEntity to the client one, and updates if needed.
/// </summary>
/// <param name="entity">AttachedEntity in the server session.</param>
private void UpdateAttachedEntity(EntityUid? entity)
{
if (LocalPlayer!.ControlledEntity == entity)
{
return;
}
if (entity == null)
{
LocalPlayer.DetachEntity();
return;
}
LocalPlayer.AttachEntity(entity.Value);
}
/// <summary>
/// Handles the incoming PlayerList message from the server.
/// </summary>
private void HandlePlayerList(MsgPlayerList msg)
{
UpdatePlayerList(msg.Plyrs);
}
/// <summary>
/// Compares the server player list to the client one, and updates if needed.
/// </summary>
private void UpdatePlayerList(IEnumerable<PlayerState> remotePlayers)
{
var dirty = false;
var hitSet = new List<NetUserId>();
foreach (var state in remotePlayers)
{
hitSet.Add(state.UserId);
if (_sessions.TryGetValue(state.UserId, out var local))
{
// Exists, update data.
if (local.Name == state.Name && local.Status == state.Status && local.Ping == state.Ping)
continue;
dirty = true;
local.Name = state.Name;
local.Status = state.Status;
local.Ping = state.Ping;
}
else
{
// New, give him a slot.
dirty = true;
var newSession = new PlayerSession(state.UserId)
{
Name = state.Name,
Status = state.Status,
Ping = state.Ping
};
_sessions.Add(state.UserId, newSession);
if (state.UserId == LocalPlayer!.UserId)
{
LocalPlayer.InternalSession = newSession;
newSession.ConnectedClient = _network.ServerChannel!;
// We just connected to the server, hurray!
LocalPlayer.SwitchState(SessionStatus.Connecting, newSession.Status);
}
}
}
foreach (var existing in _sessions.Keys.ToArray())
{
// clear slot, player left
if (!hitSet.Contains(existing))
{
DebugTools.Assert(LocalPlayer!.UserId != existing, "I'm still connected to the server, but i left?");
_sessions.Remove(existing);
dirty = true;
}
}
if (dirty)
{
PlayerListUpdated?.Invoke(this, EventArgs.Empty);
}
}
private void OnRunLevelChanged(object? sender, RunLevelChangedEventArgs e)
{
if (e.NewLevel != ClientRunLevel.SinglePlayerGame)
return;
DebugTools.AssertNotNull(LocalPlayer);
// We do some further setup steps for singleplayer here...
// The local player's GUID in singleplayer will always be the default.
var guid = default(NetUserId);
var session = new PlayerSession(guid)
{
Name = LocalPlayer!.Name,
Ping = 0,
};
LocalPlayer.UserId = guid;
LocalPlayer.InternalSession = session;
// Add the local session to the list.
_sessions.Add(guid, session);
LocalPlayer.SwitchState(SessionStatus.InGame);
PlayerListUpdated?.Invoke(this, EventArgs.Empty);
}
}
}