Files
RobustToolbox/Robust.Shared/Console/IConsoleHost.cs

309 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using Robust.Shared.Player;
using Robust.Shared.Reflection;
using Robust.Shared.Utility;
namespace Robust.Shared.Console
{
/// <summary>
/// A delegate that is called when the command is executed inside a shell.
/// </summary>
/// <param name="shell">The console shell that executed this command.</param>
/// <param name="argStr">Unparsed text of the complete command with arguments.</param>
/// <param name="args">An array of all the parsed arguments.</param>
public delegate void ConCommandCallback(IConsoleShell shell, string argStr, string[] args);
/// <summary>
/// Called to fetch completions for a console command. See <see cref="IConsoleCommand.GetCompletion"/> for details.
/// </summary>
public delegate CompletionResult ConCommandCompletionCallback(IConsoleShell shell, string[] args);
/// <summary>
/// Called to fetch completions for a console command (async). See <see cref="IConsoleCommand.GetCompletionAsync"/> for details.
/// </summary>
public delegate ValueTask<CompletionResult> ConCommandCompletionAsyncCallback(IConsoleShell shell, string[] args, string argStr);
public delegate void ConAnyCommandCallback(IConsoleShell shell, string commandName, string argStr, string[] args);
/// <summary>
/// The console host exists as a singleton subsystem that provides all of the features of the console API.
/// It will register console commands, spawn console shells and execute command strings.
/// </summary>
[NotContentImplementable]
public interface IConsoleHost
{
/// <summary>
/// Is the shell running on the client?
/// </summary>
bool IsClient => !IsServer;
/// <summary>
/// Is the shell running on the server?
/// </summary>
bool IsServer { get; }
/// <summary>
/// The local shell of the peer that is always available.
/// </summary>
IConsoleShell LocalShell { get; }
/// <summary>
/// A map of (commandName -> ICommand) of every registered command in the shell.
/// </summary>
IReadOnlyDictionary<string, IConsoleCommand> AvailableCommands { get; }
/// <summary>
/// Invoked before any console command is executed.
/// </summary>
event ConAnyCommandCallback AnyCommandExecuted;
event EventHandler ClearText;
/// <summary>
/// Scans all loaded assemblies for console commands and registers them. This will NOT sync with connected clients, and
/// should only be used during server initialization.
/// </summary>
void LoadConsoleCommands();
#region RegisterCommand
/// <summary>
/// Registers a console command into the console system. This is an alternative to
/// creating an <see cref="IConsoleCommand"/> class.
/// </summary>
/// <param name="command">A string as identifier for this command.</param>
/// <param name="description">Short one sentence description of the command.</param>
/// <param name="help">Command format string.</param>
/// <param name="callback">
/// Callback to invoke when this command is executed.
/// </param>
void RegisterCommand(
string command,
string description,
string help,
ConCommandCallback callback,
bool requireServerOrSingleplayer = false);
/// <summary>
/// Registers a console command into the console system. This is an alternative to
/// creating an <see cref="IConsoleCommand"/> class.
/// </summary>
/// <param name="command">A string as identifier for this command.</param>
/// <param name="description">Short one sentence description of the command.</param>
/// <param name="help">Command format string.</param>
/// <param name="callback">
/// Callback to invoke when this command is executed.
/// </param>
/// <param name="completionCallback">
/// Callback to fetch completions with.
/// </param>
void RegisterCommand(
string command,
string description,
string help,
ConCommandCallback callback,
ConCommandCompletionCallback completionCallback,
bool requireServerOrSingleplayer = false);
/// <summary>
/// Registers a console command into the console system. This is an alternative to
/// creating an <see cref="IConsoleCommand"/> class.
/// </summary>
/// <param name="command">A string as identifier for this command.</param>
/// <param name="description">Short one sentence description of the command.</param>
/// <param name="help">Command format string.</param>
/// <param name="callback">
/// Callback to invoke when this command is executed.
/// </param>
/// <param name="completionCallback">
/// Callback to fetch completions with (async variant).
/// </param>
void RegisterCommand(
string command,
string description,
string help,
ConCommandCallback callback,
ConCommandCompletionAsyncCallback completionCallback,
bool requireServerOrSingleplayer = false);
/// <summary>
/// Registers a console command into the console system. This is an alternative to creating an <see
/// cref="IConsoleCommand"/> class. This override will try to automatically resolve localized help & description
/// strings based on the command name.
/// </summary>
/// <param name="command">A string as identifier for this command.</param>
/// <param name="callback">
/// Callback to invoke when this command is executed.
/// </param>
void RegisterCommand(
string command,
ConCommandCallback callback,
bool requireServerOrSingleplayer = false);
/// <summary>
/// Registers a console command into the console system. This is an alternative to creating an <see
/// cref="IConsoleCommand"/> class. This override will try to automatically resolve localized help & description
/// strings based on the command name.
/// </summary>
/// <param name="command">A string as identifier for this command.</param>
/// <param name="callback">
/// Callback to invoke when this command is executed.
/// </param>
/// <param name="completionCallback">
/// Callback to fetch completions with.
/// </param>
void RegisterCommand(
string command,
ConCommandCallback callback,
ConCommandCompletionCallback completionCallback,
bool requireServerOrSingleplayer = false);
/// <summary>
/// Registers a console command into the console system. This is an alternative to creating an <see
/// cref="IConsoleCommand"/> class. This override will try to automatically resolve localized help & description
/// strings based on the command name.
/// </summary>
/// <param name="command">A string as identifier for this command.</param>
/// <param name="callback">
/// Callback to invoke when this command is executed.
/// </param>
/// <param name="completionCallback">
/// Callback to fetch completions with (async variant).
/// </param>
void RegisterCommand(
string command,
ConCommandCallback callback,
ConCommandCompletionAsyncCallback completionCallback,
bool requireServerOrSingleplayer = false);
/// <summary>
/// Register an existing console command instance directly.
/// </summary>
/// <remarks>
/// For this to be useful, the command has to be somehow excluded from automatic registration,
/// such as by using the <see cref="ReflectAttribute"/>.
/// </remarks>
/// <param name="command">The command to register.</param>
/// <seealso cref="BeginRegistrationRegion"/>
void RegisterCommand(IConsoleCommand command);
/// <summary>
/// Begin a region for registering many console commands in one go.
/// The region can be ended with <see cref="EndRegistrationRegion"/>.
/// </summary>
/// <remarks>
/// Commands registered inside this region temporarily suppress some updating
/// logic that would cause significant wasted work. This logic runs when the region is ended instead.
/// </remarks>
void BeginRegistrationRegion();
/// <summary>
/// End a registration region started with <see cref="BeginRegistrationRegion"/>.
/// </summary>
void EndRegistrationRegion();
#endregion
/// <summary>
/// Unregisters a console command that has been registered previously with <see cref="RegisterCommand(string,string,string,Robust.Shared.Console.ConCommandCallback)"/>.
/// If the specified command was registered automatically or isn't registered at all, the method will throw.
/// </summary>
/// <param name="command">The string identifier for the command.</param>
void UnregisterCommand(string command);
/// <summary>
/// Returns the console shell for a given active session.
/// </summary>
/// <remarks>
/// On the client this will always return the local shell, on the server this will return the shell of the active
/// session.
/// </remarks>
/// <param name="session">Session to get the shell of.</param>
/// <returns>Shell of the specified session.</returns>
IConsoleShell GetSessionShell(ICommonSession session);
/// <summary>
/// Execute a command string immediately on the local shell, bypassing the command buffer completely.
/// </summary>
/// <param name="command">Command string to execute.</param>
void ExecuteCommand(string command);
/// <summary>
/// Appends a command into the end of the command buffer on the local shell.
/// </summary>
/// <remarks>
/// This command will be ran *sometime* in the future, depending on how many waits are in the buffer.
/// </remarks>
/// <param name="command">Command string to execute.</param>
void AppendCommand(string command);
/// <summary>
/// Inserts a command into the front of the command buffer on the local shell.
/// </summary>
/// <remarks>
/// This command will preempt the next command executed in the command buffer.
/// </remarks>
/// <param name="command">Command string to execute.</param>
void InsertCommand(string command);
/// <summary>
/// Processes any contents of the command buffer on the local shell. This needs to be called regularly (once a tick),
/// inside the simulation. Pausing the server should prevent the buffer from being processed.
/// </summary>
void CommandBufferExecute();
/// <summary>
/// Executes a command string on this specific session shell. If the command does not exist, the command will be forwarded
/// to the
/// remote shell.
/// </summary>
/// <param name="session">Session of the client to execute the command.</param>
/// <param name="command">command line string to execute.</param>
void ExecuteCommand(ICommonSession? session, string command);
/// <summary>
/// Executes the command string on the remote peer. This is mainly used to forward commands from the client to the server.
/// If there is no remote peer (this is a local shell), this function does nothing.
/// </summary>
/// <param name="session">Session of the remote peer to execute the command on.</param>
/// <param name="command">Command line string to execute at the remote endpoint.</param>
void RemoteExecuteCommand(ICommonSession? session, string command);
/// <summary>
/// Sends a text string to the remote session.
/// </summary>
/// <param name="session">
/// Remote session to send the text message to. If this is null, the text is sent to the local
/// console.
/// </param>
/// <param name="text">Text message to send.</param>
void WriteLine(ICommonSession? session, string text);
void WriteLine(ICommonSession? session, FormattedMessage msg);
/// <summary>
/// Sends a foreground colored text string to the remote session.
/// </summary>
/// <param name="session">
/// Remote session to send the text message to. If this is null, the text is sent to the local
/// console.
/// </param>
/// <param name="text">Text message to send.</param>
void WriteError(ICommonSession? session, string text);
/// <summary>
/// Removes all text from the local console.
/// </summary>
void ClearLocalConsole();
}
internal interface IConsoleHostInternal : IConsoleHost
{
/// <summary>
/// Is this command executed on the server?
/// Always true when ran from server, true for server-proxy commands on the client.
/// </summary>
bool IsCmdServer(IConsoleCommand cmd);
}
}