Files
RobustToolbox/Robust.Server/GameObjects/Components/UserInterface/ServerUserInterfaceComponent.cs
2022-02-05 19:31:58 +01:00

362 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using static Robust.Shared.GameObjects.SharedUserInterfaceComponent;
namespace Robust.Server.GameObjects
{
/// <summary>
/// Contains a collection of entity-bound user interfaces that can be opened per client.
/// Bound user interfaces are indexed with an enum or string key identifier.
/// </summary>
/// <seealso cref="BoundUserInterface"/>
[PublicAPI]
[ComponentReference(typeof(SharedUserInterfaceComponent))]
public sealed class ServerUserInterfaceComponent : SharedUserInterfaceComponent, ISerializationHooks
{
private readonly Dictionary<object, BoundUserInterface> _interfaces =
new();
[DataField("interfaces", readOnly: true)]
private List<PrototypeData> _interfaceData = new();
/// <summary>
/// Enumeration of all the interfaces this component provides.
/// </summary>
public IEnumerable<BoundUserInterface> Interfaces => _interfaces.Values;
void ISerializationHooks.AfterDeserialization()
{
_interfaces.Clear();
foreach (var prototypeData in _interfaceData)
{
_interfaces[prototypeData.UiKey] = new BoundUserInterface(prototypeData, this);
}
}
public BoundUserInterface GetBoundUserInterface(object uiKey)
{
return _interfaces[uiKey];
}
public bool TryGetBoundUserInterface(object uiKey,
[NotNullWhen(true)] out BoundUserInterface? boundUserInterface)
{
return _interfaces.TryGetValue(uiKey, out boundUserInterface);
}
public BoundUserInterface? GetBoundUserInterfaceOrNull(object uiKey)
{
return TryGetBoundUserInterface(uiKey, out var boundUserInterface)
? boundUserInterface
: null;
}
public bool HasBoundUserInterface(object uiKey)
{
return _interfaces.ContainsKey(uiKey);
}
internal void SendToSession(IPlayerSession session, BoundUserInterfaceMessage message, object uiKey)
{
EntitySystem.Get<UserInterfaceSystem>()
.SendTo(session, new BoundUIWrapMessage(Owner, message, uiKey));
}
}
/// <summary>
/// Represents an entity-bound interface that can be opened by multiple players at once.
/// </summary>
[PublicAPI]
public sealed class BoundUserInterface
{
private bool _isActive;
public object UiKey { get; }
public ServerUserInterfaceComponent Owner { get; }
private readonly HashSet<IPlayerSession> _subscribedSessions = new();
private BoundUserInterfaceState? _lastState;
public bool RequireInputValidation;
private bool _stateDirty;
private readonly Dictionary<IPlayerSession, BoundUserInterfaceState> _playerStateOverrides =
new();
/// <summary>
/// All of the sessions currently subscribed to this UserInterface.
/// </summary>
public IReadOnlyCollection<IPlayerSession> SubscribedSessions => _subscribedSessions;
public event Action<ServerBoundUserInterfaceMessage>? OnReceiveMessage;
public event Action<IPlayerSession>? OnClosed;
public BoundUserInterface(PrototypeData data, ServerUserInterfaceComponent owner)
{
RequireInputValidation = data.RequireInputValidation;
UiKey = data.UiKey;
Owner = owner;
}
/// <summary>
/// Sets a state. This can be used for stateful UI updating, which can be easier to implement,
/// but is more costly on bandwidth.
/// This state is sent to all clients, and automatically sent to all new clients when they open the UI.
/// Pretty much how NanoUI did it back in ye olde BYOND.
/// </summary>
/// <param name="state">
/// The state object that will be sent to all current and future client.
/// This can be null.
/// </param>
/// <param name="session">
/// The player session to send this new state to.
/// Set to null for sending it to every subscribed player session.
/// </param>
public void SetState(BoundUserInterfaceState state, IPlayerSession? session = null)
{
if (session == null)
{
_lastState = state;
_playerStateOverrides.Clear();
}
else
{
_playerStateOverrides[session] = state;
}
_stateDirty = true;
}
/// <summary>
/// Switches between closed and open for a specific client.
/// </summary>
/// <param name="session">The player session to toggle the UI on.</param>
/// <exception cref="ArgumentException">
/// Thrown if the session's status is <c>Connecting</c> or <c>Disconnected</c>
/// </exception>
/// <exception cref="ArgumentNullException">Thrown if <see cref="session"/> is null.</exception>
public void Toggle(IPlayerSession session)
{
if (_subscribedSessions.Contains(session))
{
Close(session);
}
else
{
Open(session);
}
}
/// <summary>
/// Opens this interface for a specific client.
/// </summary>
/// <param name="session">The player session to open the UI on.</param>
/// <exception cref="ArgumentException">
/// Thrown if the session's status is <c>Connecting</c> or <c>Disconnected</c>
/// </exception>
/// <exception cref="ArgumentNullException">Thrown if <see cref="session"/> is null.</exception>
public bool Open(IPlayerSession session)
{
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
if (session.Status == SessionStatus.Connecting || session.Status == SessionStatus.Disconnected)
{
throw new ArgumentException("Invalid session status.", nameof(session));
}
if (_subscribedSessions.Contains(session))
{
return false;
}
_subscribedSessions.Add(session);
SendMessage(new OpenBoundInterfaceMessage(), session);
if (_lastState != null)
{
SendMessage(new UpdateBoundStateMessage(_lastState));
}
if (!_isActive)
{
_isActive = true;
EntitySystem.Get<UserInterfaceSystem>()
.ActivateInterface(this);
}
session.PlayerStatusChanged += OnSessionOnPlayerStatusChanged;
return true;
}
private void OnSessionOnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
if (args.NewStatus == SessionStatus.Disconnected)
{
CloseShared(args.Session);
}
}
/// <summary>
/// Close this interface for a specific client.
/// </summary>
/// <param name="session">The session to close the UI on.</param>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="session"/> is null.</exception>
public bool Close(IPlayerSession session)
{
if (session == null)
{
throw new ArgumentNullException(nameof(session));
}
if (!_subscribedSessions.Contains(session))
{
return false;
}
var msg = new CloseBoundInterfaceMessage();
SendMessage(msg, session);
CloseShared(session);
return true;
}
public void CloseShared(IPlayerSession session)
{
var owner = Owner.Owner;
IoCManager.Resolve<IEntityManager>().EventBus.RaiseLocalEvent(owner, new BoundUIClosedEvent(UiKey, owner, session));
OnClosed?.Invoke(session);
_subscribedSessions.Remove(session);
_playerStateOverrides.Remove(session);
session.PlayerStatusChanged -= OnSessionOnPlayerStatusChanged;
if (_subscribedSessions.Count == 0)
{
EntitySystem.Get<UserInterfaceSystem>()
.DeactivateInterface(this);
_isActive = false;
}
}
/// <summary>
/// Closes this interface for any clients that have it open.
/// </summary>
public void CloseAll()
{
foreach (var session in _subscribedSessions.ToArray())
Close(session);
}
/// <summary>
/// Returns whether or not a session has this UI open.
/// </summary>
/// <param name="session">The session to check.</param>
/// <returns>True if the player has this UI open, false otherwise.</returns>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="session"/> is null.</exception>
public bool SessionHasOpen(IPlayerSession session)
{
if (session == null) throw new ArgumentNullException(nameof(session));
return _subscribedSessions.Contains(session);
}
/// <summary>
/// Sends a message to ALL sessions that currently have the UI open.
/// </summary>
/// <param name="message">The message to send.</param>
/// <exception cref="ArgumentNullException">Thrown if <paramref name="message"/> is null.</exception>
public void SendMessage(BoundUserInterfaceMessage message)
{
if (message == null)
{
throw new ArgumentNullException(nameof(message));
}
foreach (var session in _subscribedSessions)
{
Owner.SendToSession(session, message, UiKey);
}
}
/// <summary>
/// Sends a message to a specific session.
/// </summary>
/// <param name="message">The message to send.</param>
/// <param name="session">The session to send the message to.</param>
/// <exception cref="ArgumentNullException">Thrown if either argument is null.</exception>
/// <exception cref="ArgumentException">Thrown if the session does not have this UI open.</exception>
public void SendMessage(BoundUserInterfaceMessage message, IPlayerSession session)
{
if (message == null)
{
throw new ArgumentNullException(nameof(message));
}
AssertContains(session);
Owner.SendToSession(session, message, UiKey);
}
internal void ReceiveMessage(ServerBoundUserInterfaceMessage message)
{
OnReceiveMessage?.Invoke(message);
}
private void AssertContains(IPlayerSession session)
{
if (!SessionHasOpen(session))
{
throw new ArgumentException("Player session does not have this UI open.");
}
}
public void DispatchPendingState()
{
if (!_stateDirty)
{
return;
}
foreach (var playerSession in _subscribedSessions)
{
if (!_playerStateOverrides.ContainsKey(playerSession) && _lastState != null)
{
SendMessage(new UpdateBoundStateMessage(_lastState), playerSession);
}
}
foreach (var (player, state) in _playerStateOverrides)
{
SendMessage(new UpdateBoundStateMessage(state), player);
}
_stateDirty = false;
}
}
[PublicAPI]
public sealed class ServerBoundUserInterfaceMessage
{
public BoundUserInterfaceMessage Message { get; }
public IPlayerSession Session { get; }
public ServerBoundUserInterfaceMessage(BoundUserInterfaceMessage message, IPlayerSession session)
{
Message = message;
Session = session;
}
}
}