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EuiManager.cs 4.1 KB

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  1. using Content.Shared.Eui;
  2. using Robust.Server.Player;
  3. using Robust.Shared.Enums;
  4. using Robust.Shared.Network;
  5. using Robust.Shared.Player;
  6. using Robust.Shared.Utility;
  7. namespace Content.Server.EUI
  8. {
  9. public sealed class EuiManager : IPostInjectInit
  10. {
  11. [Dependency] private readonly IPlayerManager _players = default!;
  12. [Dependency] private readonly IServerNetManager _net = default!;
  13. private readonly Dictionary<ICommonSession, PlayerEuiData> _playerData =
  14. new();
  15. private readonly Queue<(ICommonSession player, uint id)> _stateUpdateQueue =
  16. new Queue<(ICommonSession, uint id)>();
  17. private sealed class PlayerEuiData
  18. {
  19. public uint NextId = 1;
  20. public readonly Dictionary<uint, BaseEui> OpenUIs = new();
  21. }
  22. void IPostInjectInit.PostInject()
  23. {
  24. _players.PlayerStatusChanged += PlayerStatusChanged;
  25. }
  26. public void Initialize()
  27. {
  28. _net.RegisterNetMessage<MsgEuiCtl>();
  29. _net.RegisterNetMessage<MsgEuiState>();
  30. _net.RegisterNetMessage<MsgEuiMessage>(RxMsgMessage);
  31. }
  32. public void SendUpdates()
  33. {
  34. while (_stateUpdateQueue.TryDequeue(out var tuple))
  35. {
  36. var (player, id) = tuple;
  37. // Check that UI and player still exist.
  38. // COULD have been removed in the mean time.
  39. if (!_playerData.TryGetValue(player, out var plyDat) || !plyDat.OpenUIs.TryGetValue(id, out var ui))
  40. {
  41. continue;
  42. }
  43. ui.DoStateUpdate();
  44. }
  45. }
  46. public void OpenEui(BaseEui eui, ICommonSession player)
  47. {
  48. if (eui.Id != 0)
  49. {
  50. throw new ArgumentException("That EUI is already open!");
  51. }
  52. var data = _playerData[player];
  53. var newId = data.NextId++;
  54. eui.Initialize(this, player, newId);
  55. data.OpenUIs.Add(newId, eui);
  56. var msg = new MsgEuiCtl();
  57. msg.Id = newId;
  58. msg.Type = MsgEuiCtl.CtlType.Open;
  59. msg.OpenType = eui.GetType().Name;
  60. _net.ServerSendMessage(msg, player.Channel);
  61. }
  62. public void CloseEui(BaseEui eui)
  63. {
  64. eui.Shutdown();
  65. _playerData[eui.Player].OpenUIs.Remove(eui.Id);
  66. var msg = new MsgEuiCtl();
  67. msg.Id = eui.Id;
  68. msg.Type = MsgEuiCtl.CtlType.Close;
  69. _net.ServerSendMessage(msg, eui.Player.Channel);
  70. }
  71. private void RxMsgMessage(MsgEuiMessage message)
  72. {
  73. if (!_players.TryGetSessionByChannel(message.MsgChannel, out var ply))
  74. {
  75. return;
  76. }
  77. if (!_playerData.TryGetValue(ply, out var dat))
  78. {
  79. return;
  80. }
  81. if (!dat.OpenUIs.TryGetValue(message.Id, out var eui))
  82. {
  83. Logger.WarningS("eui", $"Got EUI message from player {ply} for non-existing UI {message.Id}");
  84. return;
  85. }
  86. eui.HandleMessage(message.Message);
  87. }
  88. private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
  89. {
  90. if (e.NewStatus == SessionStatus.Connected)
  91. {
  92. _playerData.Add(e.Session, new PlayerEuiData());
  93. }
  94. else if (e.NewStatus == SessionStatus.Disconnected)
  95. {
  96. if (_playerData.TryGetValue(e.Session, out var plyDat))
  97. {
  98. // Gracefully close all open UIs.
  99. foreach (var ui in plyDat.OpenUIs.Values)
  100. {
  101. ui.Closed();
  102. }
  103. _playerData.Remove(e.Session);
  104. }
  105. }
  106. }
  107. public void QueueStateUpdate(BaseEui eui)
  108. {
  109. DebugTools.Assert(eui.Id != 0, "EUI has not been opened yet.");
  110. DebugTools.Assert(!eui.IsShutDown, "EUI has been closed.");
  111. _stateUpdateQueue.Enqueue((eui.Player, eui.Id));
  112. }
  113. }
  114. }