Lobby refactor + species loadouts support (#27576)
* Vox stuff * Species loadouts and lobby refactor The control flow for lobby is all over the shop so I pulled it all up from the individual controls so now they handle the bare minimum required and LobbyUIController handles the rest. * a * Bulk changes * a * weh * Character import / export * finalise * woops this stuff too * Also datafield exporting * comments * Review
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117
Content.Client/Lobby/ClientPreferencesManager.cs
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117
Content.Client/Lobby/ClientPreferencesManager.cs
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using System.Linq;
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using Content.Shared.Preferences;
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using Robust.Client;
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using Robust.Client.Player;
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using Robust.Shared.Network;
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using Robust.Shared.Utility;
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namespace Content.Client.Lobby
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{
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/// <summary>
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/// Receives <see cref="PlayerPreferences" /> and <see cref="GameSettings" /> from the server during the initial
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/// connection.
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/// Stores preferences on the server through <see cref="SelectCharacter" /> and <see cref="UpdateCharacter" />.
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/// </summary>
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public sealed class ClientPreferencesManager : IClientPreferencesManager
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{
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[Dependency] private readonly IClientNetManager _netManager = default!;
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[Dependency] private readonly IBaseClient _baseClient = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public event Action? OnServerDataLoaded;
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public GameSettings Settings { get; private set; } = default!;
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public PlayerPreferences Preferences { get; private set; } = default!;
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public void Initialize()
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{
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_netManager.RegisterNetMessage<MsgPreferencesAndSettings>(HandlePreferencesAndSettings);
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_netManager.RegisterNetMessage<MsgUpdateCharacter>();
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_netManager.RegisterNetMessage<MsgSelectCharacter>();
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_netManager.RegisterNetMessage<MsgDeleteCharacter>();
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_baseClient.RunLevelChanged += BaseClientOnRunLevelChanged;
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}
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private void BaseClientOnRunLevelChanged(object? sender, RunLevelChangedEventArgs e)
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{
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if (e.NewLevel == ClientRunLevel.Initialize)
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{
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Settings = default!;
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Preferences = default!;
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}
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}
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public void SelectCharacter(ICharacterProfile profile)
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{
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SelectCharacter(Preferences.IndexOfCharacter(profile));
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}
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public void SelectCharacter(int slot)
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{
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Preferences = new PlayerPreferences(Preferences.Characters, slot, Preferences.AdminOOCColor);
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var msg = new MsgSelectCharacter
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{
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SelectedCharacterIndex = slot
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};
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_netManager.ClientSendMessage(msg);
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}
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public void UpdateCharacter(ICharacterProfile profile, int slot)
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{
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var collection = IoCManager.Instance!;
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profile.EnsureValid(_playerManager.LocalSession!, collection);
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var characters = new Dictionary<int, ICharacterProfile>(Preferences.Characters) {[slot] = profile};
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Preferences = new PlayerPreferences(characters, Preferences.SelectedCharacterIndex, Preferences.AdminOOCColor);
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var msg = new MsgUpdateCharacter
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{
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Profile = profile,
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Slot = slot
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};
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_netManager.ClientSendMessage(msg);
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}
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public void CreateCharacter(ICharacterProfile profile)
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{
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var characters = new Dictionary<int, ICharacterProfile>(Preferences.Characters);
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var lowest = Enumerable.Range(0, Settings.MaxCharacterSlots)
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.Except(characters.Keys)
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.FirstOrNull();
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if (lowest == null)
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{
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throw new InvalidOperationException("Out of character slots!");
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}
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var l = lowest.Value;
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characters.Add(l, profile);
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Preferences = new PlayerPreferences(characters, Preferences.SelectedCharacterIndex, Preferences.AdminOOCColor);
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UpdateCharacter(profile, l);
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}
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public void DeleteCharacter(ICharacterProfile profile)
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{
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DeleteCharacter(Preferences.IndexOfCharacter(profile));
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}
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public void DeleteCharacter(int slot)
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{
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var characters = Preferences.Characters.Where(p => p.Key != slot);
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Preferences = new PlayerPreferences(characters, Preferences.SelectedCharacterIndex, Preferences.AdminOOCColor);
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var msg = new MsgDeleteCharacter
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{
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Slot = slot
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};
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_netManager.ClientSendMessage(msg);
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}
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private void HandlePreferencesAndSettings(MsgPreferencesAndSettings message)
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{
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Preferences = message.Preferences;
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Settings = message.Settings;
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OnServerDataLoaded?.Invoke();
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}
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}
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}
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