Call reload protoypes on admin changes (#13160)
* Call reload protoypes on admin changes Fixes NPCs not working after engine change. * Also chems * other fixes
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@@ -17,7 +17,7 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ILocalizationManager _localizationManager = default!;
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private readonly List<string> LoadedPrototypes = new();
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private readonly List<string> _loadedPrototypes = new();
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public void Initialize()
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{
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@@ -30,8 +30,6 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
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}
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public event Action? GamePrototypeLoaded;
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private void ClientLoadsPrototype(GamePrototypeLoadMessage message)
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{
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var player = _playerManager.GetSessionByChannel(message.MsgChannel);
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@@ -48,23 +46,28 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
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private void LoadPrototypeData(string prototypeData)
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{
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LoadedPrototypes.Add(prototypeData);
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var msg = new GamePrototypeLoadMessage();
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msg.PrototypeData = prototypeData;
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_loadedPrototypes.Add(prototypeData);
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var msg = new GamePrototypeLoadMessage
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{
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PrototypeData = prototypeData
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};
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_netManager.ServerSendToAll(msg); // everyone load it up!
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_prototypeManager.LoadString(prototypeData, true); // server needs it too.
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var changed = new Dictionary<Type, HashSet<string>>();
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_prototypeManager.LoadString(prototypeData, true, changed); // server needs it too.
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_prototypeManager.ResolveResults();
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_prototypeManager.ReloadPrototypes(changed);
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_localizationManager.ReloadLocalizations();
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GamePrototypeLoaded?.Invoke();
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}
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private void NetManagerOnConnected(object? sender, NetChannelArgs e)
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{
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// Just dump all the prototypes on connect, before them missing could be an issue.
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foreach (var prototype in LoadedPrototypes)
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foreach (var prototype in _loadedPrototypes)
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{
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var msg = new GamePrototypeLoadMessage();
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msg.PrototypeData = prototype;
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var msg = new GamePrototypeLoadMessage
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{
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PrototypeData = prototype
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};
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e.Channel.SendMessage(msg);
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}
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}
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