Call reload protoypes on admin changes (#13160)

* Call reload protoypes on admin changes

Fixes NPCs not working after engine change.

* Also chems

* other fixes
This commit is contained in:
metalgearsloth
2022-12-25 08:31:11 +11:00
committed by GitHub
parent a5f17a590f
commit 455939afc1
5 changed files with 30 additions and 28 deletions

View File

@@ -1,8 +1,4 @@
using System;
using Content.Shared.Administration; using Content.Shared.Administration;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Network; using Robust.Shared.Network;
using Robust.Shared.Prototypes; using Robust.Shared.Prototypes;
@@ -21,19 +17,20 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
private void LoadGamePrototype(GamePrototypeLoadMessage message) private void LoadGamePrototype(GamePrototypeLoadMessage message)
{ {
_prototypeManager.LoadString(message.PrototypeData, true); var changed = new Dictionary<Type, HashSet<string>>();
_prototypeManager.LoadString(message.PrototypeData, true, changed);
_prototypeManager.ResolveResults(); _prototypeManager.ResolveResults();
_prototypeManager.ReloadPrototypes(changed);
_localizationManager.ReloadLocalizations(); _localizationManager.ReloadLocalizations();
GamePrototypeLoaded?.Invoke();
Logger.InfoS("adminbus", "Loaded adminbus prototype data."); Logger.InfoS("adminbus", "Loaded adminbus prototype data.");
} }
public void SendGamePrototype(string prototype) public void SendGamePrototype(string prototype)
{ {
var msg = _netManager.CreateNetMessage<GamePrototypeLoadMessage>(); var msg = new GamePrototypeLoadMessage
msg.PrototypeData = prototype; {
PrototypeData = prototype
};
_netManager.ClientSendMessage(msg); _netManager.ClientSendMessage(msg);
} }
public event Action? GamePrototypeLoaded;
} }

View File

@@ -17,7 +17,7 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly ILocalizationManager _localizationManager = default!; [Dependency] private readonly ILocalizationManager _localizationManager = default!;
private readonly List<string> LoadedPrototypes = new(); private readonly List<string> _loadedPrototypes = new();
public void Initialize() public void Initialize()
{ {
@@ -30,8 +30,6 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
} }
public event Action? GamePrototypeLoaded;
private void ClientLoadsPrototype(GamePrototypeLoadMessage message) private void ClientLoadsPrototype(GamePrototypeLoadMessage message)
{ {
var player = _playerManager.GetSessionByChannel(message.MsgChannel); var player = _playerManager.GetSessionByChannel(message.MsgChannel);
@@ -48,23 +46,28 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
private void LoadPrototypeData(string prototypeData) private void LoadPrototypeData(string prototypeData)
{ {
LoadedPrototypes.Add(prototypeData); _loadedPrototypes.Add(prototypeData);
var msg = new GamePrototypeLoadMessage(); var msg = new GamePrototypeLoadMessage
msg.PrototypeData = prototypeData; {
PrototypeData = prototypeData
};
_netManager.ServerSendToAll(msg); // everyone load it up! _netManager.ServerSendToAll(msg); // everyone load it up!
_prototypeManager.LoadString(prototypeData, true); // server needs it too. var changed = new Dictionary<Type, HashSet<string>>();
_prototypeManager.LoadString(prototypeData, true, changed); // server needs it too.
_prototypeManager.ResolveResults(); _prototypeManager.ResolveResults();
_prototypeManager.ReloadPrototypes(changed);
_localizationManager.ReloadLocalizations(); _localizationManager.ReloadLocalizations();
GamePrototypeLoaded?.Invoke();
} }
private void NetManagerOnConnected(object? sender, NetChannelArgs e) private void NetManagerOnConnected(object? sender, NetChannelArgs e)
{ {
// Just dump all the prototypes on connect, before them missing could be an issue. // Just dump all the prototypes on connect, before them missing could be an issue.
foreach (var prototype in LoadedPrototypes) foreach (var prototype in _loadedPrototypes)
{ {
var msg = new GamePrototypeLoadMessage(); var msg = new GamePrototypeLoadMessage
msg.PrototypeData = prototype; {
PrototypeData = prototype
};
e.Channel.SendMessage(msg); e.Channel.SendMessage(msg);
} }
} }

View File

@@ -16,7 +16,7 @@ namespace Content.Server.Chemistry.EntitySystems
var coordinates = Transform(owner).Coordinates; var coordinates = Transform(owner).Coordinates;
_adminLogger.Add(LogType.ChemicalReaction, reaction.Impact, AdminLogger.Add(LogType.ChemicalReaction, reaction.Impact,
$"Chemical reaction {reaction.ID:reaction} occurred with strength {unitReactions:strength} on entity {ToPrettyString(owner):metabolizer} at {coordinates}"); $"Chemical reaction {reaction.ID:reaction} occurred with strength {unitReactions:strength} on entity {ToPrettyString(owner):metabolizer} at {coordinates}");
SoundSystem.Play(reaction.Sound.GetSound(), Filter.Pvs(owner, entityManager:EntityManager), owner); SoundSystem.Play(reaction.Sound.GetSound(), Filter.Pvs(owner, entityManager:EntityManager), owner);

View File

@@ -4,6 +4,4 @@ public interface IGamePrototypeLoadManager
{ {
public void Initialize(); public void Initialize();
public void SendGamePrototype(string prototype); public void SendGamePrototype(string prototype);
event Action GamePrototypeLoaded;
} }

View File

@@ -21,8 +21,7 @@ namespace Content.Shared.Chemistry.Reaction
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] protected readonly ISharedAdminLogManager _adminLogger = default!; [Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
[Dependency] private readonly IGamePrototypeLoadManager _gamePrototypeLoadManager = default!;
/// <summary> /// <summary>
/// A cache of all existant chemical reactions indexed by one of their /// A cache of all existant chemical reactions indexed by one of their
@@ -36,7 +35,12 @@ namespace Content.Shared.Chemistry.Reaction
InitializeReactionCache(); InitializeReactionCache();
_prototypeManager.PrototypesReloaded += OnPrototypesReloaded; _prototypeManager.PrototypesReloaded += OnPrototypesReloaded;
_gamePrototypeLoadManager.GamePrototypeLoaded += InitializeReactionCache; }
public override void Shutdown()
{
base.Shutdown();
_prototypeManager.PrototypesReloaded -= OnPrototypesReloaded;
} }
/// <summary> /// <summary>
@@ -210,7 +214,7 @@ namespace Content.Shared.Chemistry.Reaction
if (effect.ShouldLog) if (effect.ShouldLog)
{ {
var entity = args.SolutionEntity; var entity = args.SolutionEntity;
_adminLogger.Add(LogType.ReagentEffect, effect.LogImpact, AdminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
$"Reaction effect {effect.GetType().Name:effect} of reaction ${reaction.ID:reaction} applied on entity {ToPrettyString(entity):entity} at {Transform(entity).Coordinates:coordinates}"); $"Reaction effect {effect.GetType().Name:effect} of reaction ${reaction.ID:reaction} applied on entity {ToPrettyString(entity):entity} at {Transform(entity).Coordinates:coordinates}");
} }