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:
@@ -1,8 +1,4 @@
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using System;
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using Content.Shared.Administration;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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@@ -21,19 +17,20 @@ public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
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private void LoadGamePrototype(GamePrototypeLoadMessage message)
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{
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_prototypeManager.LoadString(message.PrototypeData, true);
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var changed = new Dictionary<Type, HashSet<string>>();
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_prototypeManager.LoadString(message.PrototypeData, true, changed);
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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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Logger.InfoS("adminbus", "Loaded adminbus prototype data.");
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}
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public void SendGamePrototype(string prototype)
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{
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var msg = _netManager.CreateNetMessage<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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_netManager.ClientSendMessage(msg);
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}
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public event Action? GamePrototypeLoaded;
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}
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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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@@ -16,7 +16,7 @@ namespace Content.Server.Chemistry.EntitySystems
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var coordinates = Transform(owner).Coordinates;
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_adminLogger.Add(LogType.ChemicalReaction, reaction.Impact,
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AdminLogger.Add(LogType.ChemicalReaction, reaction.Impact,
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$"Chemical reaction {reaction.ID:reaction} occurred with strength {unitReactions:strength} on entity {ToPrettyString(owner):metabolizer} at {coordinates}");
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SoundSystem.Play(reaction.Sound.GetSound(), Filter.Pvs(owner, entityManager:EntityManager), owner);
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@@ -4,6 +4,4 @@ public interface IGamePrototypeLoadManager
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{
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public void Initialize();
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public void SendGamePrototype(string prototype);
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event Action GamePrototypeLoaded;
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}
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@@ -21,8 +21,7 @@ namespace Content.Shared.Chemistry.Reaction
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] protected readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IGamePrototypeLoadManager _gamePrototypeLoadManager = default!;
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[Dependency] protected readonly ISharedAdminLogManager AdminLogger = default!;
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/// <summary>
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/// A cache of all existant chemical reactions indexed by one of their
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@@ -36,7 +35,12 @@ namespace Content.Shared.Chemistry.Reaction
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InitializeReactionCache();
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_prototypeManager.PrototypesReloaded += OnPrototypesReloaded;
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_gamePrototypeLoadManager.GamePrototypeLoaded += InitializeReactionCache;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_prototypeManager.PrototypesReloaded -= OnPrototypesReloaded;
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}
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/// <summary>
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@@ -210,7 +214,7 @@ namespace Content.Shared.Chemistry.Reaction
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if (effect.ShouldLog)
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{
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var entity = args.SolutionEntity;
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_adminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
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AdminLogger.Add(LogType.ReagentEffect, effect.LogImpact,
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$"Reaction effect {effect.GetType().Name:effect} of reaction ${reaction.ID:reaction} applied on entity {ToPrettyString(entity):entity} at {Transform(entity).Coordinates:coordinates}");
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}
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