Console Unify API Changes (#3059)

* Remove unused IChatCommand.

* Lots of refactoring into a shared context.

* Removed ICommonSession from server concmd Execute.

* Added argStr parameter to concmd execute.

* The execute function of client concmds now returns void, use the new shell.RemoteExecuteCommand function to forward commands.

* Finally move shells and commands into shared.

* Console commands can now be registered directly without a class in a shared context.

* Engine API Changes.

* Repair rebase damage.

* Update Submodule.
This commit is contained in:
Acruid
2021-02-01 16:49:43 -08:00
committed by GitHub
parent 80ad2ef5b7
commit 8b5d66050a
119 changed files with 820 additions and 796 deletions

View File

@@ -1,32 +1,33 @@
#nullable enable
#nullable enable
using Content.Server.Administration;
using Content.Server.GameObjects.EntitySystems.Atmos;
using Content.Shared.Administration;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.Commands.Atmos
{
[AdminCommand(AdminFlags.Debug)]
public class ShowAtmos : IClientCommand
public class ShowAtmos : IConsoleCommand
{
public string Command => "showatmos";
public string Description => "Toggles seeing atmos debug overlay.";
public string Help => $"Usage: {Command}";
public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
var player = shell.Player as IPlayerSession;
if (player == null)
{
shell.SendText(player, "You must be a player to use this command.");
shell.WriteLine("You must be a player to use this command.");
return;
}
var atmosDebug = EntitySystem.Get<AtmosDebugOverlaySystem>();
var enabled = atmosDebug.ToggleObserver(player);
shell.SendText(player, enabled
shell.WriteLine(enabled
? "Enabled the atmospherics debug overlay."
: "Disabled the atmospherics debug overlay.");
}