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:
@@ -1,22 +1,23 @@
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#nullable enable
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.Administration;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.Chat
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{
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[AdminCommand(AdminFlags.Admin)]
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internal class AdminChatCommand : IClientCommand
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internal class AdminChatCommand : IConsoleCommand
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{
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public string Command => "asay";
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public string Description => "Send chat messages to the private admin chat channel.";
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public string Help => "asay <text>";
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (args.Length < 1)
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return;
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@@ -1,26 +1,27 @@
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#nullable enable
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Players;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.Chat
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{
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[AnyCommand]
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internal class MeCommand : IClientCommand
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internal class MeCommand : IConsoleCommand
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{
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public string Command => "me";
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public string Description => "Perform an action.";
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public string Help => "me <text>";
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.SendText(player, "This command cannot be run from the server.");
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shell.WriteLine("This command cannot be run from the server.");
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return;
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}
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@@ -39,7 +40,7 @@ namespace Content.Server.Commands.Chat
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if (mindComponent == null)
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{
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shell.SendText(player, "You don't have a mind!");
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shell.WriteLine("You don't have a mind!");
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return;
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}
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@@ -1,21 +1,22 @@
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#nullable enable
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.Interfaces.Chat;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.Chat
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{
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[AnyCommand]
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internal class OOCCommand : IClientCommand
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internal class OOCCommand : IConsoleCommand
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{
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public string Command => "ooc";
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public string Description => "Send Out Of Character chat messages.";
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public string Help => "ooc <text>";
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (args.Length < 1)
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return;
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@@ -1,27 +1,28 @@
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#nullable enable
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#nullable enable
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Players;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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namespace Content.Server.Commands.Chat
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{
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[AnyCommand]
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internal class SayCommand : IClientCommand
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internal class SayCommand : IConsoleCommand
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{
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public string Command => "say";
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public string Description => "Send chat messages to the local channel or a specified radio channel.";
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public string Help => "say <text>";
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.SendText(player, "This command cannot be run from the server.");
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shell.WriteLine("This command cannot be run from the server.");
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return;
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}
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@@ -40,7 +41,7 @@ namespace Content.Server.Commands.Chat
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if (playerEntity == null)
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{
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shell.SendText(player, "You don't have an entity!");
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shell.WriteLine("You don't have an entity!");
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return;
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}
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@@ -52,7 +53,7 @@ namespace Content.Server.Commands.Chat
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if (mindComponent == null)
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{
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shell.SendText(player, "You don't have a mind!");
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shell.WriteLine("You don't have a mind!");
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return;
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}
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@@ -1,4 +1,4 @@
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#nullable enable
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#nullable enable
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using System;
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using System.Linq;
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using Content.Server.Administration;
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@@ -12,8 +12,8 @@ using Content.Server.Utility;
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using Content.Shared.Damage;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.Interfaces;
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Console;
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using Robust.Shared.Enums;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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@@ -22,7 +22,7 @@ using Robust.Shared.Localization;
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namespace Content.Server.Commands.Chat
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{
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[AnyCommand]
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internal class SuicideCommand : IClientCommand
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internal class SuicideCommand : IConsoleCommand
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{
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public string Command => "suicide";
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@@ -56,11 +56,12 @@ namespace Content.Server.Commands.Chat
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}
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}
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public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player == null)
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{
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shell.SendText(player, "You cannot run this command from the server.");
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shell.WriteLine("You cannot run this command from the server.");
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return;
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}
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@@ -72,7 +73,7 @@ namespace Content.Server.Commands.Chat
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if (owner == null)
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{
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shell.SendText(player, "You don't have a mind!");
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shell.WriteLine("You don't have a mind!");
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return;
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}
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@@ -122,7 +123,7 @@ namespace Content.Server.Commands.Chat
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// Prevent the player from returning to the body. Yes, this is an ugly hack.
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var ghost = new Ghost(){CanReturn = false};
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ghost.Execute(shell, player, Array.Empty<string>());
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ghost.Execute(shell, argStr, Array.Empty<string>());
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}
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}
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}
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