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

@@ -3,8 +3,8 @@ using Content.Server.Administration;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Movement;
using Content.Shared.Administration;
using Robust.Server.Interfaces.Console;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
@@ -12,23 +12,23 @@ using Robust.Shared.IoC;
namespace Content.Server.Commands
{
[AdminCommand(AdminFlags.Fun)]
public class MakeSentientCommand : IClientCommand
public class MakeSentientCommand : IConsoleCommand
{
public string Command => "makesentient";
public string Description => "Makes an entity sentient (able to be controlled by a player)";
public string Help => "makesentient <entity id>";
public void Execute(IConsoleShell shell, IPlayerSession? player, string[] args)
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 1)
{
shell.SendText(player, "Wrong number of arguments.");
shell.WriteLine("Wrong number of arguments.");
return;
}
if (!int.TryParse(args[0], out var id))
{
shell.SendText(player, "Invalid argument.");
shell.WriteLine("Invalid argument.");
return;
}
@@ -38,7 +38,7 @@ namespace Content.Server.Commands
if (!entityManager.TryGetEntity(entId, out var entity) || entity.Deleted)
{
shell.SendText(player, "Invalid entity specified!");
shell.WriteLine("Invalid entity specified!");
return;
}