Device link visualizer (#11054)

* shuffles devicelist to shared, adds an overlay for devicelist

* adds space property to overlay

* moves networkconfigurator to shared, makes devicelistsystem clientside check activedevicelist

* dirties components upon change, adds networkedcomponent to sharednetworkconfigurator

* state handlers for networked components

* whoops

* lots of shuffling, renaming, and access changes

* randomizes color for every new entity added to the overlay

* adds a client-side action to clear all network overlays if they're active

* clones action (oops)

* localization, adds a command for clearing network link overlays (in case the action disappears)

* moves the entity manager up into the bui fields

* makes that a dependency

* attempts to just directly get the color from the dict when drawing, now

* fixes up a few comments

* adds dirty on init to devicelistcomponent

* hacky solution related to mapping with a networkconfigurator

* more stricter bound on that hacky solution

* just checks if the life stage is initialized instead of if the entity was initialized

* moves getalldevices to shared

* readds linq import

* tries to ensure that the show button is toggled on if the device we're trying to configure is currently being tracked by the overlay

* some reorganization
This commit is contained in:
Flipp Syder
2022-09-05 17:55:44 -07:00
committed by GitHub
parent 6301ac5147
commit 9ace52a6c1
16 changed files with 454 additions and 55 deletions

View File

@@ -1,4 +1,5 @@
using Content.Server.DeviceNetwork.Components;
using System.Linq;
using Content.Server.DeviceNetwork.Components;
using Content.Server.UserInterface;
using Content.Shared.Access.Components;
using Content.Shared.Access.Systems;
@@ -11,13 +12,14 @@ using Content.Shared.Popups;
using Content.Shared.Verbs;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Player;
namespace Content.Server.DeviceNetwork.Systems;
[UsedImplicitly]
public sealed class NetworkConfiguratorSystem : EntitySystem
public sealed class NetworkConfiguratorSystem : SharedNetworkConfiguratorSystem
{
[Dependency] private readonly DeviceListSystem _deviceListSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
@@ -44,6 +46,7 @@ public sealed class NetworkConfiguratorSystem : EntitySystem
SubscribeLocalEvent<NetworkConfiguratorComponent, NetworkConfiguratorRemoveDeviceMessage>(OnRemoveDevice);
SubscribeLocalEvent<NetworkConfiguratorComponent, NetworkConfiguratorClearDevicesMessage>(OnClearDevice);
SubscribeLocalEvent<NetworkConfiguratorComponent, NetworkConfiguratorButtonPressedMessage>(OnConfigButtonPressed);
SubscribeLocalEvent<NetworkConfiguratorComponent, ManualDeviceListSyncMessage>(ManualDeviceListSync);
SubscribeLocalEvent<DeviceListComponent, ComponentRemove>(OnComponentRemoved);
}
@@ -217,6 +220,7 @@ public sealed class NetworkConfiguratorSystem : EntitySystem
return;
configurator.ActiveDeviceList = targetUid;
Dirty(configurator);
_uiSystem.GetUiOrNull(configurator.Owner, NetworkConfiguratorUiKey.Configure)?.Open(actor.PlayerSession);
}
@@ -299,10 +303,25 @@ public sealed class NetworkConfiguratorSystem : EntitySystem
UpdateUiState(uid, component);
break;
case NetworkConfiguratorButtonKey.Show:
_deviceListSystem.ToggleVisualization(component.ActiveDeviceList.Value);
// This should be done client-side.
// _deviceListSystem.ToggleVisualization(component.ActiveDeviceList.Value);
break;
}
}
// hacky solution related to mapping
private void ManualDeviceListSync(EntityUid uid, NetworkConfiguratorComponent comp,
ManualDeviceListSyncMessage args)
{
if (comp.ActiveDeviceList == null || args.Session is not IPlayerSession player)
{
return;
}
var devices = _deviceListSystem.GetAllDevices(comp.ActiveDeviceList.Value).ToHashSet();
_uiSystem.TrySendUiMessage(uid, NetworkConfiguratorUiKey.Configure, new ManualDeviceListSyncMessage(comp.ActiveDeviceList.Value, devices), player);
}
#endregion
}