Fix coords monitor in replays (#29512)
The F3 coords manager is blocked if you're not an admin. This check happened even when playing a replay, where you actually aren't. There's now a check to make sure you are actually server-connected-to-game before running the logic. Also moved it to a manager because this *shouldn't be a bloody entity system in the first place*.
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Content.Client/DebugMon/DebugMonitorManager.cs
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28
Content.Client/DebugMon/DebugMonitorManager.cs
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using Content.Client.Administration.Managers;
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using Content.Shared.CCVar;
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using Robust.Client;
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using Robust.Client.UserInterface;
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using Robust.Shared.Configuration;
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namespace Content.Client.DebugMon;
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/// <summary>
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/// This handles preventing certain debug monitors from being usable by non-admins.
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/// </summary>
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internal sealed class DebugMonitorManager
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IClientAdminManager _admin = default!;
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[Dependency] private readonly IUserInterfaceManager _userInterface = default!;
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[Dependency] private readonly IBaseClient _baseClient = default!;
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public void FrameUpdate()
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{
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if (_baseClient.RunLevel == ClientRunLevel.InGame
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&& !_admin.IsActive()
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&& _cfg.GetCVar(CCVars.DebugCoordinatesAdminOnly))
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{
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_userInterface.DebugMonitors.SetMonitor(DebugMonitor.Coords, false);
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}
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}
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}
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