More comments and a fix.
This commit is contained in:
@@ -19,34 +19,49 @@ namespace Content.Client.Eui
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IoCManager.InjectDependencies(this);
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}
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public void Initialize(EuiManager mgr, uint id)
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internal void Initialize(EuiManager mgr, uint id)
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{
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Manager = mgr;
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Id = id;
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}
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/// <summary>
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/// Called when the EUI is opened by the server.
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/// </summary>
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public virtual void Opened()
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{
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}
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/// <summary>
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/// Called when the EUI is closed by the server.
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/// </summary>
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public virtual void Closed()
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{
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}
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/// <summary>
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/// Called when a new state comes in from the server.
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/// </summary>
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public virtual void HandleState(EuiStateBase state)
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{
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}
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/// <summary>
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/// Called when a message comes in from the server.
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/// </summary>
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public virtual void HandleMessage(EuiMessageBase msg)
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{
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}
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/// <summary>
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/// Send a message to the server-side implementation.
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/// </summary>
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protected void SendMessage(EuiMessageBase msg)
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{
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var netMsg = _netManager.CreateNetMessage<MsgEuiMessage>();
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netMsg.Id = Id;
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netMsg.Message = msg;
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_netManager.ClientSendMessage(netMsg);
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}
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}
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@@ -9,46 +9,56 @@ using Robust.Shared.IoC;
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namespace Content.Server.Eui
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{
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/// <summary>
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/// Base class to implement server-side for an EUI.
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/// </summary>
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/// <remarks>
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/// An EUI is a system for making a relatively-easy connection between client and server
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/// for the purposes of UIs.
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/// </remarks>
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/// <remarks>
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/// An equivalently named class much exist server side for an EUI to work.
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/// It will be instantiated, opened and closed automatically.
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/// </remarks>
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public abstract class BaseEui
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{
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private bool _isStateDirty = false;
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/// <summary>
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/// The player that this EUI is open for.
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/// </summary>
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public IPlayerSession Player { get; private set; } = default!;
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public bool IsShutDown { get; private set; }
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public EuiManager Manager { get; private set; } = default!;
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public IPlayerSession Player { get; private set; } = default!;
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public uint Id { get; private set; }
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public void Initialize(EuiManager manager, IPlayerSession player, uint id)
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{
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Manager = manager;
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Player = player;
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Id = id;
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Opened();
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}
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/// <summary>
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/// Called when the UI has been opened. Do initializing logic here.
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/// </summary>
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public virtual void Opened()
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{
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}
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/// <summary>
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/// Called when the UI has been closed.
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/// </summary>
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public virtual void Closed()
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{
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}
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/// <summary>
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/// Called when a message comes in from the client.
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/// </summary>
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public virtual void HandleMessage(EuiMessageBase msg)
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{
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}
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public void Shutdown()
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{
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Closed();
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IsShutDown = true;
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}
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/// <summary>
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/// Mark the current UI state as dirty and queue for an update.
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/// </summary>
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/// <seealso cref="GetNewState"/>
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public void StateDirty()
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{
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if (_isStateDirty)
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@@ -60,17 +70,43 @@ namespace Content.Server.Eui
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Manager.QueueStateUpdate(this);
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}
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/// <summary>
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/// Called some time after <see cref="StateDirty"/> has been called
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/// to get a new UI state that can be sent to the client.
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/// </summary>
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public virtual EuiStateBase GetNewState()
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{
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throw new NotSupportedException();
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}
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/// <summary>
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/// Send a message to the client-side EUI.
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/// </summary>
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public void SendMessage(EuiMessageBase message)
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{
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var netMgr = IoCManager.Resolve<IServerNetManager>();
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var msg = netMgr.CreateNetMessage<MsgEuiMessage>();
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msg.Id = Id;
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msg.Message = message;
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netMgr.ServerSendMessage(msg, Player.ConnectedClient);
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}
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/// <summary>
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/// Close the EUI, breaking the connection between client and server.
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/// </summary>
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public void Close()
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{
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Manager.CloseEui(this);
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}
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public void DoStateUpdate()
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internal void Shutdown()
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{
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Closed();
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IsShutDown = true;
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}
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internal void DoStateUpdate()
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{
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_isStateDirty = false;
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@@ -84,14 +120,12 @@ namespace Content.Server.Eui
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netMgr.ServerSendMessage(msg, Player.ConnectedClient);
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}
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public void SendMessage(EuiMessageBase message)
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internal void Initialize(EuiManager manager, IPlayerSession player, uint id)
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{
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var netMgr = IoCManager.Resolve<IServerNetManager>();
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var msg = netMgr.CreateNetMessage<MsgEuiMessage>();
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msg.Id = Id;
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msg.Message = message;
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netMgr.ServerSendMessage(msg, Player.ConnectedClient);
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Manager = manager;
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Player = player;
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Id = id;
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Opened();
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}
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}
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}
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@@ -82,7 +82,7 @@ namespace Content.Server.Eui
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public void CloseEui(BaseEui eui)
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{
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eui.Closed();
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eui.Shutdown();
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_playerData[eui.Player].OpenUIs.Remove(eui.Id);
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var msg = _net.CreateNetMessage<MsgEuiCtl>();
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