More comments and a fix.

This commit is contained in:
Pieter-Jan Briers
2020-11-10 22:00:07 +01:00
parent 736f9958cc
commit f8f177f43a
3 changed files with 75 additions and 26 deletions

View File

@@ -19,34 +19,49 @@ namespace Content.Client.Eui
IoCManager.InjectDependencies(this);
}
public void Initialize(EuiManager mgr, uint id)
internal void Initialize(EuiManager mgr, uint id)
{
Manager = mgr;
Id = id;
}
/// <summary>
/// Called when the EUI is opened by the server.
/// </summary>
public virtual void Opened()
{
}
/// <summary>
/// Called when the EUI is closed by the server.
/// </summary>
public virtual void Closed()
{
}
/// <summary>
/// Called when a new state comes in from the server.
/// </summary>
public virtual void HandleState(EuiStateBase state)
{
}
/// <summary>
/// Called when a message comes in from the server.
/// </summary>
public virtual void HandleMessage(EuiMessageBase msg)
{
}
/// <summary>
/// Send a message to the server-side implementation.
/// </summary>
protected void SendMessage(EuiMessageBase msg)
{
var netMsg = _netManager.CreateNetMessage<MsgEuiMessage>();
netMsg.Id = Id;
netMsg.Message = msg;
_netManager.ClientSendMessage(netMsg);
}
}

View File

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

View File

@@ -82,7 +82,7 @@ namespace Content.Server.Eui
public void CloseEui(BaseEui eui)
{
eui.Closed();
eui.Shutdown();
_playerData[eui.Player].OpenUIs.Remove(eui.Id);
var msg = _net.CreateNetMessage<MsgEuiCtl>();