Re-organize all projects (#4166)
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128
Content.Client/GameTicking/Managers/ClientGameTicker.cs
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128
Content.Client/GameTicking/Managers/ClientGameTicker.cs
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using System;
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using System.Collections.Generic;
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using Content.Client.Lobby;
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using Content.Client.RoundEnd;
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using Content.Client.Viewport;
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using Content.Shared.GameTicking;
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using Content.Shared.GameWindow;
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using Robust.Client.Graphics;
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using Robust.Client.State;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameTicking.Managers
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{
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public class ClientGameTicker : SharedGameTicker, IClientGameTicker
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{
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[Dependency] private readonly IClientNetManager _netManager = default!;
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[Dependency] private readonly IStateManager _stateManager = default!;
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[ViewVariables] private bool _initialized;
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private readonly List<string> _jobsAvailable = new();
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[ViewVariables] public bool AreWeReady { get; private set; }
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[ViewVariables] public bool IsGameStarted { get; private set; }
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[ViewVariables] public string? LobbySong { get; private set; }
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[ViewVariables] public bool DisallowedLateJoin { get; private set; }
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[ViewVariables] public string? ServerInfoBlob { get; private set; }
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[ViewVariables] public TimeSpan StartTime { get; private set; }
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[ViewVariables] public bool Paused { get; private set; }
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[ViewVariables] public Dictionary<NetUserId, PlayerStatus> Status { get; private set; } = new();
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[ViewVariables] public IReadOnlyList<string> JobsAvailable => _jobsAvailable;
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public event Action? InfoBlobUpdated;
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public event Action? LobbyStatusUpdated;
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public event Action? LobbyReadyUpdated;
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public event Action? LobbyLateJoinStatusUpdated;
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public event Action<IReadOnlyList<string>>? LobbyJobsAvailableUpdated;
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public void Initialize()
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{
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DebugTools.Assert(!_initialized);
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_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby), JoinLobby);
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_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame), JoinGame);
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_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus), LobbyStatus);
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_netManager.RegisterNetMessage<MsgTickerLobbyInfo>(nameof(MsgTickerLobbyInfo), LobbyInfo);
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_netManager.RegisterNetMessage<MsgTickerLobbyCountdown>(nameof(MsgTickerLobbyCountdown), LobbyCountdown);
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_netManager.RegisterNetMessage<MsgTickerLobbyReady>(nameof(MsgTickerLobbyReady), LobbyReady);
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_netManager.RegisterNetMessage<MsgRoundEndMessage>(nameof(MsgRoundEndMessage), RoundEnd);
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_netManager.RegisterNetMessage<MsgRequestWindowAttention>(nameof(MsgRequestWindowAttention), msg =>
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{
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IoCManager.Resolve<IClyde>().RequestWindowAttention();
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});
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_netManager.RegisterNetMessage<MsgTickerLateJoinStatus>(nameof(MsgTickerLateJoinStatus), LateJoinStatus);
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_netManager.RegisterNetMessage<MsgTickerJobsAvailable>(nameof(MsgTickerJobsAvailable), UpdateJobsAvailable);
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Status = new Dictionary<NetUserId, PlayerStatus>();
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_initialized = true;
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}
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private void LateJoinStatus(MsgTickerLateJoinStatus message)
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{
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DisallowedLateJoin = message.Disallowed;
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LobbyLateJoinStatusUpdated?.Invoke();
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}
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private void UpdateJobsAvailable(MsgTickerJobsAvailable message)
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{
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_jobsAvailable.Clear();
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_jobsAvailable.AddRange(message.JobsAvailable);
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LobbyJobsAvailableUpdated?.Invoke(JobsAvailable);
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}
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private void JoinLobby(MsgTickerJoinLobby message)
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{
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_stateManager.RequestStateChange<LobbyState>();
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}
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private void LobbyStatus(MsgTickerLobbyStatus message)
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{
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StartTime = message.StartTime;
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IsGameStarted = message.IsRoundStarted;
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AreWeReady = message.YouAreReady;
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LobbySong = message.LobbySong;
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Paused = message.Paused;
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if (IsGameStarted)
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Status.Clear();
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LobbyStatusUpdated?.Invoke();
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}
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private void LobbyInfo(MsgTickerLobbyInfo message)
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{
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ServerInfoBlob = message.TextBlob;
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InfoBlobUpdated?.Invoke();
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}
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private void JoinGame(MsgTickerJoinGame message)
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{
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_stateManager.RequestStateChange<GameScreen>();
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}
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private void LobbyCountdown(MsgTickerLobbyCountdown message)
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{
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StartTime = message.StartTime;
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Paused = message.Paused;
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}
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private void LobbyReady(MsgTickerLobbyReady message)
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{
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// Merge the Dictionaries
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foreach (var p in message.PlayerStatus)
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{
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Status[p.Key] = p.Value;
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}
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LobbyReadyUpdated?.Invoke();
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}
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private void RoundEnd(MsgRoundEndMessage message)
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{
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//This is not ideal at all, but I don't see an immediately better fit anywhere else.
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var roundEnd = new RoundEndSummaryWindow(message.GamemodeTitle, message.RoundEndText, message.RoundDuration, message.AllPlayersEndInfo);
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}
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}
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}
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