Re-organize all projects (#4166)
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130
Content.Server/EUI/BaseEui.cs
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130
Content.Server/EUI/BaseEui.cs
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using System;
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using Content.Shared.Eui;
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using Robust.Server.Player;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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#nullable enable
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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 uint Id { get; private set; }
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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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/// <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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{
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return;
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}
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_isStateDirty = true;
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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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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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var state = GetNewState();
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var netMgr = IoCManager.Resolve<IServerNetManager>();
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var msg = netMgr.CreateNetMessage<MsgEuiState>();
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msg.Id = Id;
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msg.State = state;
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netMgr.ServerSendMessage(msg, Player.ConnectedClient);
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}
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internal 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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}
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}
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