using System;
using System.Linq;
using Content.Client.Interfaces;
using Content.Shared.Preferences;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
namespace Content.Client
{
///
/// Receives and from the server during the initial
/// connection.
/// Stores preferences on the server through and .
///
public class ClientPreferencesManager : SharedPreferencesManager, IClientPreferencesManager
{
[Dependency] private readonly IClientNetManager _netManager = default!;
public event Action OnServerDataLoaded;
public GameSettings Settings { get; private set; }
public PlayerPreferences Preferences { get; private set; }
public void Initialize()
{
_netManager.RegisterNetMessage(nameof(MsgPreferencesAndSettings),
HandlePreferencesAndSettings);
_netManager.RegisterNetMessage(nameof(MsgUpdateCharacter));
_netManager.RegisterNetMessage(nameof(MsgSelectCharacter));
}
public void SelectCharacter(ICharacterProfile profile)
{
SelectCharacter(Preferences.IndexOfCharacter(profile));
}
public void SelectCharacter(int slot)
{
Preferences = new PlayerPreferences(Preferences.Characters, slot);
var msg = _netManager.CreateNetMessage();
msg.SelectedCharacterIndex = slot;
_netManager.ClientSendMessage(msg);
}
public void UpdateCharacter(ICharacterProfile profile, int slot)
{
var characters = Preferences.Characters.ToArray();
characters[slot] = profile;
Preferences = new PlayerPreferences(characters, Preferences.SelectedCharacterIndex);
var msg = _netManager.CreateNetMessage();
msg.Profile = profile;
msg.Slot = slot;
_netManager.ClientSendMessage(msg);
}
public void CreateCharacter(ICharacterProfile profile)
{
UpdateCharacter(profile, Preferences.FirstEmptySlot);
}
public void DeleteCharacter(ICharacterProfile profile)
{
DeleteCharacter(Preferences.IndexOfCharacter(profile));
}
public void DeleteCharacter(int slot)
{
UpdateCharacter(null, slot);
}
private void HandlePreferencesAndSettings(MsgPreferencesAndSettings message)
{
Preferences = message.Preferences;
Settings = message.Settings;
OnServerDataLoaded?.Invoke();
}
}
}