using System;
using Robust.Client;
using Robust.Client.UserInterface;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
namespace Content.Client.Launcher;
///
/// So apparently the way that disconnect information is shipped around is really indirect.
/// But honestly, given that content might have additional flags (i.e. hide disconnect button for bans)?
/// This is responsible for collecting any extended disconnect information.
///
public sealed class ExtendedDisconnectInformationManager
{
[Dependency] private readonly IClientNetManager _clientNetManager = default!;
private NetDisconnectedArgs? _lastNetDisconnectedArgs = null;
public NetDisconnectedArgs? LastNetDisconnectedArgs
{
get => _lastNetDisconnectedArgs;
private set
{
_lastNetDisconnectedArgs = value;
LastNetDisconnectedArgsChanged?.Invoke(value);
}
}
// BE CAREFUL!
// This may fire at an arbitrary time before or after whatever code that needs it.
public event Action? LastNetDisconnectedArgsChanged;
public void Initialize()
{
_clientNetManager.Disconnect += OnNetDisconnect;
}
private void OnNetDisconnect(object? sender, NetDisconnectedArgs args)
{
LastNetDisconnectedArgs = args;
}
}