using Content.Shared.Administration;
using Content.Shared.Administration.Managers;
using Robust.Shared.Player;
using Robust.Shared.Toolshed;
namespace Content.Server.Administration.Managers
{
///
/// Manages server administrators and their permission flags.
///
public interface IAdminManager : ISharedAdminManager
{
///
/// Fired when the permissions of an admin on the server changed.
///
event Action OnPermsChanged;
///
/// Gets all active admins currently on the server.
///
///
/// This does not include admins that are de-adminned.
///
IEnumerable ActiveAdmins { get; }
///
/// Gets all admins currently on the server, even de-adminned ones.
///
IEnumerable AllAdmins { get; }
///
/// De-admins an admin temporarily so they are effectively a normal player.
///
///
/// De-adminned admins are able to re-admin at any time if they so desire.
///
void DeAdmin(ICommonSession session);
///
/// Re-admins a de-adminned admin.
///
void ReAdmin(ICommonSession session);
///
/// Re-loads the permissions of an player in case their admin data changed DB-side.
///
///
void ReloadAdmin(ICommonSession player);
///
/// Reloads admin permissions for all admins with a certain rank.
///
/// The database ID of the rank.
///
void ReloadAdminsWithRank(int rankId);
void Initialize();
void PromoteHost(ICommonSession player);
bool TryGetCommandFlags(CommandSpec command, out AdminFlags[]? flags);
}
}