* clean up infinite researchsystem shitcode * fml some more shit * make syncing work logically * naming naming naming
90 lines
2.6 KiB
C#
90 lines
2.6 KiB
C#
using System.Linq;
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using Content.Shared.Research.Components;
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using Content.Shared.Research.Systems;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Research.Systems
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{
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[UsedImplicitly]
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public sealed partial class ResearchSystem : SharedResearchSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeClient();
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InitializeConsole();
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InitializeSource();
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InitializeServer();
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}
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/// <summary>
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/// Gets a server based on it's unique numeric id.
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/// </summary>
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/// <param name="id"></param>
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/// <returns></returns>
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public ResearchServerComponent? GetServerById(int id)
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{
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foreach (var server in EntityQuery<ResearchServerComponent>())
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{
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if (server.Id == id)
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return server;
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}
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return null;
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}
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/// <summary>
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/// Gets the names of all the servers.
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/// </summary>
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/// <returns></returns>
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public string[] GetServerNames()
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{
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var allServers = EntityQuery<ResearchServerComponent>(true).ToArray();
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var list = new string[allServers.Length];
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for (var i = 0; i < allServers.Length; i++)
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{
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list[i] = allServers[i].ServerName;
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}
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return list;
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}
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/// <summary>
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/// Gets the ids of all the servers
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/// </summary>
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/// <returns></returns>
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public int[] GetServerIds()
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{
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var allServers = EntityQuery<ResearchServerComponent>(true).ToArray();
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var list = new int[allServers.Length];
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for (var i = 0; i < allServers.Length; i++)
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{
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list[i] = allServers[i].Id;
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}
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return list;
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}
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public override void Update(float frameTime)
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{
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foreach (var server in EntityQuery<ResearchServerComponent>())
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{
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if (server.NextUpdateTime > _timing.CurTime)
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continue;
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server.NextUpdateTime = _timing.CurTime + server.ResearchConsoleUpdateTime;
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UpdateServer(server.Owner, (int) server.ResearchConsoleUpdateTime.TotalSeconds, server);
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}
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}
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}
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}
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