77 lines
2.7 KiB
C#
77 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.Administration.Managers;
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using Content.Shared.Administration;
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using Robust.Server.Player;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Administration;
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/// <summary>
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/// Manages sending runtime-loaded prototypes from game staff to clients.
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/// </summary>
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public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
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{
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ILocalizationManager _localizationManager = default!;
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private readonly List<string> LoadedPrototypes = new();
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public void Initialize()
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{
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_netManager.RegisterNetMessage<GamePrototypeLoadMessage>(ClientLoadsPrototype);
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_netManager.Connected += NetManagerOnConnected;
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}
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public void SendGamePrototype(string prototype)
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{
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}
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public event Action? GamePrototypeLoaded;
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private void ClientLoadsPrototype(GamePrototypeLoadMessage message)
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{
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var player = _playerManager.GetSessionByChannel(message.MsgChannel);
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if (_adminManager.IsAdmin(player) && _adminManager.HasAdminFlag(player, AdminFlags.Query))
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{
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LoadPrototypeData(message.PrototypeData);
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Logger.InfoS("adminbus", $"Loaded adminbus prototype data from {player.Name}.");
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}
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else
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{
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message.MsgChannel.Disconnect("Sent prototype message without permission!");
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}
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}
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private void LoadPrototypeData(string prototypeData)
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{
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LoadedPrototypes.Add(prototypeData);
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var msg = _netManager.CreateNetMessage<GamePrototypeLoadMessage>();
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msg.PrototypeData = prototypeData;
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_netManager.ServerSendToAll(msg); // everyone load it up!
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_prototypeManager.LoadString(prototypeData, true); // server needs it too.
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_prototypeManager.Resync();
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_localizationManager.ReloadLocalizations();
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GamePrototypeLoaded?.Invoke();
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}
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private void NetManagerOnConnected(object? sender, NetChannelArgs e)
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{
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// Just dump all the prototypes on connect, before them missing could be an issue.
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foreach (var prototype in LoadedPrototypes)
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{
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var msg = _netManager.CreateNetMessage<GamePrototypeLoadMessage>();
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msg.PrototypeData = prototype;
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e.Channel.SendMessage(msg);
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}
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}
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}
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