Files
tbd-station-14/Content.Client/GameTicking/Managers/ClientGameTicker.cs
Pieter-Jan Briers 68ce53ae17 Random spontaneous cleanup PR (#25131)
* Use new Subs.CVar helper

Removes manual config OnValueChanged calls, removes need to remember to manually unsubscribe.

This both reduces boilerplate and fixes many issues where subscriptions weren't removed on entity system shutdown.

* Fix a bunch of warnings

* More warning fixes

* Use new DateTime serializer to get rid of ISerializationHooks in changelog code.

* Get rid of some more ISerializationHooks for enums

* And a little more

* Apply suggestions from code review

Co-authored-by: 0x6273 <0x40@keemail.me>

---------

Co-authored-by: 0x6273 <0x40@keemail.me>
2024-02-13 16:48:39 -05:00

163 lines
6.1 KiB
C#

using Content.Client.Gameplay;
using Content.Client.Lobby;
using Content.Client.RoundEnd;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.GameWindow;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.State;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Client.GameTicking.Managers
{
[UsedImplicitly]
public sealed class ClientGameTicker : SharedGameTicker
{
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[ViewVariables] private bool _initialized;
private Dictionary<NetEntity, Dictionary<string, uint?>> _jobsAvailable = new();
private Dictionary<NetEntity, string> _stationNames = new();
/// <summary>
/// The current round-end window. Could be used to support re-opening the window after closing it.
/// </summary>
private RoundEndSummaryWindow? _window;
[ViewVariables] public bool AreWeReady { get; private set; }
[ViewVariables] public bool IsGameStarted { get; private set; }
[ViewVariables] public string? LobbySong { get; private set; }
[ViewVariables] public string? RestartSound { get; private set; }
[ViewVariables] public string? LobbyBackground { get; private set; }
[ViewVariables] public bool DisallowedLateJoin { get; private set; }
[ViewVariables] public string? ServerInfoBlob { get; private set; }
[ViewVariables] public TimeSpan StartTime { get; private set; }
[ViewVariables] public new bool Paused { get; private set; }
[ViewVariables] public IReadOnlyDictionary<NetEntity, Dictionary<string, uint?>> JobsAvailable => _jobsAvailable;
[ViewVariables] public IReadOnlyDictionary<NetEntity, string> StationNames => _stationNames;
public event Action? InfoBlobUpdated;
public event Action? LobbyStatusUpdated;
public event Action? LobbySongUpdated;
public event Action? LobbyLateJoinStatusUpdated;
public event Action<IReadOnlyDictionary<NetEntity, Dictionary<string, uint?>>>? LobbyJobsAvailableUpdated;
public override void Initialize()
{
DebugTools.Assert(!_initialized);
SubscribeNetworkEvent<TickerJoinLobbyEvent>(JoinLobby);
SubscribeNetworkEvent<TickerJoinGameEvent>(JoinGame);
SubscribeNetworkEvent<TickerConnectionStatusEvent>(ConnectionStatus);
SubscribeNetworkEvent<TickerLobbyStatusEvent>(LobbyStatus);
SubscribeNetworkEvent<TickerLobbyInfoEvent>(LobbyInfo);
SubscribeNetworkEvent<TickerLobbyCountdownEvent>(LobbyCountdown);
SubscribeNetworkEvent<RoundEndMessageEvent>(RoundEnd);
SubscribeNetworkEvent<RequestWindowAttentionEvent>(msg =>
{
IoCManager.Resolve<IClyde>().RequestWindowAttention();
});
SubscribeNetworkEvent<TickerLateJoinStatusEvent>(LateJoinStatus);
SubscribeNetworkEvent<TickerJobsAvailableEvent>(UpdateJobsAvailable);
_initialized = true;
}
public void SetLobbySong(string? song, bool forceUpdate = false)
{
var updated = song != LobbySong;
LobbySong = song;
if (updated || forceUpdate)
LobbySongUpdated?.Invoke();
}
private void LateJoinStatus(TickerLateJoinStatusEvent message)
{
DisallowedLateJoin = message.Disallowed;
LobbyLateJoinStatusUpdated?.Invoke();
}
private void UpdateJobsAvailable(TickerJobsAvailableEvent message)
{
_jobsAvailable.Clear();
foreach (var (job, data) in message.JobsAvailableByStation)
{
_jobsAvailable[job] = data;
}
_stationNames.Clear();
foreach (var weh in message.StationNames)
{
_stationNames[weh.Key] = weh.Value;
}
LobbyJobsAvailableUpdated?.Invoke(JobsAvailable);
}
private void JoinLobby(TickerJoinLobbyEvent message)
{
_stateManager.RequestStateChange<LobbyState>();
}
private void ConnectionStatus(TickerConnectionStatusEvent message)
{
RoundStartTimeSpan = message.RoundStartTimeSpan;
}
private void LobbyStatus(TickerLobbyStatusEvent message)
{
StartTime = message.StartTime;
RoundStartTimeSpan = message.RoundStartTimeSpan;
IsGameStarted = message.IsRoundStarted;
AreWeReady = message.YouAreReady;
SetLobbySong(message.LobbySong);
LobbyBackground = message.LobbyBackground;
Paused = message.Paused;
LobbyStatusUpdated?.Invoke();
}
private void LobbyInfo(TickerLobbyInfoEvent message)
{
ServerInfoBlob = message.TextBlob;
InfoBlobUpdated?.Invoke();
}
private void JoinGame(TickerJoinGameEvent message)
{
_stateManager.RequestStateChange<GameplayState>();
}
private void LobbyCountdown(TickerLobbyCountdownEvent message)
{
StartTime = message.StartTime;
Paused = message.Paused;
}
private void RoundEnd(RoundEndMessageEvent message)
{
// Force an update in the event of this song being the same as the last.
SetLobbySong(message.LobbySong, true);
RestartSound = message.RestartSound;
// Don't open duplicate windows (mainly for replays).
if (_window?.RoundId == message.RoundId)
return;
//This is not ideal at all, but I don't see an immediately better fit anywhere else.
_window = new RoundEndSummaryWindow(message.GamemodeTitle, message.RoundEndText, message.RoundDuration, message.RoundId, message.AllPlayersEndInfo, _entityManager);
}
}
}