* Fix client not knowing that the lobby is paused when joining after the pause Also fixes a client thinking that a lobby is paused when joining a new one after leaving a previously paused one * Add server announcement to delaying and pausing round start
90 lines
3.0 KiB
C#
90 lines
3.0 KiB
C#
using System;
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using Content.Client.Interfaces;
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using Content.Client.State;
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using Content.Client.UserInterface;
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using Content.Shared;
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using Robust.Client.Interfaces.State;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameTicking
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{
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public class ClientGameTicker : SharedGameTicker, IClientGameTicker
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{
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#pragma warning disable 649
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[Dependency] private IClientNetManager _netManager;
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[Dependency] private IStateManager _stateManager;
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#pragma warning restore 649
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[ViewVariables] private bool _initialized;
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[ViewVariables] public bool AreWeReady { get; private set; }
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[ViewVariables] public bool IsGameStarted { get; private set; }
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[ViewVariables] public string ServerInfoBlob { get; private set; }
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[ViewVariables] public DateTime StartTime { get; private set; }
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[ViewVariables] public bool Paused { get; private set; }
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public event Action InfoBlobUpdated;
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public event Action LobbyStatusUpdated;
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public void Initialize()
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{
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DebugTools.Assert(!_initialized);
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_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby), JoinLobby);
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_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame), JoinGame);
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_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus), LobbyStatus);
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_netManager.RegisterNetMessage<MsgTickerLobbyInfo>(nameof(MsgTickerLobbyInfo), LobbyInfo);
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_netManager.RegisterNetMessage<MsgTickerLobbyCountdown>(nameof(MsgTickerLobbyCountdown), LobbyCountdown);
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_netManager.RegisterNetMessage<MsgRoundEndMessage>(nameof(MsgRoundEndMessage), RoundEnd);
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_initialized = true;
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}
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private void JoinLobby(MsgTickerJoinLobby message)
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{
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_stateManager.RequestStateChange<LobbyState>();
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}
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private void LobbyStatus(MsgTickerLobbyStatus message)
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{
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StartTime = message.StartTime;
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IsGameStarted = message.IsRoundStarted;
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AreWeReady = message.YouAreReady;
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Paused = message.Paused;
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LobbyStatusUpdated?.Invoke();
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}
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private void LobbyInfo(MsgTickerLobbyInfo message)
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{
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ServerInfoBlob = message.TextBlob;
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InfoBlobUpdated?.Invoke();
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}
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private void JoinGame(MsgTickerJoinGame message)
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{
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_stateManager.RequestStateChange<GameScreen>();
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}
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private void LobbyCountdown(MsgTickerLobbyCountdown message)
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{
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StartTime = message.StartTime;
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Paused = message.Paused;
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}
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private void RoundEnd(MsgRoundEndMessage message)
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{
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//This is not ideal at all, but I don't see an immediately better fit anywhere else.
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var roundEnd = new RoundEndSummaryWindow(message.GamemodeTitle, message.RoundDuration, message.AllPlayersEndInfo);
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}
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}
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}
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