56 lines
1.6 KiB
C#
56 lines
1.6 KiB
C#
using System.Linq;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Events;
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using Content.Shared.GameTicking;
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using Robust.Shared.Network;
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namespace Content.Client.Administration.Systems
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{
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public sealed partial class AdminSystem : EntitySystem
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{
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public event Action<List<PlayerInfo>>? PlayerListChanged;
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private Dictionary<NetUserId, PlayerInfo>? _playerList;
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public IReadOnlyList<PlayerInfo> PlayerList
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{
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get
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{
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if (_playerList != null) return _playerList.Values.ToList();
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return new List<PlayerInfo>();
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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InitializeOverlay();
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SubscribeNetworkEvent<FullPlayerListEvent>(OnPlayerListChanged);
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SubscribeNetworkEvent<PlayerInfoChangedEvent>(OnPlayerInfoChanged);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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ShutdownOverlay();
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}
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private void OnPlayerInfoChanged(PlayerInfoChangedEvent ev)
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{
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if(ev.PlayerInfo == null) return;
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if (_playerList == null) _playerList = new();
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_playerList[ev.PlayerInfo.SessionId] = ev.PlayerInfo;
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PlayerListChanged?.Invoke(_playerList.Values.ToList());
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}
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private void OnPlayerListChanged(FullPlayerListEvent msg)
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{
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_playerList = msg.PlayersInfo.ToDictionary(x => x.SessionId, x => x);
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PlayerListChanged?.Invoke(msg.PlayersInfo);
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}
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}
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}
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