Files
tbd-station-14/Content.Server/Administration/GamePrototypeLoadManager.cs
Vera Aguilera Puerto eb54f4b224 Adds Network Resource Uploading for admins. (#6904)
Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2022-03-26 12:46:37 +01:00

72 lines
2.6 KiB
C#

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