Files
tbd-station-14/Content.Server/Administration/GamePrototypeLoadManager.cs
2023-01-08 05:04:09 +11:00

92 lines
3.3 KiB
C#

using Content.Server.Administration.Managers;
using Content.Shared.Administration;
using Robust.Server.Player;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Replays;
using Robust.Shared.Serialization.Markdown.Mapping;
namespace Content.Server.Administration;
/// <summary>
/// Manages sending runtime-loaded prototypes from game staff to clients.
/// </summary>
public sealed class GamePrototypeLoadManager : IGamePrototypeLoadManager
{
[Dependency] private readonly IReplayRecordingManager _replay = default!;
[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 IReadOnlyList<string> LoadedPrototypes => _loadedPrototypes;
public void Initialize()
{
_netManager.RegisterNetMessage<GamePrototypeLoadMessage>(ClientLoadsPrototype);
_netManager.Connected += NetManagerOnConnected;
_replay.OnRecordingStarted += OnStartReplayRecording;
}
private void OnStartReplayRecording((MappingDataNode, List<object>) initReplayData)
{
// replays will need information about currently loaded prototypes
foreach (var prototype in _loadedPrototypes)
{
initReplayData.Item2.Add(new ReplayPrototypeUploadMsg { PrototypeData = prototype });
}
}
public void SendGamePrototype(string prototype)
{
}
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);
_replay.QueueReplayMessage(new ReplayPrototypeUploadMsg { PrototypeData = prototypeData });
var msg = new GamePrototypeLoadMessage
{
PrototypeData = prototypeData
};
_netManager.ServerSendToAll(msg); // everyone load it up!
var changed = new Dictionary<Type, HashSet<string>>();
_prototypeManager.LoadString(prototypeData, true, changed); // server needs it too.
_prototypeManager.ResolveResults();
_prototypeManager.ReloadPrototypes(changed);
_localizationManager.ReloadLocalizations();
}
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 = new GamePrototypeLoadMessage
{
PrototypeData = prototype
};
e.Channel.SendMessage(msg);
}
}
}