using Content.Shared.Eui;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.EUI
{
///
/// Manager for server-side EUI handling.
///
///
/// An EUI is a system for making a relatively-easy connection between client and server
/// for the purposes of UIs.
///
public sealed partial class EuiManager : IPostInjectInit
{
[Dependency] private ILogManager _log = default!;
[Dependency] private IPlayerManager _players = default!;
[Dependency] private IServerNetManager _net = default!;
private ISawmill? _sawmill;
private readonly Dictionary _playerData =
new();
private readonly Queue<(ICommonSession player, uint id)> _stateUpdateQueue =
new Queue<(ICommonSession, uint id)>();
private sealed class PlayerEuiData
{
public uint NextId = 1;
public readonly Dictionary OpenUIs = new();
}
void IPostInjectInit.PostInject()
{
_players.PlayerStatusChanged += PlayerStatusChanged;
}
///
/// Initialisation of the EuIManager.
///
public void Initialize()
{
_net.RegisterNetMessage();
_net.RegisterNetMessage();
_net.RegisterNetMessage(RxMsgMessage);
_sawmill = _log.GetSawmill("eui");
}
///
/// Dispatches all queued state updates to the respective clients.
///
public void SendUpdates()
{
while (_stateUpdateQueue.TryDequeue(out var tuple))
{
var (player, id) = tuple;
// Check that UI and player still exist.
// COULD have been removed in the mean time.
if (!_playerData.TryGetValue(player, out var plyDat) || !plyDat.OpenUIs.TryGetValue(id, out var ui))
{
continue;
}
ui.DoStateUpdate();
}
}
///
/// Sends an "open" message to a client.
///
/// The Eui to open.
/// The player client to receive the message.
/// Throws if the Eui is somehow already open.
public void OpenEui(BaseEui eui, ICommonSession player)
{
if (eui.Id != 0)
{
throw new ArgumentException("That EUI is already open!");
}
var data = _playerData[player];
var newId = data.NextId++;
eui.Initialize(this, player, newId);
data.OpenUIs.Add(newId, eui);
var msg = new MsgEuiCtl();
msg.Id = newId;
msg.Type = MsgEuiCtl.CtlType.Open;
msg.OpenType = eui.GetType().Name;
_net.ServerSendMessage(msg, player.Channel);
}
///
/// Sends a "close" message to whatever client holds the provded Eui.
///
/// Eui to close.
public void CloseEui(BaseEui eui)
{
eui.Shutdown();
_playerData[eui.Player].OpenUIs.Remove(eui.Id);
var msg = new MsgEuiCtl();
msg.Id = eui.Id;
msg.Type = MsgEuiCtl.CtlType.Close;
_net.ServerSendMessage(msg, eui.Player.Channel);
}
private void RxMsgMessage(MsgEuiMessage message)
{
if (!_players.TryGetSessionByChannel(message.MsgChannel, out var ply))
{
return;
}
if (!_playerData.TryGetValue(ply, out var dat))
{
return;
}
if (!dat.OpenUIs.TryGetValue(message.Id, out var eui))
{
_sawmill?.Warning($"Got EUI message from player {ply} for non-existing UI {message.Id}");
return;
}
eui.HandleMessage(message.Message);
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Connected)
{
_playerData.Add(e.Session, new PlayerEuiData());
}
else if (e.NewStatus == SessionStatus.Disconnected)
{
if (_playerData.TryGetValue(e.Session, out var plyDat))
{
// Gracefully close all open UIs.
foreach (var ui in plyDat.OpenUIs.Values)
{
ui.Closed();
}
_playerData.Remove(e.Session);
}
}
}
///
/// Queues an update notification for a specific Eui.
///
/// The Eui to be updated.
public void QueueStateUpdate(BaseEui eui)
{
DebugTools.Assert(eui.Id != 0, "EUI has not been opened yet.");
DebugTools.Assert(!eui.IsShutDown, "EUI has been closed.");
_stateUpdateQueue.Enqueue((eui.Player, eui.Id));
}
}
}