CatStation/Content.Client/UserInterface/BuiPreTickUpdateSystem.cs
Pieter-Jan Briers 5168b5f3d4
IoC source gen compatibility (#43863)
* IoC source gen compatibility

Can be merged before or after https://github.com/space-wizards/RobustToolbox/pull/6549 doesn't really matter.

* Missed a spot
2026-05-09 03:29:58 +00:00

67 lines
2 KiB
C#

using Robust.Client.GameObjects;
using Robust.Client.Player;
using Robust.Shared.ContentPack;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface;
/// <summary>
/// Interface for <see cref="BoundUserInterface"/>s that need some updating logic
/// ran in the <see cref="ModUpdateLevel.PreEngine"/> stage.
/// </summary>
/// <remarks>
/// <para>
/// This is called on all open <see cref="BoundUserInterface"/>s that implement this interface.
/// </para>
/// <para>
/// One intended use case is coalescing input events (e.g. via <see cref="InputCoalescer{T}"/>) to send them to the
/// server only once per tick.
/// </para>
/// </remarks>
/// <seealso cref="BuiPreTickUpdateSystem"/>
public interface IBuiPreTickUpdate
{
void PreTickUpdate();
}
/// <summary>
/// Implements <see cref="BuiPreTickUpdateSystem"/>.
/// </summary>
public sealed partial class BuiPreTickUpdateSystem : EntitySystem
{
[Dependency] private IPlayerManager _playerManager = null!;
[Dependency] private UserInterfaceSystem _uiSystem = null!;
[Dependency] private IGameTiming _gameTiming = null!;
[Dependency] private EntityQuery<UserInterfaceUserComponent> _userQuery = default!;
public void RunUpdates()
{
if (!_gameTiming.IsFirstTimePredicted)
return;
var localSession = _playerManager.LocalSession;
if (localSession?.AttachedEntity is not { } localEntity)
return;
if (!_userQuery.TryGetComponent(localEntity, out var userUIComp))
return;
foreach (var (entity, uis) in userUIComp.OpenInterfaces)
{
foreach (var key in uis)
{
if (!_uiSystem.TryGetOpenUi(entity, key, out var ui))
{
DebugTools.Assert("Unable to find UI that was in the open UIs list??");
continue;
}
if (ui is IBuiPreTickUpdate tickUpdate)
{
tickUpdate.PreTickUpdate();
}
}
}
}
}