Files
OldThink/Content.Client/GameTicking/Managers/ClientGameTicker.cs

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C#
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using Content.Client.Gameplay;
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using Content.Client.Lobby;
using Content.Client.RoundEnd;
using Content.Shared.GameTicking;
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using Content.Shared.GameWindow;
using JetBrains.Annotations;
using Robust.Client.Graphics;
using Robust.Client.State;
using Robust.Shared.Utility;
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namespace Content.Client.GameTicking.Managers
{
[UsedImplicitly]
public sealed class ClientGameTicker : SharedGameTicker
{
[Dependency] private readonly IStateManager _stateManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[ViewVariables] private bool _initialized;
private Dictionary<NetEntity, Dictionary<string, uint?>> _jobsAvailable = new();
private Dictionary<NetEntity, string> _stationNames = new();
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/// <summary>
/// The current round-end window. Could be used to support re-opening the window after closing it.
/// </summary>
private RoundEndSummaryWindow? _window;
[ViewVariables] public bool AreWeReady { get; private set; }
[ViewVariables] public bool IsGameStarted { get; private set; }
[ViewVariables] public string? RestartSound { get; private set; }
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[ViewVariables] public string? LobbyBackground { get; private set; }
[ViewVariables] public bool DisallowedLateJoin { get; private set; }
[ViewVariables] public string? ServerInfoBlob { get; private set; }
[ViewVariables] public TimeSpan StartTime { get; private set; }
[ViewVariables] public new bool Paused { get; private set; }
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[ViewVariables] public IReadOnlyDictionary<NetEntity, Dictionary<string, uint?>> JobsAvailable => _jobsAvailable;
[ViewVariables] public IReadOnlyDictionary<NetEntity, string> StationNames => _stationNames;
public event Action? InfoBlobUpdated;
public event Action? LobbyStatusUpdated;
public event Action? LobbyLateJoinStatusUpdated;
public event Action<IReadOnlyDictionary<NetEntity, Dictionary<string, uint?>>>? LobbyJobsAvailableUpdated;
public override void Initialize()
{
DebugTools.Assert(!_initialized);
SubscribeNetworkEvent<TickerJoinLobbyEvent>(JoinLobby);
SubscribeNetworkEvent<TickerJoinGameEvent>(JoinGame);
SubscribeNetworkEvent<TickerConnectionStatusEvent>(ConnectionStatus);
SubscribeNetworkEvent<TickerLobbyStatusEvent>(LobbyStatus);
SubscribeNetworkEvent<TickerLobbyInfoEvent>(LobbyInfo);
SubscribeNetworkEvent<TickerLobbyCountdownEvent>(LobbyCountdown);
SubscribeNetworkEvent<RoundEndMessageEvent>(RoundEnd);
SubscribeNetworkEvent<RequestWindowAttentionEvent>(msg =>
{
IoCManager.Resolve<IClyde>().RequestWindowAttention();
});
SubscribeNetworkEvent<TickerLateJoinStatusEvent>(LateJoinStatus);
SubscribeNetworkEvent<TickerJobsAvailableEvent>(UpdateJobsAvailable);
_initialized = true;
}
private void LateJoinStatus(TickerLateJoinStatusEvent message)
{
DisallowedLateJoin = message.Disallowed;
LobbyLateJoinStatusUpdated?.Invoke();
}
private void UpdateJobsAvailable(TickerJobsAvailableEvent message)
{
_jobsAvailable.Clear();
foreach (var (job, data) in message.JobsAvailableByStation)
{
_jobsAvailable[job] = data;
}
_stationNames.Clear();
foreach (var weh in message.StationNames)
{
_stationNames[weh.Key] = weh.Value;
}
LobbyJobsAvailableUpdated?.Invoke(JobsAvailable);
}
private void JoinLobby(TickerJoinLobbyEvent message)
{
_stateManager.RequestStateChange<LobbyState>();
}
private void ConnectionStatus(TickerConnectionStatusEvent message)
{
RoundStartTimeSpan = message.RoundStartTimeSpan;
}
private void LobbyStatus(TickerLobbyStatusEvent message)
{
StartTime = message.StartTime;
RoundStartTimeSpan = message.RoundStartTimeSpan;
IsGameStarted = message.IsRoundStarted;
AreWeReady = message.YouAreReady;
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LobbyBackground = message.LobbyBackground;
Paused = message.Paused;
LobbyStatusUpdated?.Invoke();
}
private void LobbyInfo(TickerLobbyInfoEvent message)
{
ServerInfoBlob = message.TextBlob;
InfoBlobUpdated?.Invoke();
}
private void JoinGame(TickerJoinGameEvent message)
{
_stateManager.RequestStateChange<GameplayState>();
}
private void LobbyCountdown(TickerLobbyCountdownEvent message)
{
StartTime = message.StartTime;
Paused = message.Paused;
}
private void RoundEnd(RoundEndMessageEvent message)
{
// Force an update in the event of this song being the same as the last.
RestartSound = message.RestartSound;
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// Don't open duplicate windows (mainly for replays).
if (_window?.RoundId == message.RoundId)
return;
//This is not ideal at all, but I don't see an immediately better fit anywhere else.
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_window = new RoundEndSummaryWindow(message.GamemodeTitle, message.RoundEndText, message.RoundDuration, message.RoundId, message.AllPlayersEndInfo, _entityManager);
}
}
}