Files
OldThink/Content.Client/Launcher/LauncherConnecting.cs

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using System;
using Robust.Client;
using Robust.Client.UserInterface;
using Robust.Shared.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
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namespace Content.Client.Launcher
{
public sealed class LauncherConnecting : Robust.Client.State.State
{
[Dependency] private readonly IUserInterfaceManager _userInterfaceManager = default!;
[Dependency] private readonly IClientNetManager _clientNetManager = default!;
[Dependency] private readonly IGameController _gameController = default!;
[Dependency] private readonly IBaseClient _baseClient = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
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private LauncherConnectingGui? _control;
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private Page _currentPage;
private string? _connectFailReason;
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public string? Address => _gameController.LaunchState.Ss14Address ?? _gameController.LaunchState.ConnectAddress;
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public string? ConnectFailReason
{
get => _connectFailReason;
private set
{
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_connectFailReason = value;
ConnectFailReasonChanged?.Invoke(value);
}
}
public string? LastDisconnectReason => _baseClient.LastDisconnectReason;
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public Page CurrentPage
{
get => _currentPage;
private set
{
_currentPage = value;
PageChanged?.Invoke(value);
}
}
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public ClientConnectionState ConnectionState => _clientNetManager.ClientConnectState;
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public event Action<Page>? PageChanged;
public event Action<string?>? ConnectFailReasonChanged;
public event Action<ClientConnectionState>? ConnectionStateChanged;
public event Action<NetConnectFailArgs>? ConnectFailed;
protected override void Startup()
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{
_control = new LauncherConnectingGui(this, _random, _prototypeManager, _cfg);
_userInterfaceManager.StateRoot.AddChild(_control);
_clientNetManager.ConnectFailed += OnConnectFailed;
_clientNetManager.ClientConnectStateChanged += OnConnectStateChanged;
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CurrentPage = Page.Connecting;
}
protected override void Shutdown()
{
_control?.Dispose();
_clientNetManager.ConnectFailed -= OnConnectFailed;
_clientNetManager.ClientConnectStateChanged -= OnConnectStateChanged;
}
private void OnConnectFailed(object? _, NetConnectFailArgs args)
{
if (args.RedialFlag)
{
// We've just *attempted* to connect and we've been told we need to redial, so do it.
// Result deliberately discarded.
Redial();
}
ConnectFailReason = args.Reason;
CurrentPage = Page.ConnectFailed;
ConnectFailed?.Invoke(args);
}
private void OnConnectStateChanged(ClientConnectionState state)
{
ConnectionStateChanged?.Invoke(state);
}
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public void RetryConnect()
{
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if (_gameController.LaunchState.ConnectEndpoint != null)
{
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_baseClient.ConnectToServer(_gameController.LaunchState.ConnectEndpoint);
CurrentPage = Page.Connecting;
}
}
public bool Redial()
{
try
{
if (_gameController.LaunchState.Ss14Address != null)
{
_gameController.Redial(_gameController.LaunchState.Ss14Address);
return true;
}
else
{
Logger.InfoS("launcher-ui", $"Redial not possible, no Ss14Address");
}
}
catch (Exception ex)
{
Logger.ErrorS("launcher-ui", $"Redial exception: {ex}");
}
return false;
}
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public void Exit()
{
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_gameController.Shutdown("Exit button pressed");
}
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public void SetDisconnected()
{
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CurrentPage = Page.Disconnected;
}
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public enum Page : byte
{
Connecting,
ConnectFailed,
Disconnected,
}
}
}