Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

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using System.Collections.Generic;
using Content.Client.Administration.UI;
using Content.Client.HUD;
using Content.Shared.Administration.Menu;
using Content.Shared.Input;
using Robust.Client.Console;
using Robust.Client.Input;
using Robust.Client.UserInterface.CustomControls;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Network;
namespace Content.Client.Administration.Managers
{
internal class AdminMenuManager : IAdminMenuManager
{
[Dependency] private readonly INetManager _netManager = default!;
[Dependency] private readonly IInputManager _inputManager = default!;
[Dependency] private readonly IGameHud _gameHud = default!;
[Dependency] private readonly IClientAdminManager _clientAdminManager = default!;
[Dependency] private readonly IClientConGroupController _clientConGroupController = default!;
private AdminMenuWindow? _window;
private List<SS14Window> _commandWindows = new();
public void Initialize()
{
_netManager.RegisterNetMessage<AdminMenuPlayerListRequest>(AdminMenuPlayerListRequest.NAME);
_netManager.RegisterNetMessage<AdminMenuPlayerListMessage>(AdminMenuPlayerListMessage.NAME, HandlePlayerListMessage);
_commandWindows = new List<SS14Window>();
// Reset the AdminMenu Window on disconnect
_netManager.Disconnect += (_, _) => ResetWindow();
_inputManager.SetInputCommand(ContentKeyFunctions.OpenAdminMenu,
InputCmdHandler.FromDelegate(_ => Toggle()));
_clientAdminManager.AdminStatusUpdated += () =>
{
// when status changes, show the top button if we can open admin menu.
// if we can't or we lost admin status, close it and hide the button.
_gameHud.AdminButtonVisible = CanOpen();
if (!_gameHud.AdminButtonVisible)
{
Close();
}
};
_gameHud.AdminButtonToggled += (open) =>
{
if (open)
{
TryOpen();
}
else
{
Close();
}
};
_gameHud.AdminButtonVisible = CanOpen();
_gameHud.AdminButtonDown = false;
}
private void RequestPlayerList()
{
var message = _netManager.CreateNetMessage<AdminMenuPlayerListRequest>();
_netManager.ClientSendMessage(message);
}
private void HandlePlayerListMessage(AdminMenuPlayerListMessage msg)
{
_window?.RefreshPlayerList(msg.PlayersInfo);
}
public void ResetWindow()
{
_window?.Close();
_window = null;
foreach (var window in _commandWindows)
window?.Dispose();
_commandWindows.Clear();
}
public void OpenCommand(SS14Window window)
{
_commandWindows.Add(window);
window.OpenCentered();
}
public void Open()
{
_window ??= new AdminMenuWindow();
_window.OnPlayerListRefresh += RequestPlayerList;
_window.OpenCentered();
}
public void Close()
{
_window?.Close();
foreach (var window in _commandWindows)
window?.Dispose();
_commandWindows.Clear();
}
/// <summary>
/// Checks if the player can open the window
/// </summary>
/// <returns>True if the player is allowed</returns>
public bool CanOpen()
{
return _clientConGroupController.CanAdminMenu();
}
/// <summary>
/// Checks if the player can open the window and tries to open it
/// </summary>
public void TryOpen()
{
if (CanOpen())
Open();
}
public void Toggle()
{
if (_window != null && _window.IsOpen)
{
Close();
}
else
{
TryOpen();
}
}
}
internal interface IAdminMenuManager
{
void Initialize();
void Open();
void OpenCommand(SS14Window window);
bool CanOpen();
void TryOpen();
void Toggle();
}
}

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using System;
using System.Collections.Generic;
using Content.Shared.Administration;
using Robust.Client.Console;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
namespace Content.Client.Administration.Managers
{
public class ClientAdminManager : IClientAdminManager, IClientConGroupImplementation, IPostInjectInit
{
[Dependency] private readonly IClientNetManager _netMgr = default!;
[Dependency] private readonly IClientConGroupController _conGroup = default!;
private AdminData? _adminData;
private readonly HashSet<string> _availableCommands = new();
public event Action? AdminStatusUpdated;
public bool IsActive()
{
return _adminData?.Active ?? false;
}
public bool HasFlag(AdminFlags flag)
{
return _adminData?.HasFlag(flag) ?? false;
}
public bool CanCommand(string cmdName)
{
return _availableCommands.Contains(cmdName);
}
public bool CanViewVar()
{
return _adminData?.CanViewVar() ?? false;
}
public bool CanAdminPlace()
{
return _adminData?.CanAdminPlace() ?? false;
}
public bool CanScript()
{
return _adminData?.CanScript() ?? false;
}
public bool CanAdminMenu()
{
return _adminData?.CanAdminMenu() ?? false;
}
public void Initialize()
{
_netMgr.RegisterNetMessage<MsgUpdateAdminStatus>(MsgUpdateAdminStatus.NAME, UpdateMessageRx);
}
private void UpdateMessageRx(MsgUpdateAdminStatus message)
{
_availableCommands.Clear();
_availableCommands.UnionWith(message.AvailableCommands);
Logger.DebugS("admin", $"Have {message.AvailableCommands.Length} commands available");
_adminData = message.Admin;
if (_adminData != null)
{
var flagsText = string.Join("|", AdminFlagsHelper.FlagsToNames(_adminData.Flags));
Logger.InfoS("admin", $"Updated admin status: {_adminData.Active}/{_adminData.Title}/{flagsText}");
}
else
{
Logger.InfoS("admin", "Updated admin status: Not admin");
}
AdminStatusUpdated?.Invoke();
ConGroupUpdated?.Invoke();
}
public event Action? ConGroupUpdated;
void IPostInjectInit.PostInject()
{
_conGroup.Implementation = this;
}
}
}

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using System;
using Content.Shared.Administration;
namespace Content.Client.Administration.Managers
{
/// <summary>
/// Manages server admin permissions for the local player.
/// </summary>
public interface IClientAdminManager
{
/// <summary>
/// Fired when the admin status of the local player changes, such as losing admin privileges.
/// </summary>
event Action AdminStatusUpdated;
/// <summary>
/// Checks whether the local player is an admin.
/// </summary>
/// <returns>true if the local player is an admin, false otherwise even if they are deadminned.</returns>
bool IsActive();
/// <summary>
/// Checks whether the local player has an admin flag.
/// </summary>
/// <param name="flag">The flags to check. Multiple flags can be specified, they must all be held.</param>
/// <returns>False if the local player is not an admin, inactive, or does not have all the flags specified.</returns>
bool HasFlag(AdminFlags flag);
/// <summary>
/// Check if a player can execute a specified console command.
/// </summary>
bool CanCommand(string cmdName);
/// <summary>
/// Check if the local player can open the VV menu.
/// </summary>
bool CanViewVar();
/// <summary>
/// Check if the local player can spawn stuff in with the entity/tile spawn panel.
/// </summary>
bool CanAdminPlace();
/// <summary>
/// Check if the local player can execute server-side C# scripts.
/// </summary>
bool CanScript();
/// <summary>
/// Check if the local player can open the admin menu.
/// </summary>
bool CanAdminMenu();
void Initialize();
}
}