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crystall-punk-14/Content.Client/UserInterface/Systems/BugReport/BugReportUIController.cs

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Added button and manager for in game bug reports (Part 1) (#35350) * Added the button and manager * Minor cleanup * Reigstered to the wrong thing! * Unload UI * Address the review * First commit :) * Some cleanup * Added some comments and now the placehoder text goes away once you start typing * Some cleanup and better test command * Basic rate limiter class (Not finished) * Cleanup * Removed forgotten comment xD * Whitespace removal * Minor cleanup, cvar hours -> minutes * More minor tweaks * Don't cache timer and add examples to fields * Added CCvar for time between bug reports * Minor crash when restarting rounds fixed * It compiled on my computer! * Fix comment indents * Remove unecessary async, removed magic strings, simplfied sawmill to not use post inject * Make struct private * Simplfiy TryGetLongHeader * Changed list to enumerable * URI cleanup * Got rid of the queue, used a much better way! * Made the comments a little better and fix some issues with them * Added header consts * Maximum reports per round is now an error message * Time between reports is now in seconds * Change ordering * Change hotkey to O * only update window when its open * Split up validation * address review * Address a few issues * inheritance fix * API now doesn't keep track of requests, just uses the rate limited response from github * Rough idea of how channels would work * refactor: reorganized code, placed rate limiter into http-client-handler AND manager (usually only manager-one should work) * cleanup * Add user agent so api doesn't get mad * Better error logs * Cleanup * It now throws! * refactor: renaming, moved some methods, xml-doc cleanups * refactor: BugReportWindow formatted to convention, enforced 1 updates only 1 per sec * Add very basic licence info * Fixed the issues! * Set ccvar default to false * make the button better * fix test fail silly me * Adress the review! * refactor: cleanup of entry point code, binding server-side code with client-facing manager * Resolve the other issues and cleanup and stuff smile :) * not entity * fixes * Cleanup * Cleanup * forgor region * fixes * Split up function and more stuff * Better unsubs yaygit add -A * I pray... * Revert "I pray..." This reverts commit 9629fb4f1289c9009a03e4e4facd9ae975e6303e. * I think I have to add it in the pr * Revert "I think I have to add it in the pr" This reverts commit e185b42f570fe5f0f51e0e44761d7938e22e67f7. * Tweaks * Minor tweak to permissions --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-08-15 09:10:38 -07:00
using Content.Client.Gameplay;
using Content.Client.Resources;
using Content.Client.UserInterface.Controls;
using Content.Client.UserInterface.Systems.BugReport.Windows;
using Content.Client.UserInterface.Systems.MenuBar.Widgets;
using Content.Shared.BugReport;
using Content.Shared.CCVar;
using JetBrains.Annotations;
using Robust.Client.ResourceManagement;
using Robust.Client.UserInterface.Controllers;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Utility;
namespace Content.Client.UserInterface.Systems.BugReport;
[UsedImplicitly]
public sealed class BugReportUIController : UIController, IOnStateEntered<GameplayState>, IOnStateExited<GameplayState>
{
[Dependency] private readonly IClientNetManager _net = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IResourceCache _resource = default!;
// This is the link to the hotbar button
private MenuButton? BugReportButton => UIManager.GetActiveUIWidgetOrNull<GameTopMenuBar>()?.ReportBugButton;
// Don't clear this window. It needs to be saved so the input doesn't get erased when it's closed!
private BugReportWindow _bugReportWindow = default!;
private ResPath Bug = new("/Textures/Interface/bug.svg.192dpi.png");
private ResPath Splat = new("/Textures/Interface/splat.svg.192dpi.png");
public void OnStateEntered(GameplayState state)
{
SetupWindow();
}
public void OnStateExited(GameplayState state)
{
CleanupWindow();
}
public void LoadButton()
{
if (BugReportButton != null)
BugReportButton.OnPressed += ButtonToggleWindow;
}
public void UnloadButton()
{
if (BugReportButton != null)
BugReportButton.OnPressed -= ButtonToggleWindow;
}
private void SetupWindow()
{
if (BugReportButton == null)
return;
_bugReportWindow = UIManager.CreateWindow<BugReportWindow>();
// This is to make sure the hotbar button gets checked and unchecked when the window is opened / closed.
_bugReportWindow.OnClose += () =>
{
BugReportButton.Pressed = false;
BugReportButton.Icon = _resource.GetTexture(Bug);
};
_bugReportWindow.OnOpen += () =>
{
BugReportButton.Pressed = true;
BugReportButton.Icon = _resource.GetTexture(Splat);
};
_bugReportWindow.OnBugReportSubmitted += OnBugReportSubmitted;
_cfg.OnValueChanged(CCVars.EnablePlayerBugReports, UpdateButtonVisibility, true);
}
private void CleanupWindow()
{
_bugReportWindow.CleanupCCvars();
_cfg.UnsubValueChanged(CCVars.EnablePlayerBugReports, UpdateButtonVisibility);
}
private void ToggleWindow()
{
if (_bugReportWindow.IsOpen)
_bugReportWindow.Close();
else
_bugReportWindow.OpenCentered();
}
private void OnBugReportSubmitted(PlayerBugReportInformation report)
{
var message = new BugReportMessage { ReportInformation = report };
_net.ClientSendMessage(message);
_bugReportWindow.Close();
}
private void ButtonToggleWindow(BaseButton.ButtonEventArgs obj)
{
ToggleWindow();
}
private void UpdateButtonVisibility(bool val)
{
if (BugReportButton == null)
return;
BugReportButton.Visible = val;
}
}