Make APC UI work correctly with multiple users (#32465)
* Make APC UI work correctly with multiple users * Check access only on client, when constructing UI * Do TODO (Thanks, Robust 236.1) --------- Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
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@@ -1,8 +1,9 @@
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using Content.Client.Power.APC.UI;
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using Content.Client.Power.APC.UI;
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using Content.Shared.Access.Systems;
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using Content.Shared.APC;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.UserInterface;
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using Robust.Shared.Player;
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namespace Content.Client.Power.APC
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{
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@@ -22,6 +23,14 @@ namespace Content.Client.Power.APC
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_menu = this.CreateWindow<ApcMenu>();
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_menu.SetEntity(Owner);
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_menu.OnBreaker += BreakerPressed;
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var hasAccess = false;
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if (PlayerManager.LocalEntity != null)
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{
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var accessReader = EntMan.System<AccessReaderSystem>();
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hasAccess = accessReader.IsAllowed((EntityUid)PlayerManager.LocalEntity, Owner);
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}
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_menu?.SetAccessEnabled(hasAccess);
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}
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protected override void UpdateState(BoundUserInterfaceState state)
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@@ -1,4 +1,4 @@
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using Robust.Client.AutoGenerated;
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using Robust.Client.AutoGenerated;
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using Robust.Client.UserInterface.XAML;
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using Robust.Client.GameObjects;
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using Robust.Shared.IoC;
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@@ -36,19 +36,9 @@ namespace Content.Client.Power.APC.UI
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{
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var castState = (ApcBoundInterfaceState) state;
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if (BreakerButton != null)
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if (!BreakerButton.Disabled)
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{
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if(castState.HasAccess == false)
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{
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BreakerButton.Disabled = true;
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BreakerButton.ToolTip = Loc.GetString("apc-component-insufficient-access");
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}
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else
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{
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BreakerButton.Disabled = false;
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BreakerButton.ToolTip = null;
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BreakerButton.Pressed = castState.MainBreaker;
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}
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BreakerButton.Pressed = castState.MainBreaker;
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}
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if (PowerLabel != null)
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@@ -86,6 +76,20 @@ namespace Content.Client.Power.APC.UI
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}
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}
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public void SetAccessEnabled(bool hasAccess)
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{
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if(hasAccess)
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{
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BreakerButton.Disabled = false;
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BreakerButton.ToolTip = null;
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}
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else
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{
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BreakerButton.Disabled = true;
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BreakerButton.ToolTip = Loc.GetString("apc-component-insufficient-access");
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}
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}
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private void UpdateChargeBarColor(float charge)
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{
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if (ChargeBar == null)
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