Files
wwdpublic/Content.Server/Administration/Notes/AdminMessageEui.cs
SimpleStation14 29125fe18c Mirror: Improve admin message seen/dismiss state. (#291)
## Mirror of PR #26223: [Improve admin message seen/dismiss
state.](https://github.com/space-wizards/space-station-14/pull/26223)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)

###### `d776c4b392a082dba7539d77cfa20fc904ed4091`

PR opened by <img
src="https://avatars.githubusercontent.com/u/8107459?v=4" width="16"/><a
href="https://github.com/PJB3005"> PJB3005</a> at 2024-03-18 04:02:20
UTC

---

PR changed 21 files with 3748 additions and 108 deletions.

The PR had the following labels:
- Changes: UI
- Status: Needs Review


---

<details open="true"><summary><h1>Original Body</h1></summary>

> As part of this, it has become impossible for a player to play without
dismissing the message in some form. Instead of a shitty popup window,
the popup is now a fullscreen overlay that blocks clicks behind it,
making the game unplayable. Also, if a user somehow has multiple
messages they will be combined into one popup.
> 
> ## About the PR
> Admin messages now have separate "seen" and "dismissed" fields. The
idea is that an admin should be able to tell whether a user pressed the
"dismiss for now" button. Instead of using "seen" as "show this message
to players when they join", "dismissed" is now used for this.
> 
> ## Why / Balance
> Fixes #26211
> 
> ## Technical details
> Existing notes in the database will automatically be marked as
dismissed on migration. A note cannot be dismissed without being seen
(enforced via constraint in the database too, aren't I fancy).
> 
> ## Media
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
> 
>
![image](https://github.com/space-wizards/space-station-14/assets/8107459/3be27968-f813-4a00-8bfb-82872fabae9d)
> 
>
![image](https://github.com/space-wizards/space-station-14/assets/8107459/07efabaf-5209-4d24-9144-2f8843524d95)
> 
> **Changelog**
> <!--
> Make players aware of new features and changes that could affect how
they play the game by adding a Changelog entry. Please read the
Changelog guidelines located at:
https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog
> -->
> 
> 🆑
> ADMIN:
> - tweak: Admin messages are now shown as "seen" even if the player
dismisses them only temporarily. Also, it is impossible for players to
play without dismissing the message (temporary or permanent).


</details>

Co-authored-by: SimpleStation14 <Unknown>
2024-05-09 01:32:31 -04:00

66 lines
1.9 KiB
C#

using System.Linq;
using Content.Server.Database;
using Content.Server.EUI;
using Content.Shared.Administration.Notes;
using Content.Shared.CCVar;
using Content.Shared.Eui;
using Robust.Shared.Configuration;
using Robust.Shared.Timing;
using static Content.Shared.Administration.Notes.AdminMessageEuiMsg;
namespace Content.Server.Administration.Notes;
public sealed class AdminMessageEui : BaseEui
{
[Dependency] private readonly IAdminNotesManager _notesMan = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private readonly TimeSpan _closeWait;
private readonly TimeSpan _endTime;
private readonly AdminMessageRecord[] _messages;
public AdminMessageEui(AdminMessageRecord[] messages)
{
IoCManager.InjectDependencies(this);
_closeWait = TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.MessageWaitTime));
_endTime = _gameTiming.RealTime + _closeWait;
_messages = messages;
}
public override void Opened()
{
StateDirty();
}
public override EuiStateBase GetNewState()
{
return new AdminMessageEuiState(
_closeWait,
_messages.Select(x => new AdminMessageEuiState.Message(
x.Message,
x.CreatedBy?.LastSeenUserName ?? Loc.GetString("admin-notes-fallback-admin-name"),
x.CreatedAt.UtcDateTime)).ToArray()
);
}
public override async void HandleMessage(EuiMessageBase msg)
{
base.HandleMessage(msg);
switch (msg)
{
case Dismiss dismiss:
if (_gameTiming.RealTime < _endTime)
return;
foreach (var message in _messages)
{
await _notesMan.MarkMessageAsSeen(message.Id, dismiss.Permanent);
}
Close();
break;
}
}
}