Observers are now shown in the Lobby as Observers (#1834)
* Observers are now shown in the Lobby as Observers * Weviews adwessed
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@@ -18,6 +18,7 @@ using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.SharedGameTicker;
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namespace Content.Client.State
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{
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@@ -112,7 +113,7 @@ namespace Content.Client.State
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_clientGameTicker.LobbyReadyUpdated -= LobbyReadyUpdated;
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_clientGameTicker.LobbyLateJoinStatusUpdated -= LobbyLateJoinStatusUpdated;
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_clientGameTicker.Ready.Clear();
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_clientGameTicker.Status.Clear();
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_lobby.Dispose();
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_characterSetup.Dispose();
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@@ -158,11 +159,14 @@ namespace Content.Client.State
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private void PlayerManagerOnPlayerListUpdated(object sender, EventArgs e)
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{
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// Remove disconnected sessions from the Ready Dict
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foreach (var p in _clientGameTicker.Ready)
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foreach (var p in _clientGameTicker.Status)
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{
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if (!_playerManager.SessionsDict.TryGetValue(p.Key, out _))
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{
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_clientGameTicker.Ready.Remove(p.Key);
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// This is a shitty fix. Observers can rejoin because they are already in the game.
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// So we don't delete them, but keep them if they decide to rejoin
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if (p.Value != PlayerStatus.Observer)
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_clientGameTicker.Status.Remove(p.Key);
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}
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}
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UpdatePlayerList();
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@@ -218,12 +222,19 @@ namespace Content.Client.State
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// Don't show ready state if we're ingame
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if (!_clientGameTicker.IsGameStarted)
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{
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var ready = false;
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var status = PlayerStatus.NotReady;
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if (session.SessionId == _playerManager.LocalPlayer.SessionId)
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ready = _clientGameTicker.AreWeReady;
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status = _clientGameTicker.AreWeReady ? PlayerStatus.Ready : PlayerStatus.NotReady;
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else
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_clientGameTicker.Ready.TryGetValue(session.SessionId, out ready);
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readyState = ready ? Loc.GetString("Ready") : Loc.GetString("Not Ready");
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_clientGameTicker.Status.TryGetValue(session.SessionId, out status);
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readyState = status switch
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{
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PlayerStatus.NotReady => Loc.GetString("Not Ready"),
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PlayerStatus.Ready => Loc.GetString("Ready"),
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PlayerStatus.Observer => Loc.GetString("Observer"),
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_ => "",
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};
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}
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_lobby.PlayerReadyList.AddItem(readyState, null, false);
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}
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