Observers are now shown in the Lobby as Observers (#1834)

* Observers are now shown in the Lobby as Observers

* Weviews adwessed
This commit is contained in:
Exp
2020-08-21 11:24:06 +02:00
committed by GitHub
parent 8fe211bf88
commit 02b5632dac
5 changed files with 60 additions and 38 deletions

View File

@@ -30,7 +30,7 @@ namespace Content.Client.GameTicking
[ViewVariables] public string ServerInfoBlob { get; private set; }
[ViewVariables] public DateTime StartTime { get; private set; }
[ViewVariables] public bool Paused { get; private set; }
[ViewVariables] public Dictionary<NetSessionId, bool> Ready { get; private set; }
[ViewVariables] public Dictionary<NetSessionId, PlayerStatus> Status { get; private set; }
public event Action InfoBlobUpdated;
public event Action LobbyStatusUpdated;
@@ -54,7 +54,7 @@ namespace Content.Client.GameTicking
});
_netManager.RegisterNetMessage<MsgTickerLateJoinStatus>(nameof(MsgTickerLateJoinStatus), LateJoinStatus);
Ready = new Dictionary<NetSessionId, bool>();
Status = new Dictionary<NetSessionId, PlayerStatus>();
_initialized = true;
}
@@ -77,7 +77,7 @@ namespace Content.Client.GameTicking
AreWeReady = message.YouAreReady;
Paused = message.Paused;
if (IsGameStarted)
Ready.Clear();
Status.Clear();
LobbyStatusUpdated?.Invoke();
}
@@ -103,9 +103,9 @@ namespace Content.Client.GameTicking
private void LobbyReady(MsgTickerLobbyReady message)
{
// Merge the Dictionaries
foreach (var p in message.PlayerReady)
foreach (var p in message.PlayerStatus)
{
Ready[p.Key] = p.Value;
Status[p.Key] = p.Value;
}
LobbyReadyUpdated?.Invoke();
}

View File

@@ -1,6 +1,7 @@
using Robust.Shared.Network;
using System;
using System.Collections.Generic;
using static Content.Shared.SharedGameTicker;
namespace Content.Client.Interfaces
{
@@ -12,7 +13,7 @@ namespace Content.Client.Interfaces
bool DisallowedLateJoin { get; }
DateTime StartTime { get; }
bool Paused { get; }
Dictionary<NetSessionId, bool> Ready { get; }
Dictionary<NetSessionId, PlayerStatus> Status { get; }
void Initialize();
event Action InfoBlobUpdated;

View File

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

View File

@@ -80,9 +80,8 @@ namespace Content.Server.GameTicking
[ViewVariables] private readonly List<GameRule> _gameRules = new List<GameRule>();
[ViewVariables] private readonly List<ManifestEntry> _manifest = new List<ManifestEntry>();
// Value is whether they're ready.
[ViewVariables]
private readonly Dictionary<IPlayerSession, bool> _playersInLobby = new Dictionary<IPlayerSession, bool>();
private readonly Dictionary<IPlayerSession, PlayerStatus> _playersInLobby = new Dictionary<IPlayerSession, PlayerStatus>();
[ViewVariables] private bool _initialized;
@@ -239,7 +238,7 @@ namespace Content.Server.GameTicking
List<IPlayerSession> readyPlayers;
if (LobbyEnabled)
{
readyPlayers = _playersInLobby.Where(p => p.Value).Select(p => p.Key).ToList();
readyPlayers = _playersInLobby.Where(p => p.Value == PlayerStatus.Ready).Select(p => p.Key).ToList();
}
else
{
@@ -386,6 +385,8 @@ namespace Content.Server.GameTicking
if (!_playersInLobby.ContainsKey(player)) return;
_spawnObserver(player);
_playersInLobby[player] = PlayerStatus.Observer;
_netManager.ServerSendToAll(GetStatusSingle(player, PlayerStatus.Observer));
}
public void MakeJoinGame(IPlayerSession player, string jobId = null)
@@ -399,9 +400,10 @@ namespace Content.Server.GameTicking
{
if (!_playersInLobby.ContainsKey(player)) return;
_playersInLobby[player] = ready;
var status = ready ? PlayerStatus.Ready : PlayerStatus.NotReady;
_playersInLobby[player] = ready ? PlayerStatus.Ready : PlayerStatus.NotReady;
_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
_netManager.ServerSendToAll(GetReadySingle(player, ready));
_netManager.ServerSendToAll(GetStatusSingle(player, status));
}
public T AddGameRule<T>() where T : GameRule, new()
@@ -893,13 +895,13 @@ namespace Content.Server.GameTicking
private void _playerJoinLobby(IPlayerSession session)
{
_playersInLobby.Add(session, false);
_playersInLobby.Add(session, PlayerStatus.NotReady);
_prefsManager.OnClientConnected(session);
_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinLobby>(), session.ConnectedClient);
_netManager.ServerSendMessage(_getStatusMsg(session), session.ConnectedClient);
_netManager.ServerSendMessage(GetInfoMsg(), session.ConnectedClient);
_netManager.ServerSendMessage(GetReadyStatus(), session.ConnectedClient);
_netManager.ServerSendMessage(GetPlayerStatus(), session.ConnectedClient);
}
private void _playerJoinGame(IPlayerSession session)
@@ -911,33 +913,35 @@ namespace Content.Server.GameTicking
_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinGame>(), session.ConnectedClient);
}
private MsgTickerLobbyReady GetReadyStatus()
private MsgTickerLobbyReady GetPlayerStatus()
{
var msg = _netManager.CreateNetMessage<MsgTickerLobbyReady>();
msg.PlayerReady = new Dictionary<NetSessionId, bool>();
msg.PlayerStatus = new Dictionary<NetSessionId, PlayerStatus>();
foreach (var player in _playersInLobby.Keys)
{
_playersInLobby.TryGetValue(player, out var ready);
msg.PlayerReady.Add(player.SessionId, ready);
_playersInLobby.TryGetValue(player, out var status);
msg.PlayerStatus.Add(player.SessionId, status);
}
return msg;
}
private MsgTickerLobbyReady GetReadySingle(IPlayerSession player, bool ready)
private MsgTickerLobbyReady GetStatusSingle(IPlayerSession player, PlayerStatus status)
{
var msg = _netManager.CreateNetMessage<MsgTickerLobbyReady>();
msg.PlayerReady = new Dictionary<NetSessionId, bool>();
msg.PlayerReady.Add(player.SessionId, ready);
msg.PlayerStatus = new Dictionary<NetSessionId, PlayerStatus>
{
{ player.SessionId, status }
};
return msg;
}
private MsgTickerLobbyStatus _getStatusMsg(IPlayerSession session)
{
_playersInLobby.TryGetValue(session, out var ready);
_playersInLobby.TryGetValue(session, out var status);
var msg = _netManager.CreateNetMessage<MsgTickerLobbyStatus>();
msg.IsRoundStarted = RunLevel != GameRunLevel.PreRoundLobby;
msg.StartTime = _roundStartTimeUtc;
msg.YouAreReady = ready;
msg.YouAreReady = status == PlayerStatus.Ready;
msg.Paused = Paused;
return msg;
}

View File

@@ -191,13 +191,13 @@ namespace Content.Shared
#endregion
/// <summary>
/// The Players Ready (SessionID:ready)
/// The Status of the Player in the lobby (ready, observer, ...)
/// </summary>
public Dictionary<NetSessionId, bool> PlayerReady { get; set; }
public Dictionary<NetSessionId, PlayerStatus> PlayerStatus { get; set; }
public override void ReadFromBuffer(NetIncomingMessage buffer)
{
PlayerReady = new Dictionary<NetSessionId, bool>();
PlayerStatus = new Dictionary<NetSessionId, PlayerStatus>();
var length = buffer.ReadInt32();
for (int i = 0; i < length; i++)
{
@@ -208,16 +208,16 @@ namespace Content.Shared
{
serializer.DeserializeDirect(stream, out sessionID);
}
var ready = buffer.ReadBoolean();
PlayerReady.Add(sessionID, ready);
var status = (PlayerStatus)buffer.ReadByte();
PlayerStatus.Add(sessionID, status);
}
}
public override void WriteToBuffer(NetOutgoingMessage buffer)
{
var serializer = IoCManager.Resolve<IRobustSerializer>();
buffer.Write(PlayerReady.Count);
foreach (var p in PlayerReady)
buffer.Write(PlayerStatus.Count);
foreach (var p in PlayerStatus)
{
using (var stream = new MemoryStream())
{
@@ -226,7 +226,7 @@ namespace Content.Shared
stream.TryGetBuffer(out var segment);
buffer.Write(segment);
}
buffer.Write(p.Value);
buffer.Write((byte)p.Value);
}
}
}
@@ -238,7 +238,6 @@ namespace Content.Shared
public string PlayerICName;
public string Role;
public bool Antag;
}
protected class MsgRoundEndMessage : NetMessage
@@ -308,6 +307,13 @@ namespace Content.Shared
}
}
public enum PlayerStatus : byte
{
NotReady = 0,
Ready,
Observer,
}
}
}