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:
@@ -30,7 +30,7 @@ namespace Content.Client.GameTicking
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[ViewVariables] public string ServerInfoBlob { get; private set; }
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[ViewVariables] public DateTime StartTime { get; private set; }
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[ViewVariables] public bool Paused { get; private set; }
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[ViewVariables] public Dictionary<NetSessionId, bool> Ready { get; private set; }
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[ViewVariables] public Dictionary<NetSessionId, PlayerStatus> Status { get; private set; }
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public event Action InfoBlobUpdated;
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public event Action LobbyStatusUpdated;
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@@ -54,7 +54,7 @@ namespace Content.Client.GameTicking
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});
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_netManager.RegisterNetMessage<MsgTickerLateJoinStatus>(nameof(MsgTickerLateJoinStatus), LateJoinStatus);
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Ready = new Dictionary<NetSessionId, bool>();
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Status = new Dictionary<NetSessionId, PlayerStatus>();
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_initialized = true;
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}
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@@ -77,7 +77,7 @@ namespace Content.Client.GameTicking
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AreWeReady = message.YouAreReady;
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Paused = message.Paused;
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if (IsGameStarted)
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Ready.Clear();
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Status.Clear();
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LobbyStatusUpdated?.Invoke();
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}
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@@ -103,9 +103,9 @@ namespace Content.Client.GameTicking
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private void LobbyReady(MsgTickerLobbyReady message)
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{
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// Merge the Dictionaries
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foreach (var p in message.PlayerReady)
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foreach (var p in message.PlayerStatus)
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{
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Ready[p.Key] = p.Value;
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Status[p.Key] = p.Value;
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}
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LobbyReadyUpdated?.Invoke();
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}
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@@ -1,6 +1,7 @@
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using Robust.Shared.Network;
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using System;
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using System.Collections.Generic;
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using static Content.Shared.SharedGameTicker;
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namespace Content.Client.Interfaces
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{
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@@ -12,7 +13,7 @@ namespace Content.Client.Interfaces
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bool DisallowedLateJoin { get; }
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DateTime StartTime { get; }
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bool Paused { get; }
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Dictionary<NetSessionId, bool> Ready { get; }
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Dictionary<NetSessionId, PlayerStatus> Status { get; }
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void Initialize();
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event Action InfoBlobUpdated;
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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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@@ -80,9 +80,8 @@ namespace Content.Server.GameTicking
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[ViewVariables] private readonly List<GameRule> _gameRules = new List<GameRule>();
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[ViewVariables] private readonly List<ManifestEntry> _manifest = new List<ManifestEntry>();
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// Value is whether they're ready.
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[ViewVariables]
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private readonly Dictionary<IPlayerSession, bool> _playersInLobby = new Dictionary<IPlayerSession, bool>();
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private readonly Dictionary<IPlayerSession, PlayerStatus> _playersInLobby = new Dictionary<IPlayerSession, PlayerStatus>();
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[ViewVariables] private bool _initialized;
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@@ -239,7 +238,7 @@ namespace Content.Server.GameTicking
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List<IPlayerSession> readyPlayers;
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if (LobbyEnabled)
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{
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readyPlayers = _playersInLobby.Where(p => p.Value).Select(p => p.Key).ToList();
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readyPlayers = _playersInLobby.Where(p => p.Value == PlayerStatus.Ready).Select(p => p.Key).ToList();
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}
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else
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{
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@@ -386,6 +385,8 @@ namespace Content.Server.GameTicking
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if (!_playersInLobby.ContainsKey(player)) return;
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_spawnObserver(player);
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_playersInLobby[player] = PlayerStatus.Observer;
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_netManager.ServerSendToAll(GetStatusSingle(player, PlayerStatus.Observer));
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}
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public void MakeJoinGame(IPlayerSession player, string jobId = null)
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@@ -399,9 +400,10 @@ namespace Content.Server.GameTicking
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{
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if (!_playersInLobby.ContainsKey(player)) return;
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_playersInLobby[player] = ready;
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var status = ready ? PlayerStatus.Ready : PlayerStatus.NotReady;
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_playersInLobby[player] = ready ? PlayerStatus.Ready : PlayerStatus.NotReady;
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_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
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_netManager.ServerSendToAll(GetReadySingle(player, ready));
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_netManager.ServerSendToAll(GetStatusSingle(player, status));
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}
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public T AddGameRule<T>() where T : GameRule, new()
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@@ -893,13 +895,13 @@ namespace Content.Server.GameTicking
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private void _playerJoinLobby(IPlayerSession session)
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{
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_playersInLobby.Add(session, false);
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_playersInLobby.Add(session, PlayerStatus.NotReady);
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_prefsManager.OnClientConnected(session);
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_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinLobby>(), session.ConnectedClient);
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_netManager.ServerSendMessage(_getStatusMsg(session), session.ConnectedClient);
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_netManager.ServerSendMessage(GetInfoMsg(), session.ConnectedClient);
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_netManager.ServerSendMessage(GetReadyStatus(), session.ConnectedClient);
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_netManager.ServerSendMessage(GetPlayerStatus(), session.ConnectedClient);
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}
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private void _playerJoinGame(IPlayerSession session)
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@@ -911,33 +913,35 @@ namespace Content.Server.GameTicking
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_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinGame>(), session.ConnectedClient);
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}
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private MsgTickerLobbyReady GetReadyStatus()
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private MsgTickerLobbyReady GetPlayerStatus()
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{
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var msg = _netManager.CreateNetMessage<MsgTickerLobbyReady>();
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msg.PlayerReady = new Dictionary<NetSessionId, bool>();
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msg.PlayerStatus = new Dictionary<NetSessionId, PlayerStatus>();
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foreach (var player in _playersInLobby.Keys)
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{
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_playersInLobby.TryGetValue(player, out var ready);
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msg.PlayerReady.Add(player.SessionId, ready);
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_playersInLobby.TryGetValue(player, out var status);
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msg.PlayerStatus.Add(player.SessionId, status);
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}
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return msg;
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}
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private MsgTickerLobbyReady GetReadySingle(IPlayerSession player, bool ready)
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private MsgTickerLobbyReady GetStatusSingle(IPlayerSession player, PlayerStatus status)
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{
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var msg = _netManager.CreateNetMessage<MsgTickerLobbyReady>();
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msg.PlayerReady = new Dictionary<NetSessionId, bool>();
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msg.PlayerReady.Add(player.SessionId, ready);
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msg.PlayerStatus = new Dictionary<NetSessionId, PlayerStatus>
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{
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{ player.SessionId, status }
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};
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return msg;
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}
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private MsgTickerLobbyStatus _getStatusMsg(IPlayerSession session)
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{
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_playersInLobby.TryGetValue(session, out var ready);
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_playersInLobby.TryGetValue(session, out var status);
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var msg = _netManager.CreateNetMessage<MsgTickerLobbyStatus>();
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msg.IsRoundStarted = RunLevel != GameRunLevel.PreRoundLobby;
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msg.StartTime = _roundStartTimeUtc;
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msg.YouAreReady = ready;
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msg.YouAreReady = status == PlayerStatus.Ready;
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msg.Paused = Paused;
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return msg;
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}
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@@ -191,13 +191,13 @@ namespace Content.Shared
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#endregion
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/// <summary>
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/// The Players Ready (SessionID:ready)
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/// The Status of the Player in the lobby (ready, observer, ...)
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/// </summary>
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public Dictionary<NetSessionId, bool> PlayerReady { get; set; }
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public Dictionary<NetSessionId, PlayerStatus> PlayerStatus { get; set; }
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public override void ReadFromBuffer(NetIncomingMessage buffer)
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{
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PlayerReady = new Dictionary<NetSessionId, bool>();
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PlayerStatus = new Dictionary<NetSessionId, PlayerStatus>();
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var length = buffer.ReadInt32();
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for (int i = 0; i < length; i++)
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{
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@@ -208,16 +208,16 @@ namespace Content.Shared
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{
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serializer.DeserializeDirect(stream, out sessionID);
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}
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var ready = buffer.ReadBoolean();
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PlayerReady.Add(sessionID, ready);
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var status = (PlayerStatus)buffer.ReadByte();
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PlayerStatus.Add(sessionID, status);
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}
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}
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public override void WriteToBuffer(NetOutgoingMessage buffer)
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{
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var serializer = IoCManager.Resolve<IRobustSerializer>();
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buffer.Write(PlayerReady.Count);
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foreach (var p in PlayerReady)
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buffer.Write(PlayerStatus.Count);
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foreach (var p in PlayerStatus)
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{
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using (var stream = new MemoryStream())
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{
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@@ -226,7 +226,7 @@ namespace Content.Shared
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stream.TryGetBuffer(out var segment);
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buffer.Write(segment);
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}
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buffer.Write(p.Value);
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buffer.Write((byte)p.Value);
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}
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}
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}
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@@ -238,7 +238,6 @@ namespace Content.Shared
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public string PlayerICName;
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public string Role;
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public bool Antag;
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}
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protected class MsgRoundEndMessage : NetMessage
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@@ -308,6 +307,13 @@ namespace Content.Shared
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}
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}
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public enum PlayerStatus : byte
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{
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NotReady = 0,
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Ready,
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Observer,
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}
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}
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}
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