Id[entity] 2.0 (real) (#9612)

* starter API

* network ID cards

* Port more stuff from old identity

* Re-implement identity representation + name updating

* move

* proper name returning for `IdentityName`

* move everything important to server, give in to  temptation

* shared / server / client split sadly. move ensure to shared and spawn to server

* identity update queueing + identityblocker

* fixes

* and just like that it's usable for admins

* huge identity pass

* pass dos

* jesus christ

* figs :D

* fuck u

* fix bad merge.

Co-authored-by: Moony <moonheart08@users.noreply.github.com>
This commit is contained in:
Kara
2022-07-10 18:36:53 -07:00
committed by GitHub
parent fb6586cdc6
commit 2d5ec7f85c
68 changed files with 668 additions and 188 deletions

View File

@@ -3,6 +3,7 @@ using Content.Server.CharacterAppearance.Systems;
using Content.Server.DetailExaminable;
using Content.Server.Hands.Components;
using Content.Server.Hands.Systems;
using Content.Server.IdentityManagement;
using Content.Server.PDA;
using Content.Server.Roles;
using Content.Server.Station.Components;
@@ -38,6 +39,7 @@ public sealed class StationSpawningSystem : EntitySystem
[Dependency] private readonly InventorySystem _inventorySystem = default!;
[Dependency] private readonly PDASystem _pdaSystem = default!;
[Dependency] private readonly AccessSystem _accessSystem = default!;
[Dependency] private readonly IdentitySystem _identity = default!;
/// <inheritdoc/>
public override void Initialize()
@@ -99,6 +101,7 @@ public sealed class StationSpawningSystem : EntitySystem
var jobEntity = EntityManager.SpawnEntity(job.JobEntity, coordinates);
MakeSentientCommand.MakeSentient(jobEntity, EntityManager);
DoJobSpecials(job, jobEntity);
_identity.QueueIdentityUpdate(jobEntity);
return jobEntity;
}
@@ -125,7 +128,7 @@ public sealed class StationSpawningSystem : EntitySystem
}
DoJobSpecials(job, entity);
_identity.QueueIdentityUpdate(entity);
return entity;
}