Namespace cleanup around Mind Roles (#30965)

* namespaces

* Comment does not need a semicolon

---------

Co-authored-by: Vasilis <vascreeper@yahoo.com>
This commit is contained in:
Errant
2024-08-15 20:26:57 +02:00
committed by GitHub
parent f523df821a
commit 40b9fd4ea3
14 changed files with 2356 additions and 2370 deletions

View File

@@ -31,426 +31,425 @@ using Robust.Shared.Enums;
using Robust.Shared.Network;
using Robust.Shared.Player;
namespace Content.Server.Administration.Systems
namespace Content.Server.Administration.Systems;
public sealed class AdminSystem : EntitySystem
{
public sealed class AdminSystem : EntitySystem
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MindSystem _minds = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly PlayTimeTrackingManager _playTime = default!;
[Dependency] private readonly SharedRoleSystem _role = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
[Dependency] private readonly TransformSystem _transform = default!;
private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
/// <summary>
/// Set of players that have participated in this round.
/// </summary>
public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers;
private readonly HashSet<NetUserId> _roundActivePlayers = new();
public readonly PanicBunkerStatus PanicBunker = new();
public readonly BabyJailStatus BabyJail = new();
public override void Initialize()
{
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly HandsSystem _hands = default!;
[Dependency] private readonly SharedJobSystem _jobs = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
[Dependency] private readonly MindSystem _minds = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly PlayTimeTrackingManager _playTime = default!;
[Dependency] private readonly SharedRoleSystem _role = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StationRecordsSystem _stationRecords = default!;
[Dependency] private readonly TransformSystem _transform = default!;
base.Initialize();
private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_adminManager.OnPermsChanged += OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated += OnSessionPlayTimeUpdated;
/// <summary>
/// Set of players that have participated in this round.
/// </summary>
public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers;
// Panic Bunker Settings
Subs.CVar(_config, CCVars.PanicBunkerEnabled, OnPanicBunkerChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerShowReason, OnPanicBunkerShowReasonChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinOverallMinutes, OnPanicBunkerMinOverallMinutesChanged, true);
private readonly HashSet<NetUserId> _roundActivePlayers = new();
public readonly PanicBunkerStatus PanicBunker = new();
public readonly BabyJailStatus BabyJail = new();
/*
* TODO: Remove baby jail code once a more mature gateway process is established. This code is only being issued as a stopgap to help with potential tiding in the immediate future.
*/
public override void Initialize()
// Baby Jail Settings
Subs.CVar(_config, CCVars.BabyJailEnabled, OnBabyJailChanged, true);
Subs.CVar(_config, CCVars.BabyJailShowReason, OnBabyJailShowReasonChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxAccountAge, OnBabyJailMaxAccountAgeChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxOverallMinutes, OnBabyJailMaxOverallMinutesChanged, true);
SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
}
private void OnRoundRestartCleanup(RoundRestartCleanupEvent ev)
{
_roundActivePlayers.Clear();
foreach (var (id, data) in _playerList)
{
base.Initialize();
if (!data.ActiveThisRound)
continue;
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_adminManager.OnPermsChanged += OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated += OnSessionPlayTimeUpdated;
// Panic Bunker Settings
Subs.CVar(_config, CCVars.PanicBunkerEnabled, OnPanicBunkerChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerDisableWithAdmins, OnPanicBunkerDisableWithAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerEnableWithoutAdmins, OnPanicBunkerEnableWithoutAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerCountDeadminnedAdmins, OnPanicBunkerCountDeadminnedAdminsChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerShowReason, OnPanicBunkerShowReasonChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinAccountAge, OnPanicBunkerMinAccountAgeChanged, true);
Subs.CVar(_config, CCVars.PanicBunkerMinOverallMinutes, OnPanicBunkerMinOverallMinutesChanged, true);
/*
* TODO: Remove baby jail code once a more mature gateway process is established. This code is only being issued as a stopgap to help with potential tiding in the immediate future.
*/
// Baby Jail Settings
Subs.CVar(_config, CCVars.BabyJailEnabled, OnBabyJailChanged, true);
Subs.CVar(_config, CCVars.BabyJailShowReason, OnBabyJailShowReasonChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxAccountAge, OnBabyJailMaxAccountAgeChanged, true);
Subs.CVar(_config, CCVars.BabyJailMaxOverallMinutes, OnBabyJailMaxOverallMinutesChanged, true);
SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
}
private void OnRoundRestartCleanup(RoundRestartCleanupEvent ev)
{
_roundActivePlayers.Clear();
foreach (var (id, data) in _playerList)
{
if (!data.ActiveThisRound)
continue;
if (!_playerManager.TryGetPlayerData(id, out var playerData))
return;
_playerManager.TryGetSessionById(id, out var session);
_playerList[id] = GetPlayerInfo(playerData, session);
}
var updateEv = new FullPlayerListEvent() { PlayersInfo = _playerList.Values.ToList() };
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(updateEv, admin.Channel);
}
}
public void UpdatePlayerList(ICommonSession player)
{
_playerList[player.UserId] = GetPlayerInfo(player.Data, player);
var playerInfoChangedEvent = new PlayerInfoChangedEvent
{
PlayerInfo = _playerList[player.UserId]
};
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(playerInfoChangedEvent, admin.Channel);
}
}
public PlayerInfo? GetCachedPlayerInfo(NetUserId? netUserId)
{
if (netUserId == null)
return null;
_playerList.TryGetValue(netUserId.Value, out var value);
return value ?? null;
}
private void OnIdentityChanged(ref IdentityChangedEvent ev)
{
if (!TryComp<ActorComponent>(ev.CharacterEntity, out var actor))
if (!_playerManager.TryGetPlayerData(id, out var playerData))
return;
UpdatePlayerList(actor.PlayerSession);
_playerManager.TryGetSessionById(id, out var session);
_playerList[id] = GetPlayerInfo(playerData, session);
}
private void OnRoleEvent(RoleEvent ev)
var updateEv = new FullPlayerListEvent() { PlayersInfo = _playerList.Values.ToList() };
foreach (var admin in _adminManager.ActiveAdmins)
{
var session = _minds.GetSession(ev.Mind);
if (!ev.Antagonist || session == null)
return;
UpdatePlayerList(session);
}
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
{
UpdatePanicBunker();
if (!obj.IsAdmin)
{
RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.Channel);
return;
}
SendFullPlayerList(obj.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// If disconnected then the player won't have a connected entity to get character name from.
// The disconnected state gets sent by OnPlayerStatusChanged.
if (ev.Player.Status == SessionStatus.Disconnected)
return;
UpdatePlayerList(ev.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
if (ev.Player.Status == SessionStatus.Disconnected)
return;
_roundActivePlayers.Add(ev.Player.UserId);
UpdatePlayerList(ev.Player);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated -= OnSessionPlayTimeUpdated;
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
UpdatePlayerList(e.Session);
UpdatePanicBunker();
}
private void SendFullPlayerList(ICommonSession playerSession)
{
var ev = new FullPlayerListEvent();
ev.PlayersInfo = _playerList.Values.ToList();
RaiseNetworkEvent(ev, playerSession.Channel);
}
private PlayerInfo GetPlayerInfo(SessionData data, ICommonSession? session)
{
var name = data.UserName;
var entityName = string.Empty;
var identityName = string.Empty;
if (session?.AttachedEntity != null)
{
entityName = EntityManager.GetComponent<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
}
var antag = false;
var startingRole = string.Empty;
if (_minds.TryGetMind(session, out var mindId, out _))
{
antag = _role.MindIsAntagonist(mindId);
startingRole = _jobs.MindTryGetJobName(mindId);
}
var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
TimeSpan? overallPlaytime = null;
if (session != null &&
_playTime.TryGetTrackerTimes(session, out var playTimes) &&
playTimes.TryGetValue(PlayTimeTrackingShared.TrackerOverall, out var playTime))
{
overallPlaytime = playTime;
}
return new PlayerInfo(name, entityName, identityName, startingRole, antag, GetNetEntity(session?.AttachedEntity), data.UserId,
connected, _roundActivePlayers.Contains(data.UserId), overallPlaytime);
}
private void OnPanicBunkerChanged(bool enabled)
{
PanicBunker.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-panic-bunker-enabled-admin-alert"
: "admin-ui-panic-bunker-disabled-admin-alert"
));
SendPanicBunkerStatusAll();
}
private void OnBabyJailChanged(bool enabled)
{
BabyJail.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-baby-jail-enabled-admin-alert"
: "admin-ui-baby-jail-disabled-admin-alert"
));
SendBabyJailStatusAll();
}
private void OnPanicBunkerDisableWithAdminsChanged(bool enabled)
{
PanicBunker.DisableWithAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerEnableWithoutAdminsChanged(bool enabled)
{
PanicBunker.EnableWithoutAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerCountDeadminnedAdminsChanged(bool enabled)
{
PanicBunker.CountDeadminnedAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerShowReasonChanged(bool enabled)
{
PanicBunker.ShowReason = enabled;
SendPanicBunkerStatusAll();
}
private void OnBabyJailShowReasonChanged(bool enabled)
{
BabyJail.ShowReason = enabled;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinAccountAgeChanged(int minutes)
{
PanicBunker.MinAccountAgeMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxAccountAgeChanged(int minutes)
{
BabyJail.MaxAccountAgeMinutes = minutes;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinOverallMinutesChanged(int minutes)
{
PanicBunker.MinOverallMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxOverallMinutesChanged(int minutes)
{
BabyJail.MaxOverallMinutes = minutes;
SendBabyJailStatusAll();
}
private void UpdatePanicBunker()
{
var admins = PanicBunker.CountDeadminnedAdmins
? _adminManager.AllAdmins
: _adminManager.ActiveAdmins;
var hasAdmins = admins.Any();
// TODO Fix order dependent Cvars
// Please for the sake of my sanity don't make cvars & order dependent.
// Just make a bool field on the system instead of having some cvars automatically modify other cvars.
//
// I.e., this:
// /sudo cvar game.panic_bunker.enabled true
// /sudo cvar game.panic_bunker.disable_with_admins true
// and this:
// /sudo cvar game.panic_bunker.disable_with_admins true
// /sudo cvar game.panic_bunker.enabled true
//
// should have the same effect, but currently setting the disable_with_admins can modify enabled.
if (hasAdmins && PanicBunker.DisableWithAdmins)
{
_config.SetCVar(CCVars.PanicBunkerEnabled, false);
}
else if (!hasAdmins && PanicBunker.EnableWithoutAdmins)
{
_config.SetCVar(CCVars.PanicBunkerEnabled, true);
}
SendPanicBunkerStatusAll();
}
private void SendPanicBunkerStatusAll()
{
var ev = new PanicBunkerChangedEvent(PanicBunker);
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(ev, admin);
}
}
private void SendBabyJailStatusAll()
{
var ev = new BabyJailChangedEvent(BabyJail);
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(ev, admin);
}
}
/// <summary>
/// Erases a player from the round.
/// This removes them and any trace of them from the round, deleting their
/// chat messages and showing a popup to other players.
/// Their items are dropped on the ground.
/// </summary>
public void Erase(ICommonSession player)
{
var entity = player.AttachedEntity;
_chat.DeleteMessagesBy(player);
if (entity != null && !TerminatingOrDeleted(entity.Value))
{
if (TryComp(entity.Value, out TransformComponent? transform))
{
var coordinates = _transform.GetMoverCoordinates(entity.Value, transform);
var name = Identity.Entity(entity.Value, EntityManager);
_popup.PopupCoordinates(Loc.GetString("admin-erase-popup", ("user", name)), coordinates, PopupType.LargeCaution);
var filter = Filter.Pvs(coordinates, 1, EntityManager, _playerManager);
var audioParams = new AudioParams().WithVolume(3);
_audio.PlayStatic("/Audio/Effects/pop_high.ogg", filter, coordinates, true, audioParams);
}
foreach (var item in _inventory.GetHandOrInventoryEntities(entity.Value))
{
if (TryComp(item, out PdaComponent? pda) &&
TryComp(pda.ContainedId, out StationRecordKeyStorageComponent? keyStorage) &&
keyStorage.Key is { } key &&
_stationRecords.TryGetRecord(key, out GeneralStationRecord? record))
{
if (TryComp(entity, out DnaComponent? dna) &&
dna.DNA != record.DNA)
{
continue;
}
if (TryComp(entity, out FingerprintComponent? fingerPrint) &&
fingerPrint.Fingerprint != record.Fingerprint)
{
continue;
}
_stationRecords.RemoveRecord(key);
Del(item);
}
}
if (_inventory.TryGetContainerSlotEnumerator(entity.Value, out var enumerator))
{
while (enumerator.NextItem(out var item, out var slot))
{
if (_inventory.TryUnequip(entity.Value, entity.Value, slot.Name, true, true))
_physics.ApplyAngularImpulse(item, ThrowingSystem.ThrowAngularImpulse);
}
}
if (TryComp(entity.Value, out HandsComponent? hands))
{
foreach (var hand in _hands.EnumerateHands(entity.Value, hands))
{
_hands.TryDrop(entity.Value, hand, checkActionBlocker: false, doDropInteraction: false, handsComp: hands);
}
}
}
_minds.WipeMind(player);
QueueDel(entity);
_gameTicker.SpawnObserver(player);
}
private void OnSessionPlayTimeUpdated(ICommonSession session)
{
UpdatePlayerList(session);
RaiseNetworkEvent(updateEv, admin.Channel);
}
}
public void UpdatePlayerList(ICommonSession player)
{
_playerList[player.UserId] = GetPlayerInfo(player.Data, player);
var playerInfoChangedEvent = new PlayerInfoChangedEvent
{
PlayerInfo = _playerList[player.UserId]
};
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(playerInfoChangedEvent, admin.Channel);
}
}
public PlayerInfo? GetCachedPlayerInfo(NetUserId? netUserId)
{
if (netUserId == null)
return null;
_playerList.TryGetValue(netUserId.Value, out var value);
return value ?? null;
}
private void OnIdentityChanged(ref IdentityChangedEvent ev)
{
if (!TryComp<ActorComponent>(ev.CharacterEntity, out var actor))
return;
UpdatePlayerList(actor.PlayerSession);
}
private void OnRoleEvent(RoleEvent ev)
{
var session = _minds.GetSession(ev.Mind);
if (!ev.Antagonist || session == null)
return;
UpdatePlayerList(session);
}
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
{
UpdatePanicBunker();
if (!obj.IsAdmin)
{
RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.Channel);
return;
}
SendFullPlayerList(obj.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// If disconnected then the player won't have a connected entity to get character name from.
// The disconnected state gets sent by OnPlayerStatusChanged.
if (ev.Player.Status == SessionStatus.Disconnected)
return;
UpdatePlayerList(ev.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
if (ev.Player.Status == SessionStatus.Disconnected)
return;
_roundActivePlayers.Add(ev.Player.UserId);
UpdatePlayerList(ev.Player);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
_playTime.SessionPlayTimeUpdated -= OnSessionPlayTimeUpdated;
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
UpdatePlayerList(e.Session);
UpdatePanicBunker();
}
private void SendFullPlayerList(ICommonSession playerSession)
{
var ev = new FullPlayerListEvent();
ev.PlayersInfo = _playerList.Values.ToList();
RaiseNetworkEvent(ev, playerSession.Channel);
}
private PlayerInfo GetPlayerInfo(SessionData data, ICommonSession? session)
{
var name = data.UserName;
var entityName = string.Empty;
var identityName = string.Empty;
if (session?.AttachedEntity != null)
{
entityName = EntityManager.GetComponent<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
}
var antag = false;
var startingRole = string.Empty;
if (_minds.TryGetMind(session, out var mindId, out _))
{
antag = _role.MindIsAntagonist(mindId);
startingRole = _jobs.MindTryGetJobName(mindId);
}
var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
TimeSpan? overallPlaytime = null;
if (session != null &&
_playTime.TryGetTrackerTimes(session, out var playTimes) &&
playTimes.TryGetValue(PlayTimeTrackingShared.TrackerOverall, out var playTime))
{
overallPlaytime = playTime;
}
return new PlayerInfo(name, entityName, identityName, startingRole, antag, GetNetEntity(session?.AttachedEntity), data.UserId,
connected, _roundActivePlayers.Contains(data.UserId), overallPlaytime);
}
private void OnPanicBunkerChanged(bool enabled)
{
PanicBunker.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-panic-bunker-enabled-admin-alert"
: "admin-ui-panic-bunker-disabled-admin-alert"
));
SendPanicBunkerStatusAll();
}
private void OnBabyJailChanged(bool enabled)
{
BabyJail.Enabled = enabled;
_chat.SendAdminAlert(Loc.GetString(enabled
? "admin-ui-baby-jail-enabled-admin-alert"
: "admin-ui-baby-jail-disabled-admin-alert"
));
SendBabyJailStatusAll();
}
private void OnPanicBunkerDisableWithAdminsChanged(bool enabled)
{
PanicBunker.DisableWithAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerEnableWithoutAdminsChanged(bool enabled)
{
PanicBunker.EnableWithoutAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerCountDeadminnedAdminsChanged(bool enabled)
{
PanicBunker.CountDeadminnedAdmins = enabled;
UpdatePanicBunker();
}
private void OnPanicBunkerShowReasonChanged(bool enabled)
{
PanicBunker.ShowReason = enabled;
SendPanicBunkerStatusAll();
}
private void OnBabyJailShowReasonChanged(bool enabled)
{
BabyJail.ShowReason = enabled;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinAccountAgeChanged(int minutes)
{
PanicBunker.MinAccountAgeMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxAccountAgeChanged(int minutes)
{
BabyJail.MaxAccountAgeMinutes = minutes;
SendBabyJailStatusAll();
}
private void OnPanicBunkerMinOverallMinutesChanged(int minutes)
{
PanicBunker.MinOverallMinutes = minutes;
SendPanicBunkerStatusAll();
}
private void OnBabyJailMaxOverallMinutesChanged(int minutes)
{
BabyJail.MaxOverallMinutes = minutes;
SendBabyJailStatusAll();
}
private void UpdatePanicBunker()
{
var admins = PanicBunker.CountDeadminnedAdmins
? _adminManager.AllAdmins
: _adminManager.ActiveAdmins;
var hasAdmins = admins.Any();
// TODO Fix order dependent Cvars
// Please for the sake of my sanity don't make cvars & order dependent.
// Just make a bool field on the system instead of having some cvars automatically modify other cvars.
//
// I.e., this:
// /sudo cvar game.panic_bunker.enabled true
// /sudo cvar game.panic_bunker.disable_with_admins true
// and this:
// /sudo cvar game.panic_bunker.disable_with_admins true
// /sudo cvar game.panic_bunker.enabled true
//
// should have the same effect, but currently setting the disable_with_admins can modify enabled.
if (hasAdmins && PanicBunker.DisableWithAdmins)
{
_config.SetCVar(CCVars.PanicBunkerEnabled, false);
}
else if (!hasAdmins && PanicBunker.EnableWithoutAdmins)
{
_config.SetCVar(CCVars.PanicBunkerEnabled, true);
}
SendPanicBunkerStatusAll();
}
private void SendPanicBunkerStatusAll()
{
var ev = new PanicBunkerChangedEvent(PanicBunker);
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(ev, admin);
}
}
private void SendBabyJailStatusAll()
{
var ev = new BabyJailChangedEvent(BabyJail);
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(ev, admin);
}
}
/// <summary>
/// Erases a player from the round.
/// This removes them and any trace of them from the round, deleting their
/// chat messages and showing a popup to other players.
/// Their items are dropped on the ground.
/// </summary>
public void Erase(ICommonSession player)
{
var entity = player.AttachedEntity;
_chat.DeleteMessagesBy(player);
if (entity != null && !TerminatingOrDeleted(entity.Value))
{
if (TryComp(entity.Value, out TransformComponent? transform))
{
var coordinates = _transform.GetMoverCoordinates(entity.Value, transform);
var name = Identity.Entity(entity.Value, EntityManager);
_popup.PopupCoordinates(Loc.GetString("admin-erase-popup", ("user", name)), coordinates, PopupType.LargeCaution);
var filter = Filter.Pvs(coordinates, 1, EntityManager, _playerManager);
var audioParams = new AudioParams().WithVolume(3);
_audio.PlayStatic("/Audio/Effects/pop_high.ogg", filter, coordinates, true, audioParams);
}
foreach (var item in _inventory.GetHandOrInventoryEntities(entity.Value))
{
if (TryComp(item, out PdaComponent? pda) &&
TryComp(pda.ContainedId, out StationRecordKeyStorageComponent? keyStorage) &&
keyStorage.Key is { } key &&
_stationRecords.TryGetRecord(key, out GeneralStationRecord? record))
{
if (TryComp(entity, out DnaComponent? dna) &&
dna.DNA != record.DNA)
{
continue;
}
if (TryComp(entity, out FingerprintComponent? fingerPrint) &&
fingerPrint.Fingerprint != record.Fingerprint)
{
continue;
}
_stationRecords.RemoveRecord(key);
Del(item);
}
}
if (_inventory.TryGetContainerSlotEnumerator(entity.Value, out var enumerator))
{
while (enumerator.NextItem(out var item, out var slot))
{
if (_inventory.TryUnequip(entity.Value, entity.Value, slot.Name, true, true))
_physics.ApplyAngularImpulse(item, ThrowingSystem.ThrowAngularImpulse);
}
}
if (TryComp(entity.Value, out HandsComponent? hands))
{
foreach (var hand in _hands.EnumerateHands(entity.Value, hands))
{
_hands.TryDrop(entity.Value, hand, checkActionBlocker: false, doDropInteraction: false, handsComp: hands);
}
}
}
_minds.WipeMind(player);
QueueDel(entity);
_gameTicker.SpawnObserver(player);
}
private void OnSessionPlayTimeUpdated(ICommonSession session)
{
UpdatePlayerList(session);
}
}