Keep players in the PlayerTab until round end (#5921)

* Rework AdminSystem to keep players in the PlayerTab until round end

* Prevent sending PlayerStatus to deadminned admins

* Change _playerList to non-nullable

* Clean up unused usings

* Consolidate duplicate foreach loop code
This commit is contained in:
ShadowCommander
2021-12-30 07:12:28 -08:00
committed by GitHub
parent b4808786da
commit 9d70bdde9c
3 changed files with 34 additions and 75 deletions

View File

@@ -1,3 +1,4 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.Administration.Managers;
using Content.Server.Players;
@@ -9,6 +10,7 @@ using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
namespace Content.Server.Administration
{
@@ -17,6 +19,8 @@ namespace Content.Server.Administration
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
public override void Initialize()
{
base.Initialize();
@@ -29,15 +33,27 @@ namespace Content.Server.Administration
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
}
private void UpdatePlayerList(IPlayerSession player)
{
_playerList[player.UserId] = GetPlayerInfo(player);
var playerInfoChangedEvent = new PlayerInfoChangedEvent
{
PlayerInfo = _playerList[player.UserId]
};
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(playerInfoChangedEvent, admin.ConnectedClient);
}
}
private void OnRoleEvent(RoleEvent ev)
{
if (ev.Role.Antagonist && ev.Role.Mind.Session != null)
{
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(GetChangedEvent(ev.Role.Mind.Session), admin.ConnectedClient);
}
}
if (!ev.Role.Antagonist || ev.Role.Mind.Session == null)
return;
UpdatePlayerList(ev.Role.Mind.Session);
}
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
@@ -53,22 +69,18 @@ namespace Content.Server.Administration
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;
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(GetChangedEvent(ev.Player), admin.ConnectedClient);
}
UpdatePlayerList(ev.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
if(ev.Player.Status == SessionStatus.Disconnected) return;
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(GetChangedEvent(ev.Player), admin.ConnectedClient);
}
UpdatePlayerList(ev.Player);
}
public override void Shutdown()
@@ -78,44 +90,16 @@ namespace Content.Server.Administration
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
}
private PlayerInfoChangedEvent GetChangedEvent(IPlayerSession session)
{
return new()
{
PlayerInfo = GetPlayerInfo(session),
};
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
EntityEventArgs? args = null;
switch (e.NewStatus)
{
case SessionStatus.InGame:
case SessionStatus.Connected:
args = GetChangedEvent(e.Session);
break;
case SessionStatus.Disconnected:
args = new PlayerInfoRemovalMessage {NetUserId = e.Session.UserId};
break;
}
if(args == null) return;
foreach (var admin in _adminManager.AllAdmins)
{
RaiseNetworkEvent(args, admin.ConnectedClient);
}
UpdatePlayerList(e.Session);
}
private void SendFullPlayerList(IPlayerSession playerSession)
{
var ev = new FullPlayerListEvent();
ev.PlayersInfo.Clear();
foreach (var session in _playerManager.ServerSessions)
{
ev.PlayersInfo.Add(GetPlayerInfo(session));
}
ev.PlayersInfo = _playerList.Values.ToList();
RaiseNetworkEvent(ev, playerSession.ConnectedClient);
}
@@ -130,7 +114,10 @@ namespace Content.Server.Administration
var antag = session.ContentData()?.Mind?.AllRoles.Any(r => r.Antagonist) ?? false;
return new PlayerInfo(name, username, antag, session.AttachedEntity.GetValueOrDefault(), session.UserId, true);
var connected = session.Status is SessionStatus.Connected or SessionStatus.InGame;
return new PlayerInfo(name, username, antag, session.AttachedEntity.GetValueOrDefault(), session.UserId,
connected);
}
}
}