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:
@@ -4,12 +4,8 @@ using System.Linq;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Events;
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using Content.Shared.GameTicking;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Network;
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using Robust.Shared.Players;
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namespace Content.Client.Administration
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{
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@@ -36,7 +32,6 @@ namespace Content.Client.Administration
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InitializeMenu();
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SubscribeNetworkEvent<FullPlayerListEvent>(OnPlayerListChanged);
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SubscribeNetworkEvent<PlayerInfoChangedEvent>(OnPlayerInfoChanged);
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SubscribeNetworkEvent<PlayerInfoRemovalMessage>(OnPlayerInfoRemoval);
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SubscribeNetworkEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
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}
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@@ -60,16 +55,6 @@ namespace Content.Client.Administration
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PlayerListChanged?.Invoke(_playerList.Values.ToList());
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}
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private void OnPlayerInfoRemoval(PlayerInfoRemovalMessage ev)
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{
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if (_playerList == null) _playerList = new();
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var playerInfo = _playerList[ev.NetUserId];
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_playerList[ev.NetUserId] = new PlayerInfo(playerInfo.Username, playerInfo.CharacterName, playerInfo.Antag,
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playerInfo.EntityUid, playerInfo.SessionId, false);
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PlayerListChanged?.Invoke(_playerList.Values.ToList());
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}
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private void OnPlayerInfoChanged(PlayerInfoChangedEvent ev)
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{
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if(ev.PlayerInfo == null) return;
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@@ -1,3 +1,4 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Administration.Managers;
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using Content.Server.Players;
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@@ -9,6 +10,7 @@ using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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namespace Content.Server.Administration
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{
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@@ -17,6 +19,8 @@ namespace Content.Server.Administration
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
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public override void Initialize()
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{
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base.Initialize();
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@@ -29,15 +33,27 @@ namespace Content.Server.Administration
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SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
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}
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private void UpdatePlayerList(IPlayerSession player)
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{
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_playerList[player.UserId] = GetPlayerInfo(player);
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var playerInfoChangedEvent = new PlayerInfoChangedEvent
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{
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PlayerInfo = _playerList[player.UserId]
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};
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foreach (var admin in _adminManager.ActiveAdmins)
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{
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RaiseNetworkEvent(playerInfoChangedEvent, admin.ConnectedClient);
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}
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}
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private void OnRoleEvent(RoleEvent ev)
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{
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if (ev.Role.Antagonist && ev.Role.Mind.Session != null)
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{
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foreach (var admin in _adminManager.ActiveAdmins)
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{
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RaiseNetworkEvent(GetChangedEvent(ev.Role.Mind.Session), admin.ConnectedClient);
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}
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}
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if (!ev.Role.Antagonist || ev.Role.Mind.Session == null)
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return;
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UpdatePlayerList(ev.Role.Mind.Session);
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}
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private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
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@@ -53,22 +69,18 @@ namespace Content.Server.Administration
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private void OnPlayerDetached(PlayerDetachedEvent ev)
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{
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// If disconnected then the player won't have a connected entity to get character name from.
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// The disconnected state gets sent by OnPlayerStatusChanged.
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if(ev.Player.Status == SessionStatus.Disconnected) return;
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foreach (var admin in _adminManager.ActiveAdmins)
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{
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RaiseNetworkEvent(GetChangedEvent(ev.Player), admin.ConnectedClient);
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}
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UpdatePlayerList(ev.Player);
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}
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private void OnPlayerAttached(PlayerAttachedEvent ev)
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{
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if(ev.Player.Status == SessionStatus.Disconnected) return;
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foreach (var admin in _adminManager.ActiveAdmins)
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{
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RaiseNetworkEvent(GetChangedEvent(ev.Player), admin.ConnectedClient);
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}
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UpdatePlayerList(ev.Player);
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}
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public override void Shutdown()
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@@ -78,44 +90,16 @@ namespace Content.Server.Administration
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_adminManager.OnPermsChanged -= OnAdminPermsChanged;
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}
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private PlayerInfoChangedEvent GetChangedEvent(IPlayerSession session)
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{
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return new()
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{
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PlayerInfo = GetPlayerInfo(session),
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};
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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EntityEventArgs? args = null;
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switch (e.NewStatus)
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{
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case SessionStatus.InGame:
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case SessionStatus.Connected:
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args = GetChangedEvent(e.Session);
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break;
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case SessionStatus.Disconnected:
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args = new PlayerInfoRemovalMessage {NetUserId = e.Session.UserId};
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break;
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}
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if(args == null) return;
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foreach (var admin in _adminManager.AllAdmins)
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{
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RaiseNetworkEvent(args, admin.ConnectedClient);
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}
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UpdatePlayerList(e.Session);
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}
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private void SendFullPlayerList(IPlayerSession playerSession)
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{
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var ev = new FullPlayerListEvent();
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ev.PlayersInfo.Clear();
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foreach (var session in _playerManager.ServerSessions)
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{
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ev.PlayersInfo.Add(GetPlayerInfo(session));
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}
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ev.PlayersInfo = _playerList.Values.ToList();
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RaiseNetworkEvent(ev, playerSession.ConnectedClient);
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}
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@@ -130,7 +114,10 @@ namespace Content.Server.Administration
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var antag = session.ContentData()?.Mind?.AllRoles.Any(r => r.Antagonist) ?? false;
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return new PlayerInfo(name, username, antag, session.AttachedEntity.GetValueOrDefault(), session.UserId, true);
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var connected = session.Status is SessionStatus.Connected or SessionStatus.InGame;
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return new PlayerInfo(name, username, antag, session.AttachedEntity.GetValueOrDefault(), session.UserId,
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connected);
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}
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}
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}
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@@ -1,13 +0,0 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Network;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Administration.Events
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{
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[NetSerializable, Serializable]
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public class PlayerInfoRemovalMessage : EntityEventArgs
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{
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public NetUserId NetUserId;
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}
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}
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