Revert "Update submodule to 172.0.0 (#21222)" (#21225)

This commit is contained in:
metalgearsloth
2023-10-24 21:55:20 +11:00
committed by GitHub
parent 517aea8bc3
commit a2bbda43cc
249 changed files with 1049 additions and 967 deletions

View File

@@ -3,20 +3,20 @@ using System.Linq;
using System.Numerics;
using Content.Server.Administration.Managers;
using Content.Server.Ghost;
using Content.Server.Players;
using Content.Server.Spawners.Components;
using Content.Server.Speech.Components;
using Content.Server.Station.Components;
using Content.Shared.CCVar;
using Content.Shared.Database;
using Content.Shared.Players;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Roles.Jobs;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
@@ -29,7 +29,7 @@ namespace Content.Server.GameTicking
[Dependency] private readonly SharedJobSystem _jobs = default!;
[ValidatePrototypeId<EntityPrototype>]
public const string ObserverPrototypeName = "MobObserver";
private const string ObserverPrototypeName = "MobObserver";
/// <summary>
/// How many players have joined the round through normal methods.
@@ -52,7 +52,7 @@ namespace Content.Server.GameTicking
return spawnableStations;
}
private void SpawnPlayers(List<ICommonSession> readyPlayers, Dictionary<NetUserId, HumanoidCharacterProfile> profiles, bool force)
private void SpawnPlayers(List<IPlayerSession> readyPlayers, Dictionary<NetUserId, HumanoidCharacterProfile> profiles, bool force)
{
// Allow game rules to spawn players by themselves if needed. (For example, nuke ops or wizard)
RaiseLocalEvent(new RulePlayerSpawningEvent(readyPlayers, profiles, force));
@@ -116,7 +116,7 @@ namespace Content.Server.GameTicking
RaiseLocalEvent(new RulePlayerJobsAssignedEvent(assignedJobs.Keys.Select(x => _playerManager.GetSessionByUserId(x)).ToArray(), profiles, force));
}
private void SpawnPlayer(ICommonSession player, EntityUid station, string? jobId = null, bool lateJoin = true, bool silent = false)
private void SpawnPlayer(IPlayerSession player, EntityUid station, string? jobId = null, bool lateJoin = true, bool silent = false)
{
var character = GetPlayerProfile(player);
@@ -129,7 +129,7 @@ namespace Content.Server.GameTicking
SpawnPlayer(player, character, station, jobId, lateJoin, silent);
}
private void SpawnPlayer(ICommonSession player, HumanoidCharacterProfile character, EntityUid station, string? jobId = null, bool lateJoin = true, bool silent = false)
private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, EntityUid station, string? jobId = null, bool lateJoin = true, bool silent = false)
{
// Can't spawn players with a dummy ticker!
if (DummyTicker)
@@ -271,7 +271,7 @@ namespace Content.Server.GameTicking
RaiseLocalEvent(mob, aev, true);
}
public void Respawn(ICommonSession player)
public void Respawn(IPlayerSession player)
{
_mind.WipeMind(player);
_adminLogger.Add(LogType.Respawn, LogImpact.Medium, $"Player {player} was respawned.");
@@ -289,7 +289,7 @@ namespace Content.Server.GameTicking
/// <param name="station">The station they're spawning on</param>
/// <param name="jobId">An optional job for them to spawn as</param>
/// <param name="silent">Whether or not the player should be greeted upon joining</param>
public void MakeJoinGame(ICommonSession player, EntityUid station, string? jobId = null, bool silent = false)
public void MakeJoinGame(IPlayerSession player, EntityUid station, string? jobId = null, bool silent = false)
{
if (!_playerGameStatuses.ContainsKey(player.UserId))
return;
@@ -303,7 +303,7 @@ namespace Content.Server.GameTicking
/// <summary>
/// Causes the given player to join the current game as observer ghost. See also <see cref="SpawnObserver"/>
/// </summary>
public void JoinAsObserver(ICommonSession player)
public void JoinAsObserver(IPlayerSession player)
{
// Can't spawn players with a dummy ticker!
if (DummyTicker)
@@ -317,7 +317,7 @@ namespace Content.Server.GameTicking
/// Spawns an observer ghost and attaches the given player to it. If the player does not yet have a mind, the
/// player is given a new mind with the observer role. Otherwise, the current mind is transferred to the ghost.
/// </summary>
public void SpawnObserver(ICommonSession player)
public void SpawnObserver(IPlayerSession player)
{
if (DummyTicker)
return;
@@ -430,13 +430,13 @@ namespace Content.Server.GameTicking
[PublicAPI]
public sealed class PlayerBeforeSpawnEvent : HandledEntityEventArgs
{
public ICommonSession Player { get; }
public IPlayerSession Player { get; }
public HumanoidCharacterProfile Profile { get; }
public string? JobId { get; }
public bool LateJoin { get; }
public EntityUid Station { get; }
public PlayerBeforeSpawnEvent(ICommonSession player, HumanoidCharacterProfile profile, string? jobId, bool lateJoin, EntityUid station)
public PlayerBeforeSpawnEvent(IPlayerSession player, HumanoidCharacterProfile profile, string? jobId, bool lateJoin, EntityUid station)
{
Player = player;
Profile = profile;
@@ -455,7 +455,7 @@ namespace Content.Server.GameTicking
public sealed class PlayerSpawnCompleteEvent : EntityEventArgs
{
public EntityUid Mob { get; }
public ICommonSession Player { get; }
public IPlayerSession Player { get; }
public string? JobId { get; }
public bool LateJoin { get; }
public EntityUid Station { get; }
@@ -464,7 +464,7 @@ namespace Content.Server.GameTicking
// Ex. If this is the 27th person to join, this will be 27.
public int JoinOrder { get; }
public PlayerSpawnCompleteEvent(EntityUid mob, ICommonSession player, string? jobId, bool lateJoin, int joinOrder, EntityUid station, HumanoidCharacterProfile profile)
public PlayerSpawnCompleteEvent(EntityUid mob, IPlayerSession player, string? jobId, bool lateJoin, int joinOrder, EntityUid station, HumanoidCharacterProfile profile)
{
Mob = mob;
Player = player;