Un-revert IPlayerManager refactor (#21244)
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@@ -1,6 +1,6 @@
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using Content.Shared.Arcade;
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using Robust.Server.Player;
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using System.Linq;
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using Robust.Shared.Player;
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namespace Content.Server.Arcade.BlockGame;
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@@ -166,7 +166,7 @@ public sealed partial class BlockGame
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/// </summary>
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/// <param name="message">The message to send to a specific player/spectator.</param>
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/// <param name="session">The target recipient.</param>
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private void SendMessage(BoundUserInterfaceMessage message, IPlayerSession session)
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private void SendMessage(BoundUserInterfaceMessage message, ICommonSession session)
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{
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if (_uiSystem.TryGetUi(_owner, BlockGameUiKey.Key, out var bui))
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_uiSystem.TrySendUiMessage(bui, message, session);
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@@ -176,7 +176,7 @@ public sealed partial class BlockGame
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/// Handles sending the current state of the game to a player that has just opened the UI.
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/// </summary>
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/// <param name="session">The target recipient.</param>
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public void UpdateNewPlayerUI(IPlayerSession session)
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public void UpdateNewPlayerUI(ICommonSession session)
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{
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if (_gameOver)
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{
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@@ -209,7 +209,7 @@ public sealed partial class BlockGame
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/// Handles broadcasting the full player-visible game state to a specific player/spectator.
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/// </summary>
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/// <param name="session">The target recipient.</param>
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private void FullUpdate(IPlayerSession session)
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private void FullUpdate(ICommonSession session)
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{
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UpdateFieldUI(session);
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SendNextPieceUpdate(session);
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@@ -235,7 +235,7 @@ public sealed partial class BlockGame
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/// Handles broadcasting the current location of all of the blocks in the playfield + the active piece to a specific player/spectator.
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/// </summary>
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/// <param name="session">The target recipient.</param>
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public void UpdateFieldUI(IPlayerSession session)
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public void UpdateFieldUI(ICommonSession session)
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{
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if (!Started)
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return;
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@@ -283,7 +283,7 @@ public sealed partial class BlockGame
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/// Broadcasts the state of the next queued piece to a specific viewer.
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/// </summary>
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/// <param name="session">The target recipient.</param>
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private void SendNextPieceUpdate(IPlayerSession session)
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private void SendNextPieceUpdate(ICommonSession session)
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{
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SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(NextPiece.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.NextBlock), session);
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}
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@@ -303,7 +303,7 @@ public sealed partial class BlockGame
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/// Broadcasts the state of the currently held piece to a specific viewer.
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/// </summary>
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/// <param name="session">The target recipient.</param>
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private void SendHoldPieceUpdate(IPlayerSession session)
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private void SendHoldPieceUpdate(ICommonSession session)
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{
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if (HeldPiece.HasValue)
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SendMessage(new BlockGameMessages.BlockGameVisualUpdateMessage(HeldPiece.Value.BlocksForPreview(), BlockGameMessages.BlockGameVisualType.HoldBlock), session);
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@@ -323,7 +323,7 @@ public sealed partial class BlockGame
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/// Broadcasts the current game level to a specific viewer.
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/// </summary>
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/// <param name="session">The target recipient.</param>
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private void SendLevelUpdate(IPlayerSession session)
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private void SendLevelUpdate(ICommonSession session)
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{
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SendMessage(new BlockGameMessages.BlockGameLevelUpdateMessage(Level), session);
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}
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@@ -340,7 +340,7 @@ public sealed partial class BlockGame
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/// Broadcasts the current game score to a specific viewer.
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/// </summary>
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/// <param name="session">The target recipient.</param>
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private void SendPointsUpdate(IPlayerSession session)
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private void SendPointsUpdate(ICommonSession session)
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{
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SendMessage(new BlockGameMessages.BlockGameScoreUpdateMessage(Points), session);
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}
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@@ -357,7 +357,7 @@ public sealed partial class BlockGame
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/// Broadcasts the current game high score positions to a specific viewer.
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/// </summary>
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/// <param name="session">The target recipient.</param>
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private void SendHighscoreUpdate(IPlayerSession session)
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private void SendHighscoreUpdate(ICommonSession session)
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{
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SendMessage(new BlockGameMessages.BlockGameHighScoreUpdateMessage(_arcadeSystem.GetLocalHighscores(), _arcadeSystem.GetGlobalHighscores()), session);
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}
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