Un-revert IPlayerManager refactor (#21244)
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@@ -12,7 +12,6 @@ using Content.Shared.Preferences;
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using JetBrains.Annotations;
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using Prometheus;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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@@ -205,7 +204,7 @@ namespace Content.Server.GameTicking
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var startingEvent = new RoundStartingEvent(RoundId);
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RaiseLocalEvent(startingEvent);
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var readyPlayers = new List<IPlayerSession>();
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var readyPlayers = new List<ICommonSession>();
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var readyPlayerProfiles = new Dictionary<NetUserId, HumanoidCharacterProfile>();
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foreach (var (userId, status) in _playerGameStatuses)
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@@ -344,7 +343,7 @@ namespace Content.Server.GameTicking
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{
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connected = true;
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}
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PlayerData? contentPlayerData = null;
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ContentPlayerData? contentPlayerData = null;
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if (userId != null && _playerManager.TryGetPlayerData(userId.Value, out var playerData))
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{
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contentPlayerData = playerData.ContentData();
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@@ -493,7 +492,7 @@ namespace Content.Server.GameTicking
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private void ResettingCleanup()
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{
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// Move everybody currently in the server to lobby.
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foreach (var player in _playerManager.ServerSessions)
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foreach (var player in _playerManager.Sessions)
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{
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PlayerJoinLobby(player);
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}
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@@ -541,7 +540,7 @@ namespace Content.Server.GameTicking
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DisallowLateJoin = false;
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_playerGameStatuses.Clear();
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foreach (var session in _playerManager.ServerSessions)
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foreach (var session in _playerManager.Sessions)
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{
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_playerGameStatuses[session.UserId] = LobbyEnabled ? PlayerGameStatus.NotReadyToPlay : PlayerGameStatus.ReadyToPlay;
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}
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@@ -735,10 +734,10 @@ namespace Content.Server.GameTicking
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/// </summary>
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public sealed class RoundStartAttemptEvent : CancellableEntityEventArgs
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{
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public IPlayerSession[] Players { get; }
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public ICommonSession[] Players { get; }
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public bool Forced { get; }
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public RoundStartAttemptEvent(IPlayerSession[] players, bool forced)
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public RoundStartAttemptEvent(ICommonSession[] players, bool forced)
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{
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Players = players;
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Forced = forced;
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@@ -757,11 +756,11 @@ namespace Content.Server.GameTicking
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/// If you want to handle a specific player being spawned, remove it from this list and do what you need.
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/// </summary>
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/// <remarks>If you spawn a player by yourself from this event, don't forget to call <see cref="GameTicker.PlayerJoinGame"/> on them.</remarks>
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public List<IPlayerSession> PlayerPool { get; }
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public List<ICommonSession> PlayerPool { get; }
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public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
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public bool Forced { get; }
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public RulePlayerSpawningEvent(List<IPlayerSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
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public RulePlayerSpawningEvent(List<ICommonSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
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{
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PlayerPool = playerPool;
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Profiles = profiles;
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@@ -775,11 +774,11 @@ namespace Content.Server.GameTicking
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/// </summary>
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public sealed class RulePlayerJobsAssignedEvent
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{
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public IPlayerSession[] Players { get; }
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public ICommonSession[] Players { get; }
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public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
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public bool Forced { get; }
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public RulePlayerJobsAssignedEvent(IPlayerSession[] players, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
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public RulePlayerJobsAssignedEvent(ICommonSession[] players, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
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{
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Players = players;
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Profiles = profiles;
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