Automated whitelists (#23985)
* Beginnings of making the breadmemes jobs easier * stuff * stuff pt. 2 * Stuff pt.3 * Stuff I forgot last time * Basic whitelist Only people that are added to the whitelist with the addwhitelist command will be able to join. I call this the "legacy" whitelist * Remove always deny condition in favor of just breaking if playtime check fails * Change default whitelist Default whitelist is now the "legacy" whitelist. * localization * Admin check * minor spelling change * Fix build * Whitelist message * Fix vars not being datafield and spelling mistakes * Minor spelling mistake * Change config for salamander * Reviews and stuff * Add summaries * Fix whitelists * Forgot to add a datafield * Fixing stuff I guess * Reuse admin remarks to reduce load when connecting. * Update log messages to be verbose instead of debug * Reviews * whoops * Explain a bit more how whitelist checking works * Apply CE's review * Append Membership to Blacklist and Whitelist conditions * Fix review comments * Uncapitalize playerConnectionWhitelist, add to ignored client prototypes * Make note count field work * Fix cvar for thingy --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
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@@ -108,6 +108,7 @@ namespace Content.Client.Entry
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_prototypeManager.RegisterIgnore("lobbyBackground");
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_prototypeManager.RegisterIgnore("gamePreset");
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_prototypeManager.RegisterIgnore("noiseChannel");
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_prototypeManager.RegisterIgnore("playerConnectionWhitelist");
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_prototypeManager.RegisterIgnore("spaceBiome");
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_prototypeManager.RegisterIgnore("worldgenConfig");
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_prototypeManager.RegisterIgnore("gameRule");
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