Ahelp / player list changes (#11392)
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@@ -57,7 +57,12 @@ namespace Content.Client.Administration.UI
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ChannelSelector.OverrideText += (info, text) =>
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{
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var sb = new StringBuilder();
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sb.Append(info.Connected ? '●' : '○');
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if (info.Connected)
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sb.Append('●');
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else
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sb.Append(info.ActiveThisRound ? '○' : '·');
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sb.Append(' ');
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if (_adminAHelpHelper.TryGetChannel(info.SessionId, out var panel) && panel.Unread > 0)
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{
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@@ -68,7 +73,7 @@ namespace Content.Client.Administration.UI
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sb.Append(' ');
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}
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if (info.Antag)
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if (info.Antag && info.ActiveThisRound)
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sb.Append(new Rune(0x1F5E1)); // 🗡
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sb.AppendFormat("\"{0}\"", text);
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@@ -89,6 +94,23 @@ namespace Content.Client.Administration.UI
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if (!bChannelExists)
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return -1;
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// First, sort by unread. Any chat with unread messages appears first. We just sort based on unread
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// status, not number of unread messages, so that more recent unread messages take priority.
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var aUnread = ach!.Unread > 0;
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var bUnread = bch!.Unread > 0;
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if (aUnread != bUnread)
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return aUnread ? -1 : 1;
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// Next, sort by connection status. Any disconnected players are grouped towards the end.
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if (a.Connected != b.Connected)
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return a.Connected ? -1 : 1;
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// Next, group by whether or not the players have participated in this round.
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// The ahelp window shows all players that have connected since server restart, this groups them all towards the bottom.
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if (a.ActiveThisRound != b.ActiveThisRound)
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return a.ActiveThisRound ? -1 : 1;
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// Finally, sort by the most recent message.
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return bch!.LastMessage.CompareTo(ach!.LastMessage);
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};
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