Re-organize all projects (#4166)
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309
Content.Server/Preferences/Managers/ServerPreferencesManager.cs
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309
Content.Server/Preferences/Managers/ServerPreferencesManager.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.Database;
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using Content.Shared;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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#nullable enable
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namespace Content.Server.Preferences.Managers
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{
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/// <summary>
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/// Sends <see cref="MsgPreferencesAndSettings"/> before the client joins the lobby.
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/// Receives <see cref="MsgSelectCharacter"/> and <see cref="MsgUpdateCharacter"/> at any time.
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/// </summary>
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public class ServerPreferencesManager : IServerPreferencesManager
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{
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IServerDbManager _db = default!;
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[Dependency] private readonly IPrototypeManager _protos = default!;
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// Cache player prefs on the server so we don't need as much async hell related to them.
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private readonly Dictionary<NetUserId, PlayerPrefData> _cachedPlayerPrefs =
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new();
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private int MaxCharacterSlots => _cfg.GetCVar(CCVars.GameMaxCharacterSlots);
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public void Init()
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{
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_netManager.RegisterNetMessage<MsgPreferencesAndSettings>(nameof(MsgPreferencesAndSettings));
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_netManager.RegisterNetMessage<MsgSelectCharacter>(nameof(MsgSelectCharacter),
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HandleSelectCharacterMessage);
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_netManager.RegisterNetMessage<MsgUpdateCharacter>(nameof(MsgUpdateCharacter),
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HandleUpdateCharacterMessage);
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_netManager.RegisterNetMessage<MsgDeleteCharacter>(nameof(MsgDeleteCharacter),
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HandleDeleteCharacterMessage);
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}
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private async void HandleSelectCharacterMessage(MsgSelectCharacter message)
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{
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var index = message.SelectedCharacterIndex;
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var userId = message.MsgChannel.UserId;
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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded.IsCompleted)
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{
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Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
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return;
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}
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if (index < 0 || index >= MaxCharacterSlots)
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{
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return;
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}
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var curPrefs = prefsData.Prefs!;
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if (!curPrefs.Characters.ContainsKey(index))
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{
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// Non-existent slot.
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return;
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}
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prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, index, curPrefs.AdminOOCColor);
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if (ShouldStorePrefs(message.MsgChannel.AuthType))
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{
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await _db.SaveSelectedCharacterIndexAsync(message.MsgChannel.UserId, message.SelectedCharacterIndex);
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}
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}
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private async void HandleUpdateCharacterMessage(MsgUpdateCharacter message)
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{
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var slot = message.Slot;
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var profile = message.Profile;
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var userId = message.MsgChannel.UserId;
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if (profile == null)
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{
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Logger.WarningS("prefs",
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$"User {userId} sent a {nameof(MsgUpdateCharacter)} with a null profile in slot {slot}.");
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return;
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}
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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded.IsCompleted)
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{
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Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
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return;
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}
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if (slot < 0 || slot >= MaxCharacterSlots)
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{
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return;
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}
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var curPrefs = prefsData.Prefs!;
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profile.EnsureValid();
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var profiles = new Dictionary<int, ICharacterProfile>(curPrefs.Characters)
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{
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[slot] = profile
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};
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prefsData.Prefs = new PlayerPreferences(profiles, slot, curPrefs.AdminOOCColor);
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if (ShouldStorePrefs(message.MsgChannel.AuthType))
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{
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await _db.SaveCharacterSlotAsync(message.MsgChannel.UserId, message.Profile, message.Slot);
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}
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}
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private async void HandleDeleteCharacterMessage(MsgDeleteCharacter message)
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{
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var slot = message.Slot;
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var userId = message.MsgChannel.UserId;
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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded.IsCompleted)
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{
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Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
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return;
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}
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if (slot < 0 || slot >= MaxCharacterSlots)
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{
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return;
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}
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var curPrefs = prefsData.Prefs!;
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// If they try to delete the slot they have selected then we switch to another one.
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// Of course, that's only if they HAVE another slot.
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int? nextSlot = null;
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if (curPrefs.SelectedCharacterIndex == slot)
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{
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// That ! on the end is because Rider doesn't like .NET 5.
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var (ns, profile) = curPrefs.Characters.FirstOrDefault(p => p.Key != message.Slot)!;
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if (profile == null)
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{
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// Only slot left, can't delete.
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return;
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}
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nextSlot = ns;
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}
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var arr = new Dictionary<int, ICharacterProfile>(curPrefs.Characters);
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arr.Remove(slot);
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prefsData.Prefs = new PlayerPreferences(arr, nextSlot ?? curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor);
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if (ShouldStorePrefs(message.MsgChannel.AuthType))
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{
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if (nextSlot != null)
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{
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await _db.DeleteSlotAndSetSelectedIndex(userId, slot, nextSlot.Value);
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}
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else
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{
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await _db.SaveCharacterSlotAsync(userId, null, slot);
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}
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}
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}
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public async void OnClientConnected(IPlayerSession session)
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{
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if (!ShouldStorePrefs(session.ConnectedClient.AuthType))
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{
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// Don't store data for guests.
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var prefsData = new PlayerPrefData
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{
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PrefsLoaded = Task.CompletedTask,
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Prefs = new PlayerPreferences(
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new[] {new KeyValuePair<int, ICharacterProfile>(0, HumanoidCharacterProfile.Random())},
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0, Color.Transparent)
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};
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_cachedPlayerPrefs[session.UserId] = prefsData;
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}
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else
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{
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var prefsData = new PlayerPrefData();
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var loadTask = LoadPrefs();
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prefsData.PrefsLoaded = loadTask;
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_cachedPlayerPrefs[session.UserId] = prefsData;
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await loadTask;
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async Task LoadPrefs()
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{
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var prefs = await GetOrCreatePreferencesAsync(session.UserId);
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prefsData.Prefs = prefs;
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var msg = _netManager.CreateNetMessage<MsgPreferencesAndSettings>();
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msg.Preferences = prefs;
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msg.Settings = new GameSettings
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{
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MaxCharacterSlots = MaxCharacterSlots
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};
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_netManager.ServerSendMessage(msg, session.ConnectedClient);
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}
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}
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}
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public void OnClientDisconnected(IPlayerSession session)
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{
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_cachedPlayerPrefs.Remove(session.UserId);
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}
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public bool HavePreferencesLoaded(IPlayerSession session)
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{
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return _cachedPlayerPrefs.ContainsKey(session.UserId);
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}
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public Task WaitPreferencesLoaded(IPlayerSession session)
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{
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return _cachedPlayerPrefs[session.UserId].PrefsLoaded;
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}
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/// <summary>
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/// Retrieves preferences for the given username from storage.
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/// Creates and saves default preferences if they are not found, then returns them.
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/// </summary>
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public PlayerPreferences GetPreferences(NetUserId userId)
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{
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var prefs = _cachedPlayerPrefs[userId].Prefs;
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if (prefs == null)
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{
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throw new InvalidOperationException("Preferences for this player have not loaded yet.");
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}
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return prefs;
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}
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private async Task<PlayerPreferences> GetOrCreatePreferencesAsync(NetUserId userId)
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{
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var prefs = await _db.GetPlayerPreferencesAsync(userId);
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if (prefs is null)
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{
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return await _db.InitPrefsAsync(userId, HumanoidCharacterProfile.Random());
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}
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return SanitizePreferences(prefs);
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}
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private PlayerPreferences SanitizePreferences(PlayerPreferences prefs)
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{
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// Clean up preferences in case of changes to the game,
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// such as removed jobs still being selected.
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return new PlayerPreferences(prefs.Characters.Select(p =>
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{
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ICharacterProfile newProf;
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switch (p.Value)
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{
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case HumanoidCharacterProfile hp:
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{
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newProf = hp
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.WithJobPriorities(
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hp.JobPriorities.Where(job =>
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_protos.HasIndex<JobPrototype>(job.Key)))
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.WithAntagPreferences(
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hp.AntagPreferences.Where(antag =>
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_protos.HasIndex<AntagPrototype>(antag)));
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break;
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}
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default:
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throw new NotSupportedException();
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}
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return new KeyValuePair<int, ICharacterProfile>(p.Key, newProf);
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}), prefs.SelectedCharacterIndex, prefs.AdminOOCColor);
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}
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public IEnumerable<KeyValuePair<NetUserId, ICharacterProfile>> GetSelectedProfilesForPlayers(
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List<NetUserId> usernames)
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{
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return usernames
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.Select(p => (_cachedPlayerPrefs[p].Prefs, p))
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.Where(p => p.Prefs != null)
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.Select(p =>
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{
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var idx = p.Prefs!.SelectedCharacterIndex;
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return new KeyValuePair<NetUserId, ICharacterProfile>(p.p, p.Prefs!.GetProfile(idx));
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});
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}
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internal static bool ShouldStorePrefs(LoginType loginType)
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{
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return loginType.HasStaticUserId();
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}
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private sealed class PlayerPrefData
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{
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public Task PrefsLoaded = default!;
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public PlayerPreferences? Prefs;
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}
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}
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}
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