Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
189 lines
6.5 KiB
C#
189 lines
6.5 KiB
C#
using System.Linq;
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using Content.Server.Administration.Managers;
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using Content.Server.IdentityManagement;
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using Content.Server.Mind;
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using Content.Server.Roles;
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using Content.Server.Roles.Jobs;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Events;
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using Content.Shared.GameTicking;
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using Content.Shared.IdentityManagement;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Network;
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namespace Content.Server.Administration.Systems
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{
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public sealed class AdminSystem : EntitySystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly JobSystem _jobs = default!;
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[Dependency] private readonly MindSystem _minds = default!;
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[Dependency] private readonly RoleSystem _role = default!;
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private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
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/// <summary>
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/// Set of players that have participated in this round.
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/// </summary>
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public IReadOnlySet<NetUserId> RoundActivePlayers => _roundActivePlayers;
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private readonly HashSet<NetUserId> _roundActivePlayers = new();
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public override void Initialize()
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{
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base.Initialize();
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_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
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_adminManager.OnPermsChanged += OnAdminPermsChanged;
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SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
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SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
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}
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private void OnRoundRestartCleanup(RoundRestartCleanupEvent ev)
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{
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_roundActivePlayers.Clear();
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foreach (var (id, data) in _playerList)
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{
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if (!data.ActiveThisRound)
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continue;
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if (!_playerManager.TryGetPlayerData(id, out var playerData))
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return;
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_playerManager.TryGetSessionById(id, out var session);
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_playerList[id] = GetPlayerInfo(playerData, session);
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}
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var updateEv = new FullPlayerListEvent() { PlayersInfo = _playerList.Values.ToList() };
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foreach (var admin in _adminManager.ActiveAdmins)
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{
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RaiseNetworkEvent(updateEv, admin.ConnectedClient);
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}
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}
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public void UpdatePlayerList(IPlayerSession player)
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{
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_playerList[player.UserId] = GetPlayerInfo(player.Data, player);
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var playerInfoChangedEvent = new PlayerInfoChangedEvent
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{
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PlayerInfo = _playerList[player.UserId]
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};
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foreach (var admin in _adminManager.ActiveAdmins)
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{
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RaiseNetworkEvent(playerInfoChangedEvent, admin.ConnectedClient);
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}
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}
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public PlayerInfo? GetCachedPlayerInfo(NetUserId? netUserId)
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{
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if (netUserId == null)
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return null;
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_playerList.TryGetValue(netUserId.Value, out var value);
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return value ?? null;
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}
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private void OnIdentityChanged(IdentityChangedEvent ev)
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{
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if (!TryComp<ActorComponent>(ev.CharacterEntity, out var actor))
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return;
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UpdatePlayerList(actor.PlayerSession);
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}
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private void OnRoleEvent(RoleEvent ev)
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{
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if (!ev.Antagonist || ev.Mind.Session == null)
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return;
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UpdatePlayerList(ev.Mind.Session);
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}
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private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
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{
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if(!obj.IsAdmin)
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{
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RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.ConnectedClient);
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return;
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}
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SendFullPlayerList(obj.Player);
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}
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private void OnPlayerDetached(PlayerDetachedEvent ev)
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{
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// If disconnected then the player won't have a connected entity to get character name from.
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// The disconnected state gets sent by OnPlayerStatusChanged.
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if(ev.Player.Status == SessionStatus.Disconnected) return;
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UpdatePlayerList(ev.Player);
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}
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private void OnPlayerAttached(PlayerAttachedEvent ev)
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{
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if(ev.Player.Status == SessionStatus.Disconnected) return;
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_roundActivePlayers.Add(ev.Player.UserId);
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UpdatePlayerList(ev.Player);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
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_adminManager.OnPermsChanged -= OnAdminPermsChanged;
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}
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private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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UpdatePlayerList(e.Session);
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}
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private void SendFullPlayerList(IPlayerSession playerSession)
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{
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var ev = new FullPlayerListEvent();
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ev.PlayersInfo = _playerList.Values.ToList();
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RaiseNetworkEvent(ev, playerSession.ConnectedClient);
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}
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private PlayerInfo GetPlayerInfo(IPlayerData data, IPlayerSession? session)
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{
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var name = data.UserName;
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var entityName = string.Empty;
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var identityName = string.Empty;
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if (session?.AttachedEntity != null)
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{
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entityName = EntityManager.GetComponent<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
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identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
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}
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var antag = false;
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var startingRole = string.Empty;
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if (_minds.TryGetMind(session, out var mindId, out _))
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{
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antag = _role.MindIsAntagonist(mindId);
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startingRole = _jobs.MindTryGetJobName(mindId);
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}
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var connected = session != null && session.Status is SessionStatus.Connected or SessionStatus.InGame;
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return new PlayerInfo(name, entityName, identityName, startingRole, antag, session?.AttachedEntity, data.UserId,
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connected, _roundActivePlayers.Contains(data.UserId));
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}
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}
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}
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