* starter API * network ID cards * Port more stuff from old identity * Re-implement identity representation + name updating * move * proper name returning for `IdentityName` * move everything important to server, give in to temptation * shared / server / client split sadly. move ensure to shared and spawn to server * identity update queueing + identityblocker * fixes * and just like that it's usable for admins * huge identity pass * pass dos * jesus christ * figs :D * fuck u * fix bad merge. Co-authored-by: Moony <moonheart08@users.noreply.github.com>
142 lines
4.8 KiB
C#
142 lines
4.8 KiB
C#
using System.Globalization;
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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.Players;
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using Content.Server.Roles;
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using Content.Shared.Administration;
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using Content.Shared.Administration.Events;
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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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private readonly Dictionary<NetUserId, PlayerInfo> _playerList = 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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}
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public void UpdatePlayerList(IPlayerSession player)
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{
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_playerList[player.UserId] = GetPlayerInfo(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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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.Role.Antagonist || ev.Role.Mind.Session == null)
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return;
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UpdatePlayerList(ev.Role.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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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(IPlayerSession session)
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{
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var name = session.Name;
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var username = 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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username = 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 mind = session.ContentData()?.Mind;
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var job = mind?.AllRoles.FirstOrDefault(role => role is Job);
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var startingRole = job != null ? CultureInfo.CurrentCulture.TextInfo.ToTitleCase(job.Name) : string.Empty;
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var antag = mind?.AllRoles.Any(r => r.Antagonist) ?? false;
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var connected = session.Status is SessionStatus.Connected or SessionStatus.InGame;
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return new PlayerInfo(name, username, identityName, startingRole, antag, session.AttachedEntity.GetValueOrDefault(), session.UserId,
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connected);
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}
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}
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}
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