Files
tbd-station-14/Content.Server/Administration/Systems/AdminSystem.cs
Kara 2d5ec7f85c Id[entity] 2.0 (real) (#9612)
* 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>
2022-07-10 20:36:53 -05:00

142 lines
4.8 KiB
C#

using System.Globalization;
using System.Linq;
using Content.Server.Administration.Managers;
using Content.Server.IdentityManagement;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Shared.Administration;
using Content.Shared.Administration.Events;
using Content.Shared.IdentityManagement;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.Network;
namespace Content.Server.Administration.Systems
{
public sealed class AdminSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IAdminManager _adminManager = default!;
private readonly Dictionary<NetUserId, PlayerInfo> _playerList = new();
public override void Initialize()
{
base.Initialize();
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
_adminManager.OnPermsChanged += OnAdminPermsChanged;
SubscribeLocalEvent<IdentityChangedEvent>(OnIdentityChanged);
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
}
public void UpdatePlayerList(IPlayerSession player)
{
_playerList[player.UserId] = GetPlayerInfo(player);
var playerInfoChangedEvent = new PlayerInfoChangedEvent
{
PlayerInfo = _playerList[player.UserId]
};
foreach (var admin in _adminManager.ActiveAdmins)
{
RaiseNetworkEvent(playerInfoChangedEvent, admin.ConnectedClient);
}
}
private void OnIdentityChanged(IdentityChangedEvent ev)
{
if (!TryComp<ActorComponent>(ev.CharacterEntity, out var actor))
return;
UpdatePlayerList(actor.PlayerSession);
}
private void OnRoleEvent(RoleEvent ev)
{
if (!ev.Role.Antagonist || ev.Role.Mind.Session == null)
return;
UpdatePlayerList(ev.Role.Mind.Session);
}
private void OnAdminPermsChanged(AdminPermsChangedEventArgs obj)
{
if(!obj.IsAdmin)
{
RaiseNetworkEvent(new FullPlayerListEvent(), obj.Player.ConnectedClient);
return;
}
SendFullPlayerList(obj.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// If disconnected then the player won't have a connected entity to get character name from.
// The disconnected state gets sent by OnPlayerStatusChanged.
if(ev.Player.Status == SessionStatus.Disconnected) return;
UpdatePlayerList(ev.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
if(ev.Player.Status == SessionStatus.Disconnected) return;
UpdatePlayerList(ev.Player);
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
_adminManager.OnPermsChanged -= OnAdminPermsChanged;
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
UpdatePlayerList(e.Session);
}
private void SendFullPlayerList(IPlayerSession playerSession)
{
var ev = new FullPlayerListEvent();
ev.PlayersInfo = _playerList.Values.ToList();
RaiseNetworkEvent(ev, playerSession.ConnectedClient);
}
private PlayerInfo GetPlayerInfo(IPlayerSession session)
{
var name = session.Name;
var username = string.Empty;
var identityName = string.Empty;
if (session.AttachedEntity != null)
{
username = EntityManager.GetComponent<MetaDataComponent>(session.AttachedEntity.Value).EntityName;
identityName = Identity.Name(session.AttachedEntity.Value, EntityManager);
}
var mind = session.ContentData()?.Mind;
var job = mind?.AllRoles.FirstOrDefault(role => role is Job);
var startingRole = job != null ? CultureInfo.CurrentCulture.TextInfo.ToTitleCase(job.Name) : string.Empty;
var antag = mind?.AllRoles.Any(r => r.Antagonist) ?? false;
var connected = session.Status is SessionStatus.Connected or SessionStatus.InGame;
return new PlayerInfo(name, username, identityName, startingRole, antag, session.AttachedEntity.GetValueOrDefault(), session.UserId,
connected);
}
}
}