79 lines
2.5 KiB
C#
79 lines
2.5 KiB
C#
using Robust.Server.Player;
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using Robust.Shared.Network;
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namespace Content.Server.Players
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{
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/// <summary>
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/// Content side for all data that tracks a player session.
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/// Use <see cref="PlayerDataExt.ContentData(IPlayerData)"/> to retrieve this from an <see cref="IPlayerData"/>.
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/// </summary>
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public sealed class PlayerData
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{
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/// <summary>
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/// The session ID of the player owning this data.
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/// </summary>
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[ViewVariables]
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public NetUserId UserId { get; }
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/// <summary>
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/// This is a backup copy of the player name stored on connection.
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/// This is useful in the event the player disconnects.
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/// </summary>
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[ViewVariables]
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public string Name { get; }
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/// <summary>
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/// The currently occupied mind of the player owning this data.
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/// DO NOT DIRECTLY SET THIS UNLESS YOU KNOW WHAT YOU'RE DOING.
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/// </summary>
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[ViewVariables]
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public Mind.Mind? Mind { get; private set; }
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/// <summary>
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/// If true, the player is an admin and they explicitly de-adminned mid-game,
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/// so they should not regain admin if they reconnect.
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/// </summary>
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public bool ExplicitlyDeadminned { get; set; }
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public void WipeMind()
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{
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Mind?.TransferTo(null);
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// This will ensure Mind == null
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Mind?.ChangeOwningPlayer(null);
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}
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/// <summary>
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/// Called from Mind.ChangeOwningPlayer *and nowhere else.*
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/// </summary>
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public void UpdateMindFromMindChangeOwningPlayer(Mind.Mind? mind)
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{
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Mind = mind;
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}
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public PlayerData(NetUserId userId, string name)
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{
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UserId = userId;
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Name = name;
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}
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}
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public static class PlayerDataExt
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{
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/// <summary>
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/// Gets the correctly cast instance of content player data from an engine player data storage.
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/// </summary>
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public static PlayerData? ContentData(this IPlayerData data)
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{
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return (PlayerData?) data.ContentDataUncast;
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}
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/// <summary>
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/// Gets the correctly cast instance of content player data from an engine player data storage.
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/// </summary>
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public static PlayerData? ContentData(this IPlayerSession session)
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{
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return session.Data.ContentData();
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}
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}
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}
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