* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
329 lines
12 KiB
C#
329 lines
12 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Database;
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using Content.Server.Humanoid;
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using Content.Shared.CCVar;
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using Content.Shared.Humanoid.Prototypes;
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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.Network;
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using Robust.Shared.Prototypes;
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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 sealed 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>();
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_netManager.RegisterNetMessage<MsgSelectCharacter>(HandleSelectCharacterMessage);
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_netManager.RegisterNetMessage<MsgUpdateCharacter>(HandleUpdateCharacterMessage);
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_netManager.RegisterNetMessage<MsgDeleteCharacter>(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)
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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)
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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)
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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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// Should only be called via UserDbDataManager.
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public async Task LoadData(IPlayerSession session, CancellationToken cancel)
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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 = true,
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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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_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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prefsData.PrefsLoaded = true;
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var msg = new 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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/// <summary>
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/// Tries to get the preferences from the cache
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/// </summary>
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/// <param name="userId">User Id to get preferences for</param>
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/// <param name="playerPreferences">The user preferences if true, otherwise null</param>
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/// <returns>If preferences are not null</returns>
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public bool TryGetCachedPreferences(NetUserId userId,
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[NotNullWhen(true)] out PlayerPreferences? playerPreferences)
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{
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if (_cachedPlayerPrefs.TryGetValue(userId, out var prefs))
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{
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playerPreferences = prefs.Prefs;
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return prefs.Prefs != null;
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}
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playerPreferences = null;
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return false;
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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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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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var selectedSpecies = HumanoidSystem.DefaultSpecies;
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if (prototypeManager.TryIndex<SpeciesPrototype>(hp.Species, out var species) && species.RoundStart)
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{
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selectedSpecies = hp.Species;
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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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.WithSpecies(selectedSpecies);
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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 bool PrefsLoaded;
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public PlayerPreferences? Prefs;
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}
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}
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}
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