Holy crap auth works (#2099)
* Holy crap auth works * Fix some usages of UserID instead of UserName * Refactor preferences. They be non-async now. Also faster. * Rename DbContext. * Guest username assignment. * Fix saving of profiles. * Don't store data for guests. * Fix generating invalid random colors. * Don't allow dumb garbage for char preferences. * Bans. * Lol forgot to fill out the command description. * Connection log. * Rename all the tables and columns to be snake_case. * Re-do migrations. * Fixing tests and warnings. * Update submodule
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@@ -28,7 +28,7 @@ namespace Content.Client.GameTicking
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[ViewVariables] public string ServerInfoBlob { get; private set; }
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[ViewVariables] public DateTime StartTime { get; private set; }
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[ViewVariables] public bool Paused { get; private set; }
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[ViewVariables] public Dictionary<NetSessionId, PlayerStatus> Status { get; private set; }
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[ViewVariables] public Dictionary<NetUserId, PlayerStatus> Status { get; private set; }
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public event Action InfoBlobUpdated;
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public event Action LobbyStatusUpdated;
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@@ -52,7 +52,7 @@ namespace Content.Client.GameTicking
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});
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_netManager.RegisterNetMessage<MsgTickerLateJoinStatus>(nameof(MsgTickerLateJoinStatus), LateJoinStatus);
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Status = new Dictionary<NetSessionId, PlayerStatus>();
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Status = new Dictionary<NetUserId, PlayerStatus>();
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_initialized = true;
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}
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@@ -13,7 +13,7 @@ namespace Content.Client.Interfaces
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bool DisallowedLateJoin { get; }
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DateTime StartTime { get; }
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bool Paused { get; }
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Dictionary<NetSessionId, PlayerStatus> Status { get; }
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Dictionary<NetUserId, PlayerStatus> Status { get; }
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void Initialize();
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event Action InfoBlobUpdated;
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@@ -220,10 +220,10 @@ namespace Content.Client.State
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if (!_clientGameTicker.IsGameStarted)
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{
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var status = PlayerStatus.NotReady;
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if (session.SessionId == _playerManager.LocalPlayer.SessionId)
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if (session.UserId == _playerManager.LocalPlayer.UserId)
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status = _clientGameTicker.AreWeReady ? PlayerStatus.Ready : PlayerStatus.NotReady;
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else
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_clientGameTicker.Status.TryGetValue(session.SessionId, out status);
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_clientGameTicker.Status.TryGetValue(session.UserId, out status);
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readyState = status switch
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{
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@@ -1,8 +1,10 @@
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using System.Linq;
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using System;
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using System.Linq;
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using Content.Shared.Preferences;
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using Content.Shared.Preferences.Appearance;
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using Content.Shared.Text;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Client.UserInterface
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@@ -51,9 +53,9 @@ namespace Content.Client.UserInterface
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var newHairColor = _random.Pick(HairStyles.RealisticHairColors);
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newHairColor = newHairColor
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.WithRed(newHairColor.R + _random.Next(-25, 25) / 100f)
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.WithGreen(newHairColor.G + _random.Next(-25, 25) / 100f)
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.WithBlue(newHairColor.B + _random.Next(-25, 25) / 100f);
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.WithRed(RandomizeColor(newHairColor.R))
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.WithGreen(RandomizeColor(newHairColor.G))
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.WithBlue(RandomizeColor(newHairColor.B));
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Profile = Profile.WithCharacterAppearance(
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Profile.Appearance
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@@ -62,6 +64,11 @@ namespace Content.Client.UserInterface
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.WithHairColor(newHairColor)
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.WithFacialHairColor(newHairColor));
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UpdateHairPickers();
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float RandomizeColor(float channel)
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{
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return MathHelper.Clamp01(channel + _random.Next(-25, 25) / 100f);
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}
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}
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}
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}
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