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
This commit is contained in:
Pieter-Jan Briers
2020-09-29 14:26:00 +02:00
committed by GitHub
parent 8a33e0a9bd
commit 66c8a68891
72 changed files with 4144 additions and 2642 deletions

View File

@@ -1,4 +1,5 @@
using System;
using Content.Shared.Preferences.Appearance;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
@@ -72,6 +73,47 @@ namespace Content.Shared.Preferences
);
}
public static HumanoidCharacterAppearance EnsureValid(HumanoidCharacterAppearance appearance)
{
string hairStyleName;
if (!HairStyles.HairStylesMap.ContainsKey(appearance.HairStyleName))
{
hairStyleName = HairStyles.DefaultHairStyle;
}
else
{
hairStyleName = appearance.HairStyleName;
}
string facialHairStyleName;
if (!HairStyles.FacialHairStylesMap.ContainsKey(appearance.FacialHairStyleName))
{
facialHairStyleName = HairStyles.DefaultFacialHairStyle;
}
else
{
facialHairStyleName = appearance.FacialHairStyleName;
}
var hairColor = ClampColor(appearance.HairColor);
var facialHairColor = ClampColor(appearance.FacialHairColor);
var eyeColor = ClampColor(appearance.EyeColor);
var skinColor = ClampColor(appearance.SkinColor);
return new HumanoidCharacterAppearance(
hairStyleName,
hairColor,
facialHairStyleName,
facialHairColor,
eyeColor,
skinColor);
static Color ClampColor(Color color)
{
return new Color(color.RByte, color.GByte, color.BByte);
}
}
public bool MemberwiseEquals(ICharacterAppearance maybeOther)
{
if (!(maybeOther is HumanoidCharacterAppearance other)) return false;