Headsets (#2023)
* add headset component * add basic headset logic * fix formatting in listening component, add dependency to headset * test function for headset * implement headset as listener * ANNIHILATES ListeningComponent, refactor of radio/listener sys * basic headset functionality * rename RadioComponent to HandheldRadioComponent * change channel to list of channels * basic headset implementation complete * message now always excludes ';' * add radio color; state channel freq. and source name * undocumented game breaking bug commit (DO NOT RESEARCH) actually just changes frequency from 1457 (what signalers are set to by default) to 1459, the actual frequency for common * Add more sprites * Reorganizes * Added job headsets * Adds headset as an ignored component * Jobs now spawn with headsets * remove system.tracing * Catchup commits * Add headset property serialization * Turn GetChannels into a property * ListenRange property and serializatioon * Adjust interfaces * Address reviews * Cleanup * Address reviews * Update rsi * Fix licenses and copyright * Fix missing textures * Merge fixes * Move headset textures from objects/devices to clothing/ears * Fix rsi state names and add equipped states * Fix headsets not working * Add missing brackets to channel number in chat * heck * Fix broken rsi * Fix radio id and names * Put quotes around headset messages * Fix method names * Fix handheld radios * Fix capitalization when using radio channels and trim * Remove unnecessary dependency * Indent that * Separate this part * Goodbye icons * Implement IActivate in HandheldRadioComponent * Add examine tooltip to radios and headsets * Rename IListen methods Co-authored-by: Bright <nsmoak10@yahoo.com> Co-authored-by: Swept <jamesurquhartwebb@gmail.com> Co-authored-by: Bright0 <55061890+Bright0@users.noreply.github.com>
This commit is contained in:
@@ -1,14 +1,21 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Headset;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.Chat;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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@@ -37,7 +44,6 @@ namespace Content.Server.Chat
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//TODO: make prio based?
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private List<TransformChat> _chatTransformHandlers;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IMoMMILink _mommiLink = default!;
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@@ -90,16 +96,16 @@ namespace Content.Server.Chat
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return;
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}
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// Get entity's PlayerSession
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IPlayerSession playerSession = source.GetComponent<IActorComponent>().playerSession;
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// Check if message exceeds the character limit if the sender is a player
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if (playerSession != null)
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if (message.Length > MaxMessageLength)
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{
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DispatchServerMessage(playerSession, Loc.GetString(MaxLengthExceededMessage, MaxMessageLength));
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return;
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}
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if (source.TryGetComponent(out IActorComponent actor) &&
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message.Length > MaxMessageLength)
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{
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var feedback = Loc.GetString(MaxLengthExceededMessage, MaxMessageLength);
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DispatchServerMessage(actor.playerSession, feedback);
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return;
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}
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foreach (var handler in _chatTransformHandlers)
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{
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@@ -107,21 +113,47 @@ namespace Content.Server.Chat
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message = handler(source, message);
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}
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// Ensure the first letter inside the message string is always a capital letter
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message = message[0].ToString().ToUpper() + message.Remove(0,1);
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message = message.Trim();
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var pos = source.Transform.Coordinates;
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var clients = _playerManager.GetPlayersInRange(pos, VoiceRange).Select(p => p.ConnectedClient);
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if (message.StartsWith(';'))
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{
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// Remove semicolon
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message = message.Substring(1).TrimStart();
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// Capitalize first letter
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message = message[0].ToString().ToUpper() +
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message.Remove(0,1);
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if (source.TryGetComponent(out InventoryComponent inventory) &&
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inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.EARS, out ItemComponent item) &&
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item.Owner.TryGetComponent(out HeadsetComponent headset))
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{
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headset.RadioRequested = true;
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}
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else
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{
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source.PopupMessage(Loc.GetString("You don't have a headset on!"));
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}
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}
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else
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{
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// Capitalize first letter
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message = message[0].ToString().ToUpper() +
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message.Remove(0,1);
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}
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var listeners = EntitySystem.Get<ListeningSystem>();
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listeners.PingListeners(source, message);
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.Local;
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msg.Message = message;
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msg.MessageWrap = $"{source.Name} says, \"{{0}}\"";
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msg.MessageWrap = Loc.GetString("{0} says, \"{{0}}\"", source.Name);
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msg.SenderEntity = source.Uid;
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_netManager.ServerSendToMany(msg, clients.ToList());
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var listeners = _entitySystemManager.GetEntitySystem<ListeningSystem>();
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listeners.PingListeners(source, pos, message);
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}
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public void EntityMe(IEntity source, string action)
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@@ -0,0 +1,104 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.Chat;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Headset
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{
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[RegisterComponent]
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[ComponentReference(typeof(IRadio))]
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[ComponentReference(typeof(IListen))]
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public class HeadsetComponent : Component, IListen, IRadio, IExamine
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{
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[Dependency] private readonly IServerNetManager _netManager = default!;
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public override string Name => "Headset";
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private RadioSystem _radioSystem = default!;
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private List<int> _channels = new List<int>();
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[ViewVariables(VVAccess.ReadWrite)]
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private int BroadcastFrequency { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public int ListenRange { get; private set; }
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public IReadOnlyList<int> Channels => _channels;
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public bool RadioRequested { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// Only listens to speech in exact same position
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serializer.DataField(this, h => h.ListenRange, "listenRange", 0);
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serializer.DataField(ref _channels, "channels", new List<int> {1459});
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serializer.DataField(this, h => h.BroadcastFrequency, "broadcastChannel", 1459);
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}
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public override void Initialize()
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{
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base.Initialize();
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_radioSystem = EntitySystem.Get<RadioSystem>();
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}
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public bool CanListen(string message, IEntity source)
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{
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return RadioRequested;
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}
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public void Receive(string message, int channel, IEntity source)
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{
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if (ContainerHelpers.TryGetContainer(Owner, out var container))
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{
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if (!container.Owner.TryGetComponent(out IActorComponent actor))
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return;
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var playerChannel = actor.playerSession.ConnectedClient;
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.Radio;
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msg.Message = message;
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msg.MessageWrap = Loc.GetString("[{0}] {1} says, \"{{0}}\"", channel, source.Name);
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_netManager.ServerSendMessage(msg, playerChannel);
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}
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}
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public void Listen(string message, IEntity speaker)
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{
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Broadcast(message, speaker);
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}
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public void Broadcast(string message, IEntity speaker)
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{
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_radioSystem.SpreadMessage(this, speaker, message, BroadcastFrequency);
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RadioRequested = false;
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddText(Loc.GetString("It is set to broadcast over the {0} frequency.", BroadcastFrequency));
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message.AddText(Loc.GetString("A small screen on the headset displays the following available frequencies:"));
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message.AddText("\n");
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message.AddText(Loc.GetString("Use {0} for the currently tuned frequency.", ";"));
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}
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}
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}
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@@ -1,23 +0,0 @@
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using Content.Server.Interfaces;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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public class ListeningComponent : Component
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{
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public override string Name => "Listening";
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public void PassSpeechData(string speech, IEntity source, float distance)
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{
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foreach (var listener in Owner.GetAllComponents<IListen>())
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{
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if (distance > listener.GetListenRange()) { continue; }
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listener.HeardSpeech(speech, source);
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}
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}
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}
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}
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@@ -0,0 +1,126 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Radio
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{
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[RegisterComponent]
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[ComponentReference(typeof(IRadio))]
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[ComponentReference(typeof(IListen))]
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public class HandheldRadioComponent : Component, IUse, IListen, IRadio, IActivate, IExamine
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override string Name => "Radio";
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private RadioSystem _radioSystem = default!;
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private bool _radioOn;
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private List<int> _channels = new List<int>();
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[ViewVariables(VVAccess.ReadWrite)]
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private int BroadcastFrequency { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public int ListenRange { get; private set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public bool RadioOn
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{
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get => _radioOn;
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private set
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{
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_radioOn = value;
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Dirty();
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}
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}
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[ViewVariables] public IReadOnlyList<int> Channels => _channels;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, h => h.ListenRange, "listenRange", 7);
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serializer.DataField(ref _channels, "channels", new List<int> {1459});
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serializer.DataField(this, h => h.BroadcastFrequency, "broadcastChannel", 1459);
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}
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public override void Initialize()
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{
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base.Initialize();
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_radioSystem = EntitySystem.Get<RadioSystem>();
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RadioOn = false;
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}
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public void Speak(string message)
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{
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_chatManager.EntitySay(Owner, message);
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}
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public bool Use(IEntity user)
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{
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RadioOn = !RadioOn;
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var message = Loc.GetString($"The radio is now {(RadioOn ? "on" : "off")}.");
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Owner.PopupMessage(user, message);
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return true;
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}
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public bool UseEntity(UseEntityEventArgs eventArgs)
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{
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return Use(eventArgs.User);
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}
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public bool CanListen(string message, IEntity source)
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{
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return RadioOn &&
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Owner.Transform.Coordinates.TryDistance(_entityManager, source.Transform.Coordinates, out var distance) &&
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distance <= ListenRange;
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}
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public void Receive(string message, int channel, IEntity speaker)
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{
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if (RadioOn)
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{
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Speak(message);
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}
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}
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public void Listen(string message, IEntity speaker)
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{
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Broadcast(message, speaker);
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}
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public void Broadcast(string message, IEntity speaker)
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{
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_radioSystem.SpreadMessage(this, speaker, message, BroadcastFrequency);
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}
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public void Activate(ActivateEventArgs eventArgs)
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{
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Use(eventArgs.User);
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddText(Loc.GetString("It is set to broadcast over the {0} frequency.", BroadcastFrequency));
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}
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}
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}
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@@ -1,82 +0,0 @@
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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class RadioComponent : Component, IUse, IListen
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{
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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public override string Name => "Radio";
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private bool _radioOn;
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private int _listenRange = 7;
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private RadioSystem _radioSystem = default!;
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[ViewVariables]
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public bool RadioOn
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{
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get => _radioOn;
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private set
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{
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_radioOn = value;
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Dirty();
|
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}
|
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}
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|
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public override void Initialize()
|
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{
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base.Initialize();
|
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|
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_radioSystem = _entitySystemManager.GetEntitySystem<RadioSystem>();
|
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|
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RadioOn = false;
|
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}
|
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|
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public void PassOnMessage(string message)
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{
|
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if(RadioOn)
|
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{
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_radioSystem.SpreadMessage(Owner, message);
|
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}
|
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}
|
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|
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public void Speaker(string message)
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{
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_chatManager.EntitySay(Owner, message);
|
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}
|
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|
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public bool UseEntity(UseEntityEventArgs eventArgs)
|
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{
|
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RadioOn = !RadioOn;
|
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if(RadioOn)
|
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{
|
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Owner.PopupMessage(eventArgs.User, "The radio is now on.");
|
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}
|
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else
|
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{
|
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Owner.PopupMessage(eventArgs.User, "The radio is now off.");
|
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}
|
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return true;
|
||||
}
|
||||
|
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public void HeardSpeech(string speech, IEntity source)
|
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{
|
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PassOnMessage(speech);
|
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}
|
||||
|
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public int GetListenRange()
|
||||
{
|
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return _listenRange;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,22 +1,22 @@
|
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using Content.Server.GameObjects.Components;
|
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using Content.Server.Interfaces;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
internal sealed class ListeningSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
public class ListeningSystem : EntitySystem
|
||||
{
|
||||
public void PingListeners(IEntity source, EntityCoordinates sourcePos, string message)
|
||||
public void PingListeners(IEntity source, string message)
|
||||
{
|
||||
foreach (var listener in ComponentManager.EntityQuery<ListeningComponent>())
|
||||
foreach (var listener in ComponentManager.EntityQuery<IListen>())
|
||||
{
|
||||
if (!sourcePos.TryDistance(EntityManager, listener.Owner.Transform.Coordinates, out var distance))
|
||||
// TODO: Map Position distance
|
||||
if (listener.CanListen(message, source))
|
||||
{
|
||||
return;
|
||||
listener.Listen(message, source);
|
||||
}
|
||||
|
||||
listener.PassSpeechData(message, source, distance);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,31 +1,37 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects.Components;
|
||||
using Content.Server.Interfaces;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
internal sealed class RadioSystem : EntitySystem
|
||||
[UsedImplicitly]
|
||||
public class RadioSystem : EntitySystem
|
||||
{
|
||||
private readonly List<string> _messages = new List<string>();
|
||||
private List<string> _messages;
|
||||
|
||||
public void SpreadMessage(IEntity source, string message)
|
||||
public override void Initialize()
|
||||
{
|
||||
if (_messages.Contains(message))
|
||||
{
|
||||
return;
|
||||
}
|
||||
base.Initialize();
|
||||
|
||||
_messages = new List<string>();
|
||||
}
|
||||
|
||||
public void SpreadMessage(IRadio source, IEntity speaker, string message, int channel)
|
||||
{
|
||||
if (_messages.Contains(message)) return;
|
||||
|
||||
_messages.Add(message);
|
||||
|
||||
foreach (var radio in ComponentManager.EntityQuery<RadioComponent>())
|
||||
foreach (var radio in ComponentManager.EntityQuery<IRadio>())
|
||||
{
|
||||
if (radio.Owner == source || !radio.RadioOn)
|
||||
if (radio.Channels.Contains(channel))
|
||||
{
|
||||
continue;
|
||||
//TODO: once voice identity gets added, pass into receiver via source.GetSpeakerVoice()
|
||||
radio.Receive(message, channel, speaker);
|
||||
}
|
||||
|
||||
radio.Speaker(message);
|
||||
}
|
||||
|
||||
_messages.Remove(message);
|
||||
|
||||
@@ -1,14 +1,21 @@
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace Content.Server.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// Interface for objects such as radios meant to have an effect when speech is heard.
|
||||
/// Interface for objects such as radios meant to have an effect when speech is
|
||||
/// heard. Requires component reference.
|
||||
/// </summary>
|
||||
public interface IListen
|
||||
public interface IListen : IComponent
|
||||
{
|
||||
void HeardSpeech(string speech, IEntity source);
|
||||
int ListenRange { get; }
|
||||
|
||||
int GetListenRange();
|
||||
bool CanListen(string message, IEntity source);
|
||||
|
||||
void Listen(string message, IEntity speaker);
|
||||
}
|
||||
}
|
||||
|
||||
16
Content.Server/Interfaces/IRadio.cs
Normal file
16
Content.Server/Interfaces/IRadio.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace Content.Server.Interfaces
|
||||
{
|
||||
public interface IRadio
|
||||
{
|
||||
IReadOnlyList<int> Channels { get; }
|
||||
|
||||
void Receive(string message, int channel, IEntity speaker);
|
||||
|
||||
void Broadcast(string message, IEntity speaker);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user