Fix warnings and code cleanup/fixes (#13570)
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@@ -317,50 +317,50 @@ namespace Content.Server.GameTicking
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var allMinds = Get<MindTrackerSystem>().AllMinds;
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foreach (var mind in allMinds)
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{
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if (mind != null)
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if (mind == null)
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continue;
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// Some basics assuming things fail
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var userId = mind.OriginalOwnerUserId;
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var playerOOCName = userId.ToString();
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var connected = false;
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var observer = mind.AllRoles.Any(role => role is ObserverRole);
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// Continuing
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if (_playerManager.TryGetSessionById(userId, out var ply))
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{
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// Some basics assuming things fail
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var userId = mind.OriginalOwnerUserId;
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var playerOOCName = userId.ToString();
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var connected = false;
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var observer = mind.AllRoles.Any(role => role is ObserverRole);
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// Continuing
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if (_playerManager.TryGetSessionById(userId, out var ply))
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{
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connected = true;
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}
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PlayerData? contentPlayerData = null;
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if (_playerManager.TryGetPlayerData(userId, out var playerData))
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{
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contentPlayerData = playerData.ContentData();
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}
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// Finish
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var antag = mind.AllRoles.Any(role => role.Antagonist);
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var playerIcName = "Unknown";
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if (mind.CharacterName != null)
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playerIcName = mind.CharacterName;
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else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
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playerIcName = icName;
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var playerEndRoundInfo = new RoundEndMessageEvent.RoundEndPlayerInfo()
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{
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// Note that contentPlayerData?.Name sticks around after the player is disconnected.
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// This is as opposed to ply?.Name which doesn't.
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PlayerOOCName = contentPlayerData?.Name ?? "(IMPOSSIBLE: REGISTERED MIND WITH NO OWNER)",
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// Character name takes precedence over current entity name
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PlayerICName = playerIcName,
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PlayerEntityUid = mind.OwnedEntity,
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Role = antag
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? mind.AllRoles.First(role => role.Antagonist).Name
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: mind.AllRoles.FirstOrDefault()?.Name ?? Loc.GetString("game-ticker-unknown-role"),
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Antag = antag,
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Observer = observer,
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Connected = connected
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};
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listOfPlayerInfo.Add(playerEndRoundInfo);
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connected = true;
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}
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PlayerData? contentPlayerData = null;
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if (_playerManager.TryGetPlayerData(userId, out var playerData))
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{
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contentPlayerData = playerData.ContentData();
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}
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// Finish
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var antag = mind.AllRoles.Any(role => role.Antagonist);
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var playerIcName = "Unknown";
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if (mind.CharacterName != null)
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playerIcName = mind.CharacterName;
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else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
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playerIcName = icName;
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var playerEndRoundInfo = new RoundEndMessageEvent.RoundEndPlayerInfo()
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{
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// Note that contentPlayerData?.Name sticks around after the player is disconnected.
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// This is as opposed to ply?.Name which doesn't.
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PlayerOOCName = contentPlayerData?.Name ?? "(IMPOSSIBLE: REGISTERED MIND WITH NO OWNER)",
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// Character name takes precedence over current entity name
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PlayerICName = playerIcName,
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PlayerEntityUid = mind.OwnedEntity,
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Role = antag
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? mind.AllRoles.First(role => role.Antagonist).Name
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: mind.AllRoles.FirstOrDefault()?.Name ?? Loc.GetString("game-ticker-unknown-role"),
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Antag = antag,
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Observer = observer,
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Connected = connected
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};
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listOfPlayerInfo.Add(playerEndRoundInfo);
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}
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// This ordering mechanism isn't great (no ordering of minds) but functions
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var listOfPlayerInfoFinal = listOfPlayerInfo.OrderBy(pi => pi.PlayerOOCName).ToArray();
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