Un-revert IPlayerManager refactor (#21244)
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@@ -1,7 +1,7 @@
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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.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.GameTicking.Rules.Components;
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@@ -26,7 +26,7 @@ public sealed partial class TraitorRuleComponent : Component
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public SelectionState SelectionStatus = SelectionState.WaitingForSpawn;
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public TimeSpan AnnounceAt = TimeSpan.Zero;
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public Dictionary<IPlayerSession, HumanoidCharacterProfile> StartCandidates = new();
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public Dictionary<ICommonSession, HumanoidCharacterProfile> StartCandidates = new();
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/// <summary>
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/// Path to antagonist alert sound.
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@@ -2,6 +2,7 @@ using System.Threading;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Robust.Server.Player;
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using Robust.Shared.Player;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.GameTicking.Rules;
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@@ -602,11 +602,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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var maxOperatives = nukeops.MaxOps;
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// Dear lord what is happening HERE.
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var everyone = new List<IPlayerSession>(ev.PlayerPool);
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var prefList = new List<IPlayerSession>();
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var medPrefList = new List<IPlayerSession>();
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var cmdrPrefList = new List<IPlayerSession>();
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var operatives = new List<IPlayerSession>();
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var everyone = new List<ICommonSession>(ev.PlayerPool);
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var prefList = new List<ICommonSession>();
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var medPrefList = new List<ICommonSession>();
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var cmdrPrefList = new List<ICommonSession>();
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var operatives = new List<ICommonSession>();
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// The LINQ expression ReSharper keeps suggesting is completely unintelligible so I'm disabling it
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// ReSharper disable once ForeachCanBeConvertedToQueryUsingAnotherGetEnumerator
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@@ -637,7 +637,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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for (var i = 0; i < numNukies; i++)
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{
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// TODO: Please fix this if you touch it.
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IPlayerSession nukeOp;
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ICommonSession nukeOp;
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// Only one commander, so we do it at the start
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if (i == 0)
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{
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@@ -908,7 +908,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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_npcFaction.AddFaction(mob, "Syndicate");
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}
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private void SpawnOperatives(int spawnCount, List<IPlayerSession> sessions, bool addSpawnPoints, NukeopsRuleComponent component)
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private void SpawnOperatives(int spawnCount, List<ICommonSession> sessions, bool addSpawnPoints, NukeopsRuleComponent component)
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{
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if (component.NukieOutpost == null)
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return;
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@@ -987,10 +987,10 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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var playersPerOperative = component.PlayersPerOperative;
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var maxOperatives = component.MaxOps;
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var playerPool = _playerManager.ServerSessions.ToList();
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var playerPool = _playerManager.Sessions.ToList();
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var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives);
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var operatives = new List<IPlayerSession>();
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var operatives = new List<ICommonSession>();
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SpawnOperatives(numNukies, operatives, true, component);
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}
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@@ -15,10 +15,10 @@ using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.GameObjects;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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@@ -141,7 +141,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
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(int) Math.Min(
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Math.Floor((double) ev.PlayerPool.Count / _cfg.GetCVar(CCVars.PiratesPlayersPerOp)),
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_cfg.GetCVar(CCVars.PiratesMaxOps)));
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var ops = new IPlayerSession[numOps];
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var ops = new ICommonSession[numOps];
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for (var i = 0; i < numOps; i++)
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{
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ops[i] = _random.PickAndTake(ev.PlayerPool);
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@@ -6,6 +6,7 @@ using Content.Shared.Chat;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mind;
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using Content.Shared.Mobs;
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using Content.Shared.Players;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Network;
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@@ -17,9 +17,8 @@ using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Players;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -151,9 +150,9 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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}
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}
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private List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates, TraitorRuleComponent component)
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private List<ICommonSession> FindPotentialTraitors(in Dictionary<ICommonSession, HumanoidCharacterProfile> candidates, TraitorRuleComponent component)
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{
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var list = new List<IPlayerSession>();
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var list = new List<ICommonSession>();
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var pendingQuery = GetEntityQuery<PendingClockInComponent>();
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foreach (var player in candidates.Keys)
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@@ -171,7 +170,7 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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list.Add(player);
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}
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var prefList = new List<IPlayerSession>();
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var prefList = new List<ICommonSession>();
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foreach (var player in list)
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{
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@@ -189,9 +188,9 @@ public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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return prefList;
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}
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private List<IPlayerSession> PickTraitors(int traitorCount, List<IPlayerSession> prefList)
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private List<ICommonSession> PickTraitors(int traitorCount, List<ICommonSession> prefList)
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{
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var results = new List<IPlayerSession>(traitorCount);
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var results = new List<ICommonSession>(traitorCount);
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if (prefList.Count == 0)
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{
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Log.Info("Insufficient ready players to fill up with traitors, stopping the selection.");
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@@ -23,7 +23,7 @@ using Content.Shared.Zombies;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -264,9 +264,9 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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return;
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component.InfectedChosen = true;
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var allPlayers = _playerManager.ServerSessions.ToList();
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var playerList = new List<IPlayerSession>();
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var prefList = new List<IPlayerSession>();
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var allPlayers = _playerManager.Sessions.ToList();
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var playerList = new List<ICommonSession>();
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var prefList = new List<ICommonSession>();
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foreach (var player in allPlayers)
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{
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if (player.AttachedEntity == null || !HasComp<HumanoidAppearanceComponent>(player.AttachedEntity) || HasComp<ZombieImmuneComponent>(player.AttachedEntity))
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@@ -288,7 +288,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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var totalInfected = 0;
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while (totalInfected < numInfected)
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{
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IPlayerSession zombie;
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ICommonSession zombie;
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if (prefList.Count == 0)
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{
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if (playerList.Count == 0)
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