Ahelp / player list changes (#11392)
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@@ -35,11 +35,11 @@ namespace Content.Client.Administration
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foreach (var playerInfo in _system.PlayerList)
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{
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// Otherwise the entity can not exist yet
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var entity = playerInfo.EntityUid;
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if (!_entityManager.EntityExists(entity))
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if (!_entityManager.EntityExists(playerInfo.EntityUid))
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{
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continue;
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}
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var entity = playerInfo.EntityUid.Value;
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// if not on the same map, continue
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if (_entityManager.GetComponent<TransformComponent>(entity).MapID != _eyeManager.CurrentMap)
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@@ -28,7 +28,6 @@ namespace Content.Client.Administration.Systems
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InitializeOverlay();
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SubscribeNetworkEvent<FullPlayerListEvent>(OnPlayerListChanged);
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SubscribeNetworkEvent<PlayerInfoChangedEvent>(OnPlayerInfoChanged);
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SubscribeNetworkEvent<RoundRestartCleanupEvent>(OnRoundRestartCleanup);
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}
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public override void Shutdown()
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@@ -37,20 +36,6 @@ namespace Content.Client.Administration.Systems
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ShutdownOverlay();
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}
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private void OnRoundRestartCleanup(RoundRestartCleanupEvent msg, EntitySessionEventArgs args)
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{
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if (_playerList == null)
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return;
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foreach (var (id, playerInfo) in _playerList.ToArray())
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{
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if (playerInfo.Connected)
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continue;
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_playerList.Remove(id);
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}
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PlayerListChanged?.Invoke(_playerList.Values.ToList());
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}
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private void OnPlayerInfoChanged(PlayerInfoChangedEvent ev)
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{
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if(ev.PlayerInfo == null) return;
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@@ -57,7 +57,12 @@ namespace Content.Client.Administration.UI
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ChannelSelector.OverrideText += (info, text) =>
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{
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var sb = new StringBuilder();
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sb.Append(info.Connected ? '●' : '○');
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if (info.Connected)
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sb.Append('●');
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else
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sb.Append(info.ActiveThisRound ? '○' : '·');
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sb.Append(' ');
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if (_adminAHelpHelper.TryGetChannel(info.SessionId, out var panel) && panel.Unread > 0)
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{
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@@ -68,7 +73,7 @@ namespace Content.Client.Administration.UI
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sb.Append(' ');
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}
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if (info.Antag)
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if (info.Antag && info.ActiveThisRound)
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sb.Append(new Rune(0x1F5E1)); // 🗡
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sb.AppendFormat("\"{0}\"", text);
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@@ -89,6 +94,23 @@ namespace Content.Client.Administration.UI
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if (!bChannelExists)
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return -1;
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// First, sort by unread. Any chat with unread messages appears first. We just sort based on unread
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// status, not number of unread messages, so that more recent unread messages take priority.
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var aUnread = ach!.Unread > 0;
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var bUnread = bch!.Unread > 0;
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if (aUnread != bUnread)
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return aUnread ? -1 : 1;
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// Next, sort by connection status. Any disconnected players are grouped towards the end.
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if (a.Connected != b.Connected)
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return a.Connected ? -1 : 1;
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// Next, group by whether or not the players have participated in this round.
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// The ahelp window shows all players that have connected since server restart, this groups them all towards the bottom.
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if (a.ActiveThisRound != b.ActiveThisRound)
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return a.ActiveThisRound ? -1 : 1;
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// Finally, sort by the most recent message.
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return bch!.LastMessage.CompareTo(ach!.LastMessage);
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};
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@@ -54,9 +54,9 @@ namespace Content.Client.Administration.UI.CustomControls
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if (OverrideText != null && args.Button.Children.FirstOrDefault()?.Children?.FirstOrDefault() is Label label)
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label.Text = GetText(selectedPlayer);
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}
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else if (args.Event.Function == EngineKeyFunctions.UseSecondary)
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else if (args.Event.Function == EngineKeyFunctions.UseSecondary && selectedPlayer.EntityUid != null)
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{
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_verbSystem.VerbMenu.OpenVerbMenu(selectedPlayer.EntityUid);
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_verbSystem.VerbMenu.OpenVerbMenu(selectedPlayer.EntityUid.Value);
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}
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}
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