2022-08-14 12:54:49 -07:00
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using System.Diagnostics.CodeAnalysis;
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2020-09-29 14:26:00 +02:00
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using System.Linq;
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2022-08-07 08:00:42 +02:00
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using System.Threading;
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2020-01-25 16:16:34 +01:00
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using System.Threading.Tasks;
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2020-01-24 17:25:01 +01:00
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using Content.Server.Database;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Server.Humanoid;
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2021-06-13 14:52:40 +02:00
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using Content.Shared.CCVar;
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Humanoid appearance refactor (#10882)
* initial commit
- species prototype modifications
- markings points as its own file
- shared humanoid component
* adds a tool to convert sprite accessories to markings (in go)
* removes a fmt call
* converts sprite accessory to markings
* adds hair and facial hair to marking categories
* multiple changes
- humanoid visualizer system
- markings modifications for visualizer
- modifications to shared humanoid component
- lays out a base for humanoid system
* hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little
* squishes the initialize event calls into one function
adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet)
* makes the sprite pipeline more obvious
* apply all markings, hidden layer set replacement
* ensures that markings are cleared when the new set is applied
* starts refactoring markingsset (unfinished)
* more additions to the markingset api
* adds constructor logic to markingset
* adds a method to filter out markings in a set based on a given species
* fixes enumerators in markingset
* adds validator into MarkingSet, fixes ForwardMarkingEnumerator
* modifications to the humanoid visual system
* ensuredefault in markingset
* oop
* fixes up data keys, populates OnAppearanceChange in visualizer
* changes to humanoid component, markings
marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent
* markings are now applied the visualizer by diffing them
* base sprites are now applied to humanoids from humanoidvisualizer
* passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes)
* custom base layers on humanoids
* merges all data keys into one data class for humanoid visualizers
* setappearance in sharedhumanoidsystem, removes custombaselayercolors
* humanoidcomponent, system (empty) in server
* adds some basic public API functions to HumanoidSystem
* add marking, remove marking
* changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem
* ensuredefaultmarkings, oninit for humanoids
* markingmanager API changes
* removes MarkingsSet
* LoadProfile, adjusts randomization in humanoid appearance to account for species
* base layer settings in humanoidsystem, eye color from profile
* rearranges files to centralize under Humanoid namespace
* more reorganization, deletes some stuff
gotta break stuff to make other things work, right?
goodbye SpriteAccessory...
* fixes a good chunk of server-side issues
still does not compile, yet
* singlemarkingpicker xaml layout
* singlemarkingpicker logic
* magic mirror window (varying pieces of it, mostly client-oriented)
* removes some imports, gives MagicMirror a BUI class (not filled in yet)
* populates magic mirror BUI functionality / window callbacks
* fixes up some errors in humanoidprofileeditor
* changes to SingleMarkingPicker
SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category
* fixes up hair pickers on humanoid profile editor
* fixes the errors in markingpicker
* markingsystem is now gone
* fixes a bunch of build errors
* so that's why i did it like that
* namespace issues, adds robustxamlloader to singlemarkingpicker
* another robustxamlloader
* human, lizard sprites/points
* prototype fixes, deletion of old spriteaccessory
* component registration, fixes dwarf skin toning
no, 'ReptilianToned' does not exist
* removes component registration from abstract humanoid component
* visualizer data now cloneable
* serialize for visualizer key
* zero-count edge case
* missing semi-colon moment
* setspecies in humanoidsystem
* ensures that default markings, if empty, will cause ensuredefault to skip over that given category
* tryadd instead of add
* whoops
* diff and apply should properly apply markings now
* always ensure default, fixes double load for player spawning
* apply skin color now sets the skin color property in humanoidcomponent
* removes sprite from a few species prototypes
* sprite changes for specific base layers based on humanoid sex
* layer ordering fix, and a missing base layer should now disallow markings on that layer
* anymarking base layer, adds the right leg/foot for humans
* loading a profile will now clear all markings on that humanoid
* adds missing layers for humans
* separates species.yml into respective species prototype files
* ensures that if layer visibility was changed, all markings have to be reapplied
* server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair
* slime fix, clothingsystem now dictates layer visibility server side
* sussy
* layer settings should now ensure a marking should match the skin tone
* whoops
* skincolor static class and functions in UI
* skin color validation in humanoidcharacterappearance
* markingpicker now shows only the markings for the selected category in used
* getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists
* FilterSpecies no longer attempts to do removal while iterating
* expands for SingleMarkingPicker
* humanoid base dummy has blank layers now (and snout/tail/headside/headtop)
* fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same
* whoops
* adds edge case handlers for count differences in humanoid markings
* preview now loads profile instead of directly setting appearance
* moves marking set loading to update controls
* clones a marking set in markingpicker by using the deep clone constructor
* whoops (deep cloning a marking now copies the marking id)
* adds replace function for markingset
* points should now update after the markings are remove/added
* merging base layer sprites into a humanoid should now clear them before merging
* sets dirty range start to count only if the dirty range start was never set above 0
* fixes up some issues with singlemarkingpicker
* color selector sliders in single marking picker should now expand
* hair from hair pickers should now apply in profile loading (client-side)
* category in singlemarkingpicker now sets the private category variable
* slot selector should now populate
* single marking picker buttons now have text, also shows the category name over all user-clickable elements
* removes a comment
* removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair
* random skin color, eye color
* populate colors now checks if the marking count is greater than zero in singlemarkingpicker
* hair/facial hair pickers now just get the first possible hair from the respective species list
* different approach to random skin color
* oh, that's why it wasn't working
* randomize everything now just updates every single control
* selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache,
* markingmanager now uses OnlyWhitelisted to populate by category and species
* filterspecies now uses onlyWhitelist to filter markings based on whitelist or not
* oops
* ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called
* order of operations for the horizontal expand for add/remove
* hair pickers should now update when you add/remove the hair slot
* fixes variable naming error in character appearance
* loc string fix in singlemarkingpicker
* lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs
* having zero possible hairs should no longer cause an exception in randomization
* setting species should now update hair pickers
* ignore categories for marking picker
* and a clear as well for the category button
* places that functionality in its own function instead
* adds eye base sprite, vox now also have their own custom eye sprites
* loading a profile client-side should do FilterSpecies for markings now
* client-side load profile does filter species after adding in the hairs now
* magic mirror
* callbacks now call the callback instead of adding it on construct
* whoops
* in removemarking too
* adds missing synchronize calls
* comments out an updateinterface call in magic mirror
* magic mirror window title, minimum sizing
* fixes minsize, adds warning for players who try to set their hair for species that have no hair
* removes spaces in xaml
* namespace changes/organization
* whoopsie (merge conflicts)
* re-enables identity from humanoid component
* damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum
* removes commas from json
* changes to visuals system so the change is consistent
* chest
* reptilian
* visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it
not a big fan of this
* adds a check in applybasesprites
* adding/removing parts should now make them invisible on a humanoid
* body part removal/adding now enumerates over sublayers instead
* synchro now runs in bodycomponent startup
* parts instead of slots
* humanoidcompnent check
* switches from rsi to actualrsi
* removes all the body stuff (too slow)
* cleans up resolves from humanoid visualizer system
* merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes)
* not forgetting that one again
* merging now returns an actual dirty value
* replaces the sequenceequal with a more accurate solution
* permanent layers, layer visibility on add/remove part in body
* should send all hidden layers over now
* isdirty in visualizer system for base layers
* isdirty checks count as well
* ok, IsDirty should now set the base layers if the merged sprites are different
* equals override in HumanoidSpritePrototypes.cs
temporary until record prototypes :heck:
* makes fields readonly, equates IDs instead
* adds forced markings through marking picker
* forced in humanoidsystem api, ignorespecies in markingpicker
* marking bui
* makes that serializable as well
* ignore species/forced toggles now work
* adds icon to modifier verb, interface and keys to humanoid bases
* needs the actual enum value to open, no?
* makes the key the actual key
* actions now propagate upwards
* ignore species when set now repopulates markingpicker
* modifiable base layers in the markings window
* oops!
* layout changes
* info box should now appear
* adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window
* collapsible layout moment
* if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible
* small change to marking visibility
* small changes to modifier UI
* markings now match skin on zombification
* zombie stuff
* makes the line edit in marking modifier window more obvious
* disables vox on round start
* horizontal expand on the single label in base layer modifiers
* humanoid profiles in prototypes
* randomhumanoidappearance won't work if the humanoid has a profile already stored
* removes unused code
* documentation in humanoidsystem server-side
* documentation in shared/client
* whoops
* converts accessory into marking in locale files (also adds marking loc string into single marking picker)
* be gone, shared humanoid appearance system from the last upstream merge
* species ignore on randomization (defaults to no ignored species)
* more upstream merge parts that bypassed any errors before merge
* addresses review (also just adds typeserializers in some places)
* submodule moment
* upstream merge issues
2022-09-22 15:19:00 -07:00
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using Content.Shared.Humanoid.Prototypes;
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2019-12-22 13:47:34 +01:00
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using Content.Shared.Preferences;
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2020-12-20 16:13:45 +01:00
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using Content.Shared.Roles;
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2021-02-11 01:13:03 -08:00
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using Robust.Shared.Configuration;
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2020-09-29 14:26:00 +02:00
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using Robust.Shared.Network;
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2023-10-28 09:59:53 +11:00
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using Robust.Shared.Player;
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2020-09-29 14:26:00 +02:00
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using Robust.Shared.Prototypes;
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2019-12-22 13:47:34 +01:00
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2021-06-09 22:19:39 +02:00
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namespace Content.Server.Preferences.Managers
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2019-12-22 13:47:34 +01:00
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{
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/// <summary>
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2020-10-06 15:13:16 +02:00
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/// Sends <see cref="MsgPreferencesAndSettings"/> before the client joins the lobby.
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/// Receives <see cref="MsgSelectCharacter"/> and <see cref="MsgUpdateCharacter"/> at any time.
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2019-12-22 13:47:34 +01:00
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/// </summary>
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2022-02-16 00:23:23 -07:00
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public sealed class ServerPreferencesManager : IServerPreferencesManager
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2019-12-22 13:47:34 +01:00
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{
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2020-08-24 14:10:28 +02:00
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[Dependency] private readonly IServerNetManager _netManager = default!;
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2020-09-29 14:26:00 +02:00
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IServerDbManager _db = default!;
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[Dependency] private readonly IPrototypeManager _protos = default!;
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// Cache player prefs on the server so we don't need as much async hell related to them.
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private readonly Dictionary<NetUserId, PlayerPrefData> _cachedPlayerPrefs =
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2020-11-27 11:00:49 +01:00
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new();
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2020-08-24 14:10:28 +02:00
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2020-09-29 14:26:00 +02:00
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private int MaxCharacterSlots => _cfg.GetCVar(CCVars.GameMaxCharacterSlots);
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2019-12-22 13:47:34 +01:00
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2020-09-29 14:26:00 +02:00
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public void Init()
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2019-12-22 13:47:34 +01:00
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{
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2021-06-20 22:43:54 -07:00
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_netManager.RegisterNetMessage<MsgPreferencesAndSettings>();
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_netManager.RegisterNetMessage<MsgSelectCharacter>(HandleSelectCharacterMessage);
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_netManager.RegisterNetMessage<MsgUpdateCharacter>(HandleUpdateCharacterMessage);
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_netManager.RegisterNetMessage<MsgDeleteCharacter>(HandleDeleteCharacterMessage);
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2020-09-29 14:26:00 +02:00
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}
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private async void HandleSelectCharacterMessage(MsgSelectCharacter message)
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{
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var index = message.SelectedCharacterIndex;
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var userId = message.MsgChannel.UserId;
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2019-12-22 13:47:34 +01:00
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2022-08-07 08:00:42 +02:00
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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
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2020-01-24 17:25:01 +01:00
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{
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2020-09-29 14:26:00 +02:00
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Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
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return;
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2020-01-24 17:25:01 +01:00
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}
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2019-12-22 13:47:34 +01:00
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2020-09-29 14:26:00 +02:00
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if (index < 0 || index >= MaxCharacterSlots)
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{
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return;
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}
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var curPrefs = prefsData.Prefs!;
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2020-10-07 18:03:50 +02:00
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if (!curPrefs.Characters.ContainsKey(index))
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{
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// Non-existent slot.
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return;
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}
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2021-02-14 11:59:56 -03:00
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prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, index, curPrefs.AdminOOCColor);
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2019-12-22 13:47:34 +01:00
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2020-09-29 14:26:00 +02:00
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if (ShouldStorePrefs(message.MsgChannel.AuthType))
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{
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await _db.SaveSelectedCharacterIndexAsync(message.MsgChannel.UserId, message.SelectedCharacterIndex);
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}
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2020-01-25 16:16:34 +01:00
|
|
|
}
|
|
|
|
|
|
2020-09-29 14:26:00 +02:00
|
|
|
private async void HandleUpdateCharacterMessage(MsgUpdateCharacter message)
|
2020-01-25 16:16:34 +01:00
|
|
|
{
|
2020-09-29 14:26:00 +02:00
|
|
|
var slot = message.Slot;
|
|
|
|
|
var profile = message.Profile;
|
|
|
|
|
var userId = message.MsgChannel.UserId;
|
|
|
|
|
|
2020-10-06 12:03:14 +02:00
|
|
|
if (profile == null)
|
|
|
|
|
{
|
|
|
|
|
Logger.WarningS("prefs",
|
|
|
|
|
$"User {userId} sent a {nameof(MsgUpdateCharacter)} with a null profile in slot {slot}.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-07 08:00:42 +02:00
|
|
|
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
|
2020-09-29 14:26:00 +02:00
|
|
|
{
|
|
|
|
|
Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (slot < 0 || slot >= MaxCharacterSlots)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var curPrefs = prefsData.Prefs!;
|
|
|
|
|
|
2024-02-26 03:36:38 +01:00
|
|
|
profile.EnsureValid(_cfg, _protos);
|
2021-03-08 03:07:53 +01:00
|
|
|
|
2020-10-06 15:13:16 +02:00
|
|
|
var profiles = new Dictionary<int, ICharacterProfile>(curPrefs.Characters)
|
|
|
|
|
{
|
2021-03-08 03:07:53 +01:00
|
|
|
[slot] = profile
|
2020-10-06 15:13:16 +02:00
|
|
|
};
|
2020-09-29 14:26:00 +02:00
|
|
|
|
2021-02-14 11:59:56 -03:00
|
|
|
prefsData.Prefs = new PlayerPreferences(profiles, slot, curPrefs.AdminOOCColor);
|
2020-09-29 14:26:00 +02:00
|
|
|
|
|
|
|
|
if (ShouldStorePrefs(message.MsgChannel.AuthType))
|
|
|
|
|
{
|
|
|
|
|
await _db.SaveCharacterSlotAsync(message.MsgChannel.UserId, message.Profile, message.Slot);
|
|
|
|
|
}
|
2019-12-22 13:47:34 +01:00
|
|
|
}
|
|
|
|
|
|
2020-10-06 12:03:14 +02:00
|
|
|
private async void HandleDeleteCharacterMessage(MsgDeleteCharacter message)
|
|
|
|
|
{
|
|
|
|
|
var slot = message.Slot;
|
|
|
|
|
var userId = message.MsgChannel.UserId;
|
|
|
|
|
|
2022-08-07 08:00:42 +02:00
|
|
|
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
|
2020-10-06 12:03:14 +02:00
|
|
|
{
|
|
|
|
|
Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (slot < 0 || slot >= MaxCharacterSlots)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var curPrefs = prefsData.Prefs!;
|
|
|
|
|
|
2020-10-07 18:02:10 +02:00
|
|
|
// If they try to delete the slot they have selected then we switch to another one.
|
|
|
|
|
// Of course, that's only if they HAVE another slot.
|
|
|
|
|
int? nextSlot = null;
|
|
|
|
|
if (curPrefs.SelectedCharacterIndex == slot)
|
|
|
|
|
{
|
2020-11-11 00:46:13 +01:00
|
|
|
// That ! on the end is because Rider doesn't like .NET 5.
|
|
|
|
|
var (ns, profile) = curPrefs.Characters.FirstOrDefault(p => p.Key != message.Slot)!;
|
2020-10-07 18:02:10 +02:00
|
|
|
if (profile == null)
|
|
|
|
|
{
|
|
|
|
|
// Only slot left, can't delete.
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
nextSlot = ns;
|
|
|
|
|
}
|
|
|
|
|
|
2020-10-06 15:13:16 +02:00
|
|
|
var arr = new Dictionary<int, ICharacterProfile>(curPrefs.Characters);
|
|
|
|
|
arr.Remove(slot);
|
2020-10-06 12:03:14 +02:00
|
|
|
|
2021-02-14 11:59:56 -03:00
|
|
|
prefsData.Prefs = new PlayerPreferences(arr, nextSlot ?? curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor);
|
2020-10-06 12:03:14 +02:00
|
|
|
|
|
|
|
|
if (ShouldStorePrefs(message.MsgChannel.AuthType))
|
|
|
|
|
{
|
2020-10-07 18:02:10 +02:00
|
|
|
if (nextSlot != null)
|
|
|
|
|
{
|
|
|
|
|
await _db.DeleteSlotAndSetSelectedIndex(userId, slot, nextSlot.Value);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
await _db.SaveCharacterSlotAsync(userId, null, slot);
|
|
|
|
|
}
|
2020-10-06 12:03:14 +02:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-08-07 08:00:42 +02:00
|
|
|
// Should only be called via UserDbDataManager.
|
2023-10-28 09:59:53 +11:00
|
|
|
public async Task LoadData(ICommonSession session, CancellationToken cancel)
|
2019-12-22 13:47:34 +01:00
|
|
|
{
|
2024-01-22 23:14:13 +01:00
|
|
|
if (!ShouldStorePrefs(session.Channel.AuthType))
|
2020-09-29 14:26:00 +02:00
|
|
|
{
|
|
|
|
|
// Don't store data for guests.
|
|
|
|
|
var prefsData = new PlayerPrefData
|
|
|
|
|
{
|
2022-08-07 08:00:42 +02:00
|
|
|
PrefsLoaded = true,
|
2020-09-29 14:26:00 +02:00
|
|
|
Prefs = new PlayerPreferences(
|
2021-03-28 08:26:32 +02:00
|
|
|
new[] {new KeyValuePair<int, ICharacterProfile>(0, HumanoidCharacterProfile.Random())},
|
2021-02-14 11:59:56 -03:00
|
|
|
0, Color.Transparent)
|
2020-09-29 14:26:00 +02:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
_cachedPlayerPrefs[session.UserId] = prefsData;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
var prefsData = new PlayerPrefData();
|
|
|
|
|
var loadTask = LoadPrefs();
|
|
|
|
|
_cachedPlayerPrefs[session.UserId] = prefsData;
|
|
|
|
|
|
|
|
|
|
await loadTask;
|
|
|
|
|
|
|
|
|
|
async Task LoadPrefs()
|
|
|
|
|
{
|
|
|
|
|
var prefs = await GetOrCreatePreferencesAsync(session.UserId);
|
|
|
|
|
prefsData.Prefs = prefs;
|
2022-08-07 08:00:42 +02:00
|
|
|
prefsData.PrefsLoaded = true;
|
2020-09-29 14:26:00 +02:00
|
|
|
|
2022-04-15 20:55:49 +02:00
|
|
|
var msg = new MsgPreferencesAndSettings();
|
2020-09-29 14:26:00 +02:00
|
|
|
msg.Preferences = prefs;
|
|
|
|
|
msg.Settings = new GameSettings
|
|
|
|
|
{
|
|
|
|
|
MaxCharacterSlots = MaxCharacterSlots
|
|
|
|
|
};
|
2024-01-22 23:14:13 +01:00
|
|
|
_netManager.ServerSendMessage(msg, session.Channel);
|
2020-09-29 14:26:00 +02:00
|
|
|
}
|
|
|
|
|
}
|
2019-12-22 13:47:34 +01:00
|
|
|
}
|
|
|
|
|
|
2023-10-28 09:59:53 +11:00
|
|
|
public void OnClientDisconnected(ICommonSession session)
|
2019-12-22 13:47:34 +01:00
|
|
|
{
|
2020-09-29 14:26:00 +02:00
|
|
|
_cachedPlayerPrefs.Remove(session.UserId);
|
2019-12-22 13:47:34 +01:00
|
|
|
}
|
|
|
|
|
|
2023-10-28 09:59:53 +11:00
|
|
|
public bool HavePreferencesLoaded(ICommonSession session)
|
2019-12-22 13:47:34 +01:00
|
|
|
{
|
2020-09-29 14:26:00 +02:00
|
|
|
return _cachedPlayerPrefs.ContainsKey(session.UserId);
|
2019-12-22 13:47:34 +01:00
|
|
|
}
|
|
|
|
|
|
2022-08-14 12:54:49 -07:00
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Tries to get the preferences from the cache
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="userId">User Id to get preferences for</param>
|
|
|
|
|
/// <param name="playerPreferences">The user preferences if true, otherwise null</param>
|
|
|
|
|
/// <returns>If preferences are not null</returns>
|
|
|
|
|
public bool TryGetCachedPreferences(NetUserId userId,
|
|
|
|
|
[NotNullWhen(true)] out PlayerPreferences? playerPreferences)
|
|
|
|
|
{
|
|
|
|
|
if (_cachedPlayerPrefs.TryGetValue(userId, out var prefs))
|
|
|
|
|
{
|
|
|
|
|
playerPreferences = prefs.Prefs;
|
|
|
|
|
return prefs.Prefs != null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
playerPreferences = null;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
2019-12-22 13:47:34 +01:00
|
|
|
/// <summary>
|
|
|
|
|
/// Retrieves preferences for the given username from storage.
|
|
|
|
|
/// Creates and saves default preferences if they are not found, then returns them.
|
|
|
|
|
/// </summary>
|
2020-09-29 14:26:00 +02:00
|
|
|
public PlayerPreferences GetPreferences(NetUserId userId)
|
|
|
|
|
{
|
|
|
|
|
var prefs = _cachedPlayerPrefs[userId].Prefs;
|
|
|
|
|
if (prefs == null)
|
|
|
|
|
{
|
|
|
|
|
throw new InvalidOperationException("Preferences for this player have not loaded yet.");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return prefs;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private async Task<PlayerPreferences> GetOrCreatePreferencesAsync(NetUserId userId)
|
2019-12-22 13:47:34 +01:00
|
|
|
{
|
2020-09-29 14:26:00 +02:00
|
|
|
var prefs = await _db.GetPlayerPreferencesAsync(userId);
|
2019-12-22 13:47:34 +01:00
|
|
|
if (prefs is null)
|
|
|
|
|
{
|
2021-03-28 08:26:32 +02:00
|
|
|
return await _db.InitPrefsAsync(userId, HumanoidCharacterProfile.Random());
|
2019-12-22 13:47:34 +01:00
|
|
|
}
|
|
|
|
|
|
2020-12-20 16:13:45 +01:00
|
|
|
return SanitizePreferences(prefs);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private PlayerPreferences SanitizePreferences(PlayerPreferences prefs)
|
|
|
|
|
{
|
|
|
|
|
// Clean up preferences in case of changes to the game,
|
|
|
|
|
// such as removed jobs still being selected.
|
|
|
|
|
|
|
|
|
|
return new PlayerPreferences(prefs.Characters.Select(p =>
|
|
|
|
|
{
|
2024-02-26 03:36:38 +01:00
|
|
|
return new KeyValuePair<int, ICharacterProfile>(p.Key, p.Value.Validated(_cfg, _protos));
|
2021-02-14 11:59:56 -03:00
|
|
|
}), prefs.SelectedCharacterIndex, prefs.AdminOOCColor);
|
2019-12-22 13:47:34 +01:00
|
|
|
}
|
2020-06-26 03:46:08 +02:00
|
|
|
|
2020-09-29 14:26:00 +02:00
|
|
|
public IEnumerable<KeyValuePair<NetUserId, ICharacterProfile>> GetSelectedProfilesForPlayers(
|
|
|
|
|
List<NetUserId> usernames)
|
|
|
|
|
{
|
|
|
|
|
return usernames
|
|
|
|
|
.Select(p => (_cachedPlayerPrefs[p].Prefs, p))
|
|
|
|
|
.Where(p => p.Prefs != null)
|
|
|
|
|
.Select(p =>
|
|
|
|
|
{
|
|
|
|
|
var idx = p.Prefs!.SelectedCharacterIndex;
|
|
|
|
|
return new KeyValuePair<NetUserId, ICharacterProfile>(p.p, p.Prefs!.GetProfile(idx));
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
internal static bool ShouldStorePrefs(LoginType loginType)
|
|
|
|
|
{
|
|
|
|
|
return loginType.HasStaticUserId();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private sealed class PlayerPrefData
|
2020-06-26 03:46:08 +02:00
|
|
|
{
|
2022-08-07 08:00:42 +02:00
|
|
|
public bool PrefsLoaded;
|
2020-09-29 14:26:00 +02:00
|
|
|
public PlayerPreferences? Prefs;
|
2020-06-26 03:46:08 +02:00
|
|
|
}
|
2019-12-22 13:47:34 +01:00
|
|
|
}
|
|
|
|
|
}
|