# Conflicts: # .github/CODEOWNERS # .github/PULL_REQUEST_TEMPLATE.md # Content.Client/Changelog/ChangelogTab.xaml.cs # Content.Client/Chemistry/UI/ChemMasterWindow.xaml # Content.Client/Entry/EntryPoint.cs # Content.Client/GameTicking/Managers/ClientGameTicker.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/Paper/UI/PaperWindow.xaml.cs # Content.Client/StationRecords/GeneralStationRecordConsoleWindow.xaml.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Screens/SeparatedChatGameScreen.xaml # Content.Client/UserInterface/Systems/Ghost/Widgets/GhostGui.xaml.cs # Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.IntegrationTests/Tests/Power/StationPowerTests.cs # Content.Packaging/ServerPackaging.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Administration/Systems/AdminVerbSystem.Tools.cs # Content.Server/Atmos/TileAtmosphere.cs # Content.Server/Bible/BibleSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Content.Server.csproj # Content.Server/Discord/DiscordLink/DiscordLink.cs # Content.Server/GameTicking/GameTicker.LobbyBackground.cs # Content.Server/GameTicking/GameTicker.Spawning.cs # Content.Server/Ghost/GhostSystem.cs # Content.Server/Kitchen/Components/MicrowaveComponent.cs # Content.Server/Kitchen/EntitySystems/MicrowaveSystem.cs # Content.Server/Mech/Systems/MechSystem.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringConsoleSystem.cs # Content.Server/Medical/DefibrillatorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/DockingSystem.Shuttle.cs # Content.Server/Silicons/Borgs/BorgSystem.Transponder.cs # Content.Server/Tips/TipsSystem.cs # Content.Server/Traitor/Uplink/UplinkSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Bed/BedSystem.cs # Content.Shared/Blocking/BlockingSystem.User.cs # Content.Shared/Buckle/SharedBuckleSystem.Buckle.cs # Content.Shared/Chat/SharedSuicideSystem.cs # Content.Shared/Chemistry/Components/HyposprayComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Chemistry/EntitySystems/ScoopableSolutionSystem.cs # Content.Shared/Chemistry/EntitySystems/SolutionTransferSystem.cs # Content.Shared/Chemistry/Events/HyposprayEvents.cs # Content.Shared/Content.Shared.csproj # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/GameTicking/SharedGameTicker.cs # Content.Shared/Interaction/InteractHand.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs # Content.Shared/Nutrition/EntitySystems/HungerSystem.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Throwing/ThrowingSystem.cs # Content.Shared/Trigger/Systems/TriggerOnHitscanSystem.cs # Content.Shared/Weapons/Hitscan/Systems/HitscanBasicDamageSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Components/BatteryWeaponFireModesComponent.cs # Content.Shared/Weapons/Ranged/Components/HitscanBatteryAmmoProviderComponent.cs # Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Ballistic.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.Battery.cs # Content.Shared/Zombies/ZombieComponent.cs # Content.Shared/_Sunrise/Lobby/LobbyBackgroundPrototype.cs # README.md # Resources/Locale/en-US/_strings/borg/borg.ftl # Resources/Locale/en-US/_strings/chemistry/components/hypospray-component.ftl # Resources/Locale/en-US/_strings/chemistry/components/injector-component.ftl # Resources/Locale/en-US/_strings/commands/pauseatmos-command.ftl # Resources/Locale/en-US/_strings/commands/quick-inspect-command.ftl # Resources/Locale/en-US/_strings/commands/show-wallmounts-command.ftl # Resources/Locale/en-US/_strings/commands/substepatmos-command.ftl # Resources/Locale/en-US/_strings/fluids/components/equip-spray-component.ftl # Resources/Locale/en-US/_strings/game-ticking/game-presets/preset-revolutionary.ftl # Resources/Locale/en-US/_strings/job/job-names.ftl # Resources/Locale/en-US/_strings/lobby/lobby-state-background.ftl # Resources/Locale/en-US/_strings/reagents/meta/medicine.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/silicons/borg-module.ftl # Resources/Locale/en-US/_strings/store/changeling-catalog.ftl # Resources/Locale/en-US/_strings/store/currency.ftl # Resources/Locale/en-US/_strings/store/store.ftl # Resources/Locale/en-US/_strings/store/uplink-catalog.ftl # Resources/Prototypes/Body/Organs/slime.yml # Resources/Prototypes/Catalog/Fills/Backpacks/backpack.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Boxes/ammunition.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/antag.yml # Resources/Prototypes/Catalog/Fills/Crates/armory.yml # Resources/Prototypes/Catalog/Fills/Crates/botany.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Crates/medical.yml # Resources/Prototypes/Catalog/Fills/Crates/salvage.yml # Resources/Prototypes/Catalog/Fills/Crates/security.yml # Resources/Prototypes/Catalog/Fills/Crates/service.yml # Resources/Prototypes/Catalog/Fills/Crates/syndicate.yml # Resources/Prototypes/Catalog/Fills/Items/belt.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/firstaidkits.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Entities/Clothing/Back/backpacks.yml # Resources/Prototypes/Entities/Clothing/Shoes/magboots.yml # Resources/Prototypes/Entities/Debugging/debug_sweps.yml # Resources/Prototypes/Entities/Debugging/stress_test.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/anomaly.yml # Resources/Prototypes/Entities/Markers/Spawners/Random/toy.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml # Resources/Prototypes/Entities/Mobs/Cyborgs/xenoborgs.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Objects/Devices/base_handheld.yml # Resources/Prototypes/Entities/Objects/Fun/Instruments/instruments_misc.yml # Resources/Prototypes/Entities/Objects/Fun/dice_bag.yml # Resources/Prototypes/Entities/Objects/Fun/snap_pops.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Chapel/bibles.yml # Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/surgery.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/mmi.yml # Resources/Prototypes/Entities/Objects/Specific/Service/barber.yml # Resources/Prototypes/Entities/Objects/Tools/glowstick.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/antimateriel.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Boxes/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/heavy_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/SpeedLoaders/rifle_light.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/explosives.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/LMGs/lmgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Pistols/pistols.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Rifles/rifles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/SMGs/smgs.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/knife.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Furniture/dresser.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Shuttles/cannons.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/GameRules/roundstart.yml # Resources/Prototypes/GameRules/unknown_shuttles.yml # Resources/Prototypes/InventoryTemplates/aghost_inventory_template.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Loadouts/role_loadouts.yml # Resources/Prototypes/Maps/Pools/default.yml # Resources/Prototypes/Maps/amber.yml # Resources/Prototypes/Maps/oasis.yml # Resources/Prototypes/Maps/reach.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Reactions/medicine.yml # Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Roles/Jobs/Wildcards/zookeeper.yml # Resources/Prototypes/Roles/play_time_trackers.yml # Resources/Prototypes/Shuttles/shuttle_incoming_event.yml # Resources/Prototypes/Species/species_weights.yml # Resources/Prototypes/Store/presets.yml # Resources/Prototypes/ai_factions.yml # Resources/Prototypes/borg_types.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/silicon-laws.yml # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/icon-med.png # Resources/Textures/Clothing/Back/Duffels/syndicate.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/meta.json # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-broken.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-empty.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley-open.png # Resources/Textures/Objects/Specific/Mech/mecha.rsi/ripley.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_chassis.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness+o.png # Resources/Textures/Objects/Specific/Mech/ripley_construction.rsi/ripley_harness.png # Resources/Textures/Objects/Specific/Medical/hypospray.rsi/meta.json # Resources/Textures/Objects/Specific/Medical/medical.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi/meta.json # Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles2.rsi/meta.json # Resources/Textures/Structures/Storage/canister.rsi/meta.json # Resources/Textures/Structures/Storage/tanks.rsi/meta.json # Resources/migration.yml # RobustToolbox # SECURITY.md # SpaceStation14.sln
410 lines
17 KiB
C#
410 lines
17 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Database;
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using Content.Shared.CCVar;
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using Content.Shared.Construction.Prototypes;
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using Content.Shared.Humanoid;
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using Content.Shared.Preferences;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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using Content.Sunrise.Interfaces.Shared; // Sunrise-Sponsors
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namespace Content.Server.Preferences.Managers
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{
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/// <summary>
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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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/// </summary>
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public sealed class ServerPreferencesManager : IServerPreferencesManager, IPostInjectInit
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{
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[Dependency] private readonly IServerNetManager _netManager = default!;
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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 IPlayerManager _playerManager = default!;
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[Dependency] private readonly IDependencyCollection _dependencies = default!;
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[Dependency] private readonly ILogManager _log = default!;
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[Dependency] private readonly UserDbDataManager _userDb = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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private ISharedSponsorsManager? _sponsors;
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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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new();
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private ISawmill _sawmill = default!;
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// private int MaxCharacterSlots => _cfg.GetCVar(CCVars.GameMaxCharacterSlots);
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public void Init()
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{
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IoCManager.Instance!.TryResolveType(out _sponsors); // Sunrise-Sponsors
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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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_netManager.RegisterNetMessage<MsgUpdateConstructionFavorites>(HandleUpdateConstructionFavoritesMessage);
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_sawmill = _log.GetSawmill("prefs");
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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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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
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{
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_sawmill.Warning($"User {userId} tried to modify preferences before they loaded.");
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return;
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}
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if (index < 0 || index >= GetMaxUserCharacterSlots(userId)) // Sunrise-Sponsors
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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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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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prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, index, curPrefs.AdminOOCColor, curPrefs.ConstructionFavorites);
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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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}
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private async void HandleUpdateCharacterMessage(MsgUpdateCharacter message)
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{
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var userId = message.MsgChannel.UserId;
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// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
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if (message.Profile == null)
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_sawmill.Error($"User {userId} sent a {nameof(MsgUpdateCharacter)} with a null profile in slot {message.Slot}.");
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else
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await SetProfile(userId, message.Slot, message.Profile);
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}
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public async Task SetProfile(NetUserId userId, int slot, ICharacterProfile profile)
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{
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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
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{
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_sawmill.Error($"Tried to modify user {userId} preferences before they loaded.");
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return;
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}
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if (slot < 0 || slot >= GetMaxUserCharacterSlots(userId))
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return;
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var curPrefs = prefsData.Prefs!;
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var session = _playerManager.GetSessionById(userId);
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// Sunrise-Sponsors-Start
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var sponsorPrototypes = _sponsors != null && _sponsors.TryGetPrototypes(session.UserId, out var prototypes)
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? prototypes.ToArray()
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: [];
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profile.EnsureValid(session, _dependencies, sponsorPrototypes);
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// Sunrise-Sponsors-End
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var profiles = new Dictionary<int, ICharacterProfile>(curPrefs.Characters)
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{
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[slot] = profile
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};
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prefsData.Prefs = new PlayerPreferences(profiles, slot, curPrefs.AdminOOCColor, curPrefs.ConstructionFavorites);
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if (ShouldStorePrefs(session.Channel.AuthType))
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await _db.SaveCharacterSlotAsync(userId, profile, slot);
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}
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public async Task SetConstructionFavorites(NetUserId userId, List<ProtoId<ConstructionPrototype>> favorites)
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{
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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
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{
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_sawmill.Error($"Tried to modify user {userId} preferences before they loaded.");
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return;
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}
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var curPrefs = prefsData.Prefs!;
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prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor, favorites);
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var session = _playerManager.GetSessionById(userId);
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if (ShouldStorePrefs(session.Channel.AuthType))
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await _db.SaveConstructionFavoritesAsync(userId, favorites);
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}
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private async void HandleDeleteCharacterMessage(MsgDeleteCharacter message)
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{
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var slot = message.Slot;
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var userId = message.MsgChannel.UserId;
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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
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{
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_sawmill.Warning($"User {userId} tried to modify preferences before they loaded.");
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return;
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}
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var curPrefs = prefsData.Prefs!;
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// If they try to delete the slot they have selected then we switch to another one.
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// Of course, that's only if they HAVE another slot.
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int? nextSlot = null;
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if (curPrefs.SelectedCharacterIndex == slot)
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{
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// That ! on the end is because Rider doesn't like .NET 5.
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var (ns, profile) = curPrefs.Characters.FirstOrDefault(p => p.Key != message.Slot)!;
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if (profile == null)
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{
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// Only slot left, can't delete.
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return;
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}
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nextSlot = ns;
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}
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var arr = new Dictionary<int, ICharacterProfile>(curPrefs.Characters);
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arr.Remove(slot);
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prefsData.Prefs = new PlayerPreferences(arr, nextSlot ?? curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor, curPrefs.ConstructionFavorites);
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if (ShouldStorePrefs(message.MsgChannel.AuthType))
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{
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if (nextSlot != null)
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{
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await _db.DeleteSlotAndSetSelectedIndex(userId, slot, nextSlot.Value);
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}
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else
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{
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await _db.SaveCharacterSlotAsync(userId, null, slot);
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}
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}
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}
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private async void HandleUpdateConstructionFavoritesMessage(MsgUpdateConstructionFavorites message)
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{
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var userId = message.MsgChannel.UserId;
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if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
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{
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_sawmill.Warning($"User {userId} tried to modify preferences before they loaded.");
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return;
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}
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// Validate items in the message so that a modified client cannot freely store a gigabyte of arbitrary data.
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var validatedSet = new HashSet<ProtoId<ConstructionPrototype>>();
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foreach (var favorite in message.Favorites)
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{
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if (_prototypeManager.HasIndex(favorite))
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validatedSet.Add(favorite);
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}
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var validatedList = message.Favorites;
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if (validatedSet.Count != message.Favorites.Count)
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{
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// A difference in counts indicates that unrecognized or duplicate IDs are present.
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_sawmill.Warning($"User {userId} sent invalid construction favorites.");
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validatedList = validatedSet.ToList();
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}
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var curPrefs = prefsData.Prefs!;
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prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor, validatedList);
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if (ShouldStorePrefs(message.MsgChannel.AuthType))
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{
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await _db.SaveConstructionFavoritesAsync(userId, validatedList);
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}
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}
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// Should only be called via UserDbDataManager.
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public async Task LoadData(ICommonSession session, CancellationToken cancel)
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{
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if (!ShouldStorePrefs(session.Channel.AuthType))
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|
{
|
|
// Don't store data for guests.
|
|
var prefsData = new PlayerPrefData
|
|
{
|
|
PrefsLoaded = true,
|
|
Prefs = new PlayerPreferences(
|
|
new[] { new KeyValuePair<int, ICharacterProfile>(0, HumanoidCharacterProfile.Random()) },
|
|
0, Color.Transparent, [])
|
|
};
|
|
|
|
_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, cancel);
|
|
// Sunrise-Sponsors-Start: Remove sponsor markings from expired sponsors
|
|
var collection = IoCManager.Instance!;
|
|
foreach (var (_, profile) in prefs.Characters)
|
|
{
|
|
var sponsorPrototypes = _sponsors != null && _sponsors.TryGetPrototypes(session.UserId, out var prototypes)
|
|
? prototypes.ToArray()
|
|
: [];
|
|
profile.EnsureValid(session, collection, sponsorPrototypes);
|
|
}
|
|
// Sunrise-Sponsors-End
|
|
prefsData.Prefs = prefs;
|
|
}
|
|
}
|
|
}
|
|
|
|
public void FinishLoad(ICommonSession session)
|
|
{
|
|
// This is a separate step from the actual database load.
|
|
// Sanitizing preferences requires play time info due to loadouts.
|
|
// And play time info is loaded concurrently from the DB with preferences.
|
|
var prefsData = _cachedPlayerPrefs[session.UserId];
|
|
DebugTools.Assert(prefsData.Prefs != null);
|
|
prefsData.Prefs = SanitizePreferences(session, prefsData.Prefs, _dependencies);
|
|
|
|
prefsData.PrefsLoaded = true;
|
|
|
|
var msg = new MsgPreferencesAndSettings();
|
|
msg.Preferences = prefsData.Prefs;
|
|
msg.Settings = new GameSettings
|
|
{
|
|
MaxCharacterSlots = GetMaxUserCharacterSlots(session.UserId) // Sunrise-Sponsors
|
|
};
|
|
// Sunrise-Start
|
|
if (msg.Preferences.SelectedCharacterIndex > GetMaxUserCharacterSlots(session.UserId))
|
|
msg.Preferences.SelectedCharacterIndex = prefsData.Prefs.Characters.FirstOrDefault().Key;
|
|
// Sunrise-End
|
|
_netManager.ServerSendMessage(msg, session.Channel);
|
|
}
|
|
|
|
public void OnClientDisconnected(ICommonSession session)
|
|
{
|
|
_cachedPlayerPrefs.Remove(session.UserId);
|
|
}
|
|
|
|
public bool HavePreferencesLoaded(ICommonSession session)
|
|
{
|
|
return _cachedPlayerPrefs.ContainsKey(session.UserId);
|
|
}
|
|
|
|
// Sunrise-Sponsors-Start
|
|
private int GetMaxUserCharacterSlots(NetUserId userId)
|
|
{
|
|
var maxSlots = _cfg.GetCVar(CCVars.GameMaxCharacterSlots);
|
|
var extraSlots = _sponsors?.GetExtraCharSlots(userId) ?? 0;
|
|
return maxSlots + extraSlots;
|
|
}
|
|
// Sunrise-Sponsors-End
|
|
|
|
/// <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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves preferences for the given username from storage.
|
|
/// </summary>
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves preferences for the given username from storage or returns null.
|
|
/// </summary>
|
|
public PlayerPreferences? GetPreferencesOrNull(NetUserId? userId)
|
|
{
|
|
if (userId == null)
|
|
return null;
|
|
|
|
if (_cachedPlayerPrefs.TryGetValue(userId.Value, out var pref))
|
|
return pref.Prefs;
|
|
return null;
|
|
}
|
|
|
|
private async Task<PlayerPreferences> GetOrCreatePreferencesAsync(NetUserId userId, CancellationToken cancel)
|
|
{
|
|
var prefs = await _db.GetPlayerPreferencesAsync(userId, cancel);
|
|
if (prefs is null)
|
|
{
|
|
var speciesToBlacklist =
|
|
new HashSet<string>(_cfg.GetCVar(CCVars.ICNewAccountSpeciesBlacklist).Split(","));
|
|
return await _db.InitPrefsAsync(userId, HumanoidCharacterProfile.Random(speciesToBlacklist), cancel);
|
|
}
|
|
|
|
return prefs;
|
|
}
|
|
|
|
private PlayerPreferences SanitizePreferences(ICommonSession session, PlayerPreferences prefs, IDependencyCollection collection)
|
|
{
|
|
// Clean up preferences in case of changes to the game,
|
|
// such as removed jobs still being selected.
|
|
|
|
var sponsorPrototypes = _sponsors != null && _sponsors.TryGetPrototypes(session.UserId, out var prototypes) ? prototypes.ToArray() : []; // Sunrise-Sponsors
|
|
return new PlayerPreferences(prefs.Characters.Select(p =>
|
|
{
|
|
return new KeyValuePair<int, ICharacterProfile>(p.Key, p.Value.Validated(session, collection, sponsorPrototypes));
|
|
}), prefs.SelectedCharacterIndex, prefs.AdminOOCColor, prefs.ConstructionFavorites);
|
|
}
|
|
|
|
public IEnumerable<KeyValuePair<NetUserId, ICharacterProfile>> GetSelectedProfilesForPlayers(
|
|
List<NetUserId> usernames)
|
|
{
|
|
return usernames
|
|
.Select(p => (_cachedPlayerPrefs[p].Prefs, p))
|
|
.Where(p => p.Prefs != null)
|
|
.Select(p => new KeyValuePair<NetUserId, ICharacterProfile>(p.p, p.Prefs!.SelectedCharacter));
|
|
}
|
|
|
|
internal static bool ShouldStorePrefs(LoginType loginType)
|
|
{
|
|
return loginType.HasStaticUserId();
|
|
}
|
|
|
|
private sealed class PlayerPrefData
|
|
{
|
|
public bool PrefsLoaded;
|
|
public PlayerPreferences? Prefs;
|
|
}
|
|
|
|
void IPostInjectInit.PostInject()
|
|
{
|
|
_userDb.AddOnLoadPlayer(LoadData);
|
|
_userDb.AddOnFinishLoad(FinishLoad);
|
|
_userDb.AddOnPlayerDisconnect(OnClientDisconnected);
|
|
}
|
|
}
|
|
}
|