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PlayerSessionConverter.cs 1.5 KB

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  1. using System.Text.Json;
  2. using Robust.Shared.Player;
  3. namespace Content.Server.Administration.Logs.Converters;
  4. [AdminLogConverter]
  5. public sealed class PlayerSessionConverter : AdminLogConverter<SerializablePlayer>
  6. {
  7. // System.Text.Json actually keeps hold of your JsonSerializerOption instances in a cache on .NET 7.
  8. // Use a weak reference to avoid holding server instances live too long in integration tests.
  9. private WeakReference<IEntityManager> _entityManager = default!;
  10. public override void Init(IDependencyCollection dependencies)
  11. {
  12. _entityManager = new WeakReference<IEntityManager>(dependencies.Resolve<IEntityManager>());
  13. }
  14. public override void Write(Utf8JsonWriter writer, SerializablePlayer value, JsonSerializerOptions options)
  15. {
  16. writer.WriteStartObject();
  17. if (value.Player.AttachedEntity is {Valid: true} playerEntity)
  18. {
  19. if (!_entityManager.TryGetTarget(out var entityManager))
  20. throw new InvalidOperationException("EntityManager got garbage collected!");
  21. writer.WriteNumber("id", (int) value.Player.AttachedEntity);
  22. writer.WriteString("name", entityManager.GetComponent<MetaDataComponent>(playerEntity).EntityName);
  23. }
  24. writer.WriteString("player", value.Player.UserId.UserId);
  25. writer.WriteEndObject();
  26. }
  27. }
  28. public readonly struct SerializablePlayer
  29. {
  30. public readonly ICommonSession Player;
  31. public SerializablePlayer(ICommonSession player)
  32. {
  33. Player = player;
  34. }
  35. }