Renamed IgnoreActionsForClearingTrashCan to conform w/ changes

This just changes IgnoreActionsForClearingTrashCan to meet the
same naming scheme for the rest of the old ignore checks. For
consistency. Consistency is nice.
This commit is contained in:
Lucas Nicodemus 2017-12-20 17:33:18 -07:00
parent 4e186e7375
commit 8e5ee7d286
5 changed files with 11 additions and 10 deletions

View file

@ -863,7 +863,7 @@ namespace TShockAPI
{ {
args.Player.SendErrorMessage("Please /register or /login to play!"); args.Player.SendErrorMessage("Please /register or /login to play!");
} }
else if (args.Player.IgnoreActionsForClearingTrashCan) else if (args.Player.IsDisabledPendingTrashRemoval)
{ {
args.Player.SendErrorMessage("You need to rejoin to ensure your trash can is cleared!"); args.Player.SendErrorMessage("You need to rejoin to ensure your trash can is cleared!");
} }

View file

@ -1636,7 +1636,7 @@ namespace TShockAPI
args.Player.SendSuccessMessage("SSC has been saved."); args.Player.SendSuccessMessage("SSC has been saved.");
foreach (TSPlayer player in TShock.Players) foreach (TSPlayer player in TShock.Players)
{ {
if (player != null && player.IsLoggedIn && !player.IgnoreActionsForClearingTrashCan) if (player != null && player.IsLoggedIn && !player.IsDisabledPendingTrashRemoval)
{ {
TShock.CharacterDB.InsertPlayerData(player, true); TShock.CharacterDB.InsertPlayerData(player, true);
} }
@ -1681,7 +1681,7 @@ namespace TShockAPI
args.Player.SendErrorMessage("Player \"{0}\" has to perform a /login attempt first.", matchedPlayer.Name); args.Player.SendErrorMessage("Player \"{0}\" has to perform a /login attempt first.", matchedPlayer.Name);
return; return;
} }
if (matchedPlayer.IgnoreActionsForClearingTrashCan) if (matchedPlayer.IsDisabledPendingTrashRemoval)
{ {
args.Player.SendErrorMessage("Player \"{0}\" has to reconnect first.", matchedPlayer.Name); args.Player.SendErrorMessage("Player \"{0}\" has to reconnect first.", matchedPlayer.Name);
return; return;
@ -1887,7 +1887,7 @@ namespace TShockAPI
{ {
foreach (TSPlayer player in TShock.Players) foreach (TSPlayer player in TShock.Players)
{ {
if (player != null && player.IsLoggedIn && !player.IgnoreActionsForClearingTrashCan) if (player != null && player.IsLoggedIn && !player.IsDisabledPendingTrashRemoval)
{ {
player.SaveServerCharacter(); player.SaveServerCharacter();
} }

View file

@ -1612,7 +1612,7 @@ namespace TShockAPI
args.Player.HasSentInventory && !args.Player.HasPermission(Permissions.bypassssc)) args.Player.HasSentInventory && !args.Player.HasPermission(Permissions.bypassssc))
{ {
// The player might have moved an item to their trash can before they performed a single login attempt yet. // The player might have moved an item to their trash can before they performed a single login attempt yet.
args.Player.IgnoreActionsForClearingTrashCan = true; args.Player.IsDisabledPendingTrashRemoval = true;
} }
if (slot == 58) //this is the hand if (slot == 58) //this is the hand

View file

@ -286,7 +286,8 @@ namespace TShockAPI
/// <summary>Determines if the player is disabled by the item bans system for having banned wearables on the server.</summary> /// <summary>Determines if the player is disabled by the item bans system for having banned wearables on the server.</summary>
public bool IsDisabledForBannedWearable = false; public bool IsDisabledForBannedWearable = false;
public bool IgnoreActionsForClearingTrashCan; /// <summary>Determines if the player is disabled for not clearing their trash. A re-login is the only way to reset this.</summary>
public bool IsDisabledPendingTrashRemoval;
/// <summary>Checks to see if active throttling is happening on events by Bouncer. Rejects repeated events by malicious clients in a short window.</summary> /// <summary>Checks to see if active throttling is happening on events by Bouncer. Rejects repeated events by malicious clients in a short window.</summary>
/// <returns>If the player is currently being throttled by Bouncer, or not.</returns> /// <returns>If the player is currently being throttled by Bouncer, or not.</returns>
@ -300,7 +301,7 @@ namespace TShockAPI
/// <returns>bool - True if any ignore is not none, false, or login state differs from the required state.</returns> /// <returns>bool - True if any ignore is not none, false, or login state differs from the required state.</returns>
public bool CheckIgnores() public bool CheckIgnores()
{ {
return IsDisabledForSSC || IsDisabledForStackDetection || IsDisabledForBannedWearable || IgnoreActionsForClearingTrashCan || !IsLoggedIn && TShock.Config.RequireLogin; return IsDisabledForSSC || IsDisabledForStackDetection || IsDisabledForBannedWearable || IsDisabledPendingTrashRemoval || !IsLoggedIn && TShock.Config.RequireLogin;
} }
/// <summary> /// <summary>
@ -660,7 +661,7 @@ namespace TShockAPI
if (Main.ServerSideCharacter) if (Main.ServerSideCharacter)
{ {
IsDisabledForSSC = true; IsDisabledForSSC = true;
if (!IgnoreActionsForClearingTrashCan && (!Dead || TPlayer.difficulty != 2)) if (!IsDisabledPendingTrashRemoval && (!Dead || TPlayer.difficulty != 2))
{ {
PlayerData.CopyCharacter(this); PlayerData.CopyCharacter(this);
TShock.CharacterDB.InsertPlayerData(this); TShock.CharacterDB.InsertPlayerData(this);

View file

@ -945,7 +945,7 @@ namespace TShockAPI
foreach (TSPlayer player in Players) foreach (TSPlayer player in Players)
{ {
// prevent null point exceptions // prevent null point exceptions
if (player != null && player.IsLoggedIn && !player.IgnoreActionsForClearingTrashCan) if (player != null && player.IsLoggedIn && !player.IsDisabledPendingTrashRemoval)
{ {
CharacterDB.InsertPlayerData(player); CharacterDB.InsertPlayerData(player);
@ -1409,7 +1409,7 @@ namespace TShockAPI
Utils.Broadcast(tsplr.Name + " has left.", Color.Yellow); Utils.Broadcast(tsplr.Name + " has left.", Color.Yellow);
Log.Info("{0} disconnected.", tsplr.Name); Log.Info("{0} disconnected.", tsplr.Name);
if (tsplr.IsLoggedIn && !tsplr.IgnoreActionsForClearingTrashCan && Main.ServerSideCharacter && (!tsplr.Dead || tsplr.TPlayer.difficulty != 2)) if (tsplr.IsLoggedIn && !tsplr.IsDisabledPendingTrashRemoval && Main.ServerSideCharacter && (!tsplr.Dead || tsplr.TPlayer.difficulty != 2))
{ {
tsplr.PlayerData.CopyCharacter(tsplr); tsplr.PlayerData.CopyCharacter(tsplr);
CharacterDB.InsertPlayerData(tsplr); CharacterDB.InsertPlayerData(tsplr);