Preserve player definition order in MapPlayers
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@@ -22,15 +22,16 @@ namespace OpenRA
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// The "Everyone" player for spectators is created at runtime,
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// reducing the available player count for maps by 1.
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public const int MaximumPlayerCount = 63;
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public readonly Dictionary<string, PlayerReference> Players;
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public readonly OrderedDictionary<string, PlayerReference> Players;
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public MapPlayers()
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: this([]) { }
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public MapPlayers(IEnumerable<MiniYamlNode> playerDefinitions)
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{
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Players = playerDefinitions.Select(pr => new PlayerReference(new MiniYaml(pr.Key, pr.Value.Nodes)))
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.ToDictionary(player => player.Name);
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Players = new OrderedDictionary<string, PlayerReference>(playerDefinitions
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.Select(pr => new PlayerReference(new MiniYaml(pr.Key, pr.Value.Nodes)))
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.Select(player => KeyValuePair.Create(player.Name, player)));
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}
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public MapPlayers(Ruleset rules, int playerCount)
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@@ -38,7 +39,7 @@ namespace OpenRA
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var firstFaction = rules.Actors[SystemActors.World].TraitInfos<FactionInfo>()
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.First(f => f.Selectable).InternalName;
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Players = new Dictionary<string, PlayerReference>
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Players = new OrderedDictionary<string, PlayerReference>
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{
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{
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"Neutral", new PlayerReference
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@@ -307,7 +307,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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var newCount = previews.Count(p => p.Info.Name == PlayerSpawnName);
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var playersChanged = false;
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foreach (var kv in Players.Players)
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foreach (var kv in Players.Players.ToList())
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{
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if (!kv.Key.StartsWith("Multi", StringComparison.Ordinal))
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continue;
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@@ -0,0 +1,37 @@
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using NUnit.Framework;
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namespace OpenRA.Test
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{
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[TestFixture]
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sealed class MapPlayersTest
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{
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[TestCase(TestName = "Players keep their definition order when removed and re-added")]
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public void PlayersKeepDefinitionOrder()
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{
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var players = new MapPlayers();
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string[] names = ["Neutral", "Creeps", "Multi0", "Multi1", "Multi2"];
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foreach (var name in names)
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players.Players.Add(name, null);
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// The map editor removes and re-adds all spawn players when updating multiple spawns at once.
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for (var i = 2; i < names.Length; i++)
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players.Players.Remove(names[i]);
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for (var i = 2; i < names.Length; i++)
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players.Players.Add(names[i], null);
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Assert.That(players.Players.Keys, Is.EqualTo(names));
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}
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}
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}
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