Implement server status content side.
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@@ -133,6 +133,7 @@
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<Compile Include="GameObjects\Components\Power\PoweredLightComponent.cs" />
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<Compile Include="GameObjects\Components\Power\PowerDebugTool.cs" />
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<Compile Include="ServerNotifyManager.cs" />
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<Compile Include="StatusShell.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Content.Shared\Content.Shared.csproj">
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@@ -39,6 +39,7 @@ using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameTicking;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.Interfaces;
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using SS14.Server.Interfaces.ServerStatus;
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using SS14.Shared.Timing;
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namespace Content.Server
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@@ -46,6 +47,7 @@ namespace Content.Server
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public class EntryPoint : GameServer
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{
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private IGameTicker _gameTicker;
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private StatusShell _statusShell;
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/// <inheritdoc />
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public override void Init()
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@@ -122,6 +124,10 @@ namespace Content.Server
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_gameTicker = IoCManager.Resolve<IGameTicker>();
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IoCManager.Resolve<IServerNotifyManager>().Initialize();
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var playerManager = IoCManager.Resolve<IPlayerManager>();
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_statusShell = new StatusShell();
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}
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public override void PostInit()
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@@ -53,7 +53,7 @@ namespace Content.Server.GameTicking
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}
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}
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public Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
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public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
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private const string PlayerPrototypeName = "HumanMob_Content";
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private const string ObserverPrototypeName = "MobObserver";
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@@ -414,8 +414,8 @@ namespace Content.Server.GameTicking
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public enum GameRunLevel
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{
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PreRoundLobby = 0,
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InRound,
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PostRound
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InRound = 1,
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PostRound = 2
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}
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public class GameRunLevelChangedEventArgs : EventArgs
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@@ -1,3 +1,4 @@
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using System;
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using Content.Server.GameTicking;
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using SS14.Server.Interfaces.Player;
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using SS14.Server.Player;
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@@ -13,6 +14,8 @@ namespace Content.Server.Interfaces.GameTicking
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{
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GameRunLevel RunLevel { get; }
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event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
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void Initialize();
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void Update(FrameEventArgs frameEventArgs);
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60
Content.Server/StatusShell.cs
Normal file
60
Content.Server/StatusShell.cs
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@@ -0,0 +1,60 @@
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using System;
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using Content.Server.GameTicking;
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using Content.Server.Interfaces.GameTicking;
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using Newtonsoft.Json.Linq;
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using SS14.Server.Interfaces;
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using SS14.Server.Interfaces.Player;
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using SS14.Server.Interfaces.ServerStatus;
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using SS14.Shared.IoC;
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namespace Content.Server
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{
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/// <summary>
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/// Tiny helper class to handle status messages. Nothing too complicated.
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/// </summary>
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public class StatusShell
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{
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private readonly IPlayerManager _playerManager;
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private readonly string _name;
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private GameRunLevel _runLevel;
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private DateTime _roundStartTime;
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public StatusShell()
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{
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_playerManager = IoCManager.Resolve<IPlayerManager>();
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var baseServer = IoCManager.Resolve<IBaseServer>();
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var gameTicker = IoCManager.Resolve<IGameTicker>();
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gameTicker.OnRunLevelChanged += _runLevelChanged;
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_name = baseServer.ServerName;
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IoCManager.Resolve<IStatusHost>().OnStatusRequest += _getResponse;
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}
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private void _getResponse(JObject jObject)
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{
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lock (this)
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{
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jObject["name"] = _name;
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jObject["players"] = _playerManager.PlayerCount;
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jObject["run_level"] = (int) _runLevel;
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if (_runLevel >= GameRunLevel.InRound)
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{
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jObject["round_start_time"] = _roundStartTime.ToString("o");
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}
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}
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}
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private void _runLevelChanged(GameRunLevelChangedEventArgs eventArgs)
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{
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lock (this)
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{
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_runLevel = eventArgs.NewRunLevel;
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if (eventArgs.NewRunLevel == GameRunLevel.InRound)
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{
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_roundStartTime = DateTime.UtcNow;
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}
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}
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}
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}
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}
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2
engine
2
engine
Submodule engine updated: 861aabbe9b...21fd3e5d96
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