Add game rule to restart an empty server after 10 minutes (#2787)

* Add game rule to restart an empty server after 10 minutes

* Add missing localization for time running out
This commit is contained in:
DrSmugleaf
2020-12-21 11:59:41 +01:00
committed by GitHub
parent d9d168a324
commit 38dcc058c7
2 changed files with 96 additions and 1 deletions

View File

@@ -0,0 +1,95 @@
#nullable enable
using System;
using System.Threading;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameTicking.GameRules
{
public class RuleInactivityTimeRestart : GameRule
{
[Dependency] private readonly IGameTicker _gameTicker = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
private CancellationTokenSource _timerCancel = new();
public TimeSpan InactivityMaxTime { get; set; } = TimeSpan.FromMinutes(10);
public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
public override void Added()
{
base.Added();
_gameTicker.OnRunLevelChanged += RunLevelChanged;
_playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
public override void Removed()
{
base.Removed();
_gameTicker.OnRunLevelChanged -= RunLevelChanged;
_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
StopTimer();
}
public void RestartTimer()
{
_timerCancel.Cancel();
_timerCancel = new CancellationTokenSource();
Timer.Spawn(InactivityMaxTime, TimerFired, _timerCancel.Token);
}
public void StopTimer()
{
_timerCancel.Cancel();
}
private void TimerFired()
{
_gameTicker.EndRound(Loc.GetString("Time has run out!"));
_chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", (int) RoundEndDelay.TotalSeconds));
Timer.Spawn(RoundEndDelay, () => _gameTicker.RestartRound());
}
private void RunLevelChanged(GameRunLevelChangedEventArgs args)
{
switch (args.NewRunLevel)
{
case GameRunLevel.InRound:
RestartTimer();
break;
case GameRunLevel.PreRoundLobby:
case GameRunLevel.PostRound:
StopTimer();
break;
}
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (_gameTicker.RunLevel != GameRunLevel.InRound)
{
return;
}
if (_playerManager.PlayerCount == 0)
{
RestartTimer();
}
else
{
StopTimer();
}
}
}
}

View File

@@ -47,7 +47,7 @@ namespace Content.Server.GameTicking.GameRules
private void TimerFired() private void TimerFired()
{ {
_gameTicker.EndRound("Time has run out!"); _gameTicker.EndRound(Loc.GetString("Time has run out!"));
_chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", (int) RoundEndDelay.TotalSeconds)); _chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", (int) RoundEndDelay.TotalSeconds));