Add gamerule to restart the round after a max time (#2681)
* Add gamerule to restart the round after a max time * Add test * Set default max time to 5 minutes
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using System;
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using System.Threading.Tasks;
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using Content.Server.GameTicking;
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using Content.Server.GameTicking.GameRules;
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using Content.Server.Interfaces.GameTicking;
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using NUnit.Framework;
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using Robust.Shared.Interfaces.Timing;
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namespace Content.IntegrationTests.Tests.GameRules
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{
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[TestFixture]
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[TestOf(typeof(RuleMaxTimeRestart))]
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public class RuleMaxTimeRestartTest : ContentIntegrationTest
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{
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[Test]
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public async Task RestartTest()
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{
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var options = new ServerContentIntegrationOption
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{
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CVarOverrides =
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{
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["game.lobbyenabled"] = "true"
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}
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};
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var server = StartServer(options);
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await server.WaitIdleAsync();
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var sGameTicker = server.ResolveDependency<IGameTicker>();
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var sGameTiming = server.ResolveDependency<IGameTiming>();
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RuleMaxTimeRestart maxTimeRule = null;
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await server.WaitAssertion(() =>
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{
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Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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maxTimeRule = sGameTicker.AddGameRule<RuleMaxTimeRestart>();
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maxTimeRule.RoundMaxTime = TimeSpan.FromSeconds(3);
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sGameTicker.StartRound();
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});
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await server.WaitAssertion(() =>
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{
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Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
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});
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var ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTimeRule.RoundMaxTime.TotalSeconds * 1.1f);
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await server.WaitRunTicks(ticks);
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await server.WaitAssertion(() =>
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{
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Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PostRound));
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});
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ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTimeRule.RoundEndDelay.TotalSeconds * 1.1f);
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await server.WaitRunTicks(ticks);
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await server.WaitAssertion(() =>
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{
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Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
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});
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}
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}
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}
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71
Content.Server/GameTicking/GameRules/RuleMaxTimeRestart.cs
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71
Content.Server/GameTicking/GameRules/RuleMaxTimeRestart.cs
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using System;
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using System.Threading;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameTicking.GameRules
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{
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public sealed class RuleMaxTimeRestart : GameRule
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{
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[Dependency] private readonly IGameTicker _gameTicker = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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private CancellationTokenSource _timerCancel = new();
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public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromMinutes(5);
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public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
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public override void Added()
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{
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base.Added();
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_gameTicker.OnRunLevelChanged += RunLevelChanged;
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}
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public override void Removed()
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{
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base.Removed();
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_gameTicker.OnRunLevelChanged -= RunLevelChanged;
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StopTimer();
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}
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public void RestartTimer()
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{
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_timerCancel.Cancel();
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_timerCancel = new CancellationTokenSource();
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Timer.Spawn(RoundMaxTime, TimerFired, _timerCancel.Token);
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}
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public void StopTimer()
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{
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_timerCancel.Cancel();
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}
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private void TimerFired()
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{
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_gameTicker.EndRound("Time has run out!");
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", (int) RoundEndDelay.TotalSeconds));
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Timer.Spawn(RoundEndDelay, () => _gameTicker.RestartRound());
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}
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private void RunLevelChanged(GameRunLevelChangedEventArgs args)
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{
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switch (args.NewRunLevel)
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{
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case GameRunLevel.InRound:
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RestartTimer();
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break;
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case GameRunLevel.PreRoundLobby:
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case GameRunLevel.PostRound:
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StopTimer();
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break;
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}
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}
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}
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}
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