Play time tracking: Job timers 3: more titles: when the (#9978)
Co-authored-by: Veritius <veritiusgaming@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Database;
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using Content.Shared.CCVar;
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using Content.Shared.Players.PlayTimeTracking;
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using Robust.Server.Player;
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using Robust.Shared.Asynchronous;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.Exceptions;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Players.PlayTimeTracking;
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public delegate void CalcPlayTimeTrackersCallback(IPlayerSession player, HashSet<string> trackers);
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/// <summary>
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/// Tracks play time for players, across all roles.
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/// </summary>
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/// <remarks>
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/// <para>
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/// Play time is tracked in distinct "trackers" (defined in <see cref="PlayTimeTrackerPrototype"/>).
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/// Most jobs correspond to one such tracker, but there are also more trackers like <c>"Overall"</c> which tracks cumulative playtime across all roles.
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/// </para>
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/// <para>
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/// To actually figure out what trackers are active, <see cref="CalcTrackers"/> is invoked in a "refresh".
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/// The next time the trackers are refreshed, these trackers all get the time since the last refresh added.
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/// Refreshes are triggered by <see cref="QueueRefreshTrackers"/>, and should be raised through events such as players' roles changing.
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/// </para>
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/// <para>
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/// Because the calculation system does not persistently keep ticking timers,
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/// APIs like <see cref="GetPlayTimeForTracker"/> will not see live-updating information.
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/// A light-weight form of refresh is a "flush" through <see cref="FlushTracker"/>.
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/// This will not cause active trackers to be re-calculated like a refresh,
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/// but it will ensure stored play time info is up to date.
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/// </para>
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/// <para>
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/// Trackers are auto-saved to DB on a cvar-configured interval. This interval is independent of refreshes,
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/// but does do a flush to get the latest info.
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/// Some things like round restarts and player disconnects cause immediate saving of one or all sessions.
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/// </para>
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/// <para>
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/// Tracker data is loaded from the database when the client connects as part of <see cref="UserDbDataManager"/>.
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/// </para>
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/// <para>
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/// Timing logic in this manager is ran **out** of simulation.
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/// This means that we use real time, not simulation time, for timing everything here.
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/// </para>
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/// <para>
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/// Operations like refreshing and sending play time info to clients are deferred until the next frame (note: not tick).
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/// </para>
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/// </remarks>
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public sealed class PlayTimeTrackingManager
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{
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[Dependency] private readonly IServerDbManager _db = default!;
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[Dependency] private readonly IServerNetManager _net = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ITaskManager _task = default!;
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[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
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private ISawmill _sawmill = default!;
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// List of players that need some kind of update (refresh timers or resend).
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private ValueList<IPlayerSession> _playersDirty;
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// DB auto-saving logic.
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private TimeSpan _saveInterval;
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private TimeSpan _lastSave;
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// List of pending DB save operations.
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// We must block server shutdown on these to avoid losing data.
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private readonly List<Task> _pendingSaveTasks = new();
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private readonly Dictionary<IPlayerSession, PlayTimeData> _playTimeData = new();
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public event CalcPlayTimeTrackersCallback? CalcTrackers;
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public void Initialize()
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{
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_sawmill = Logger.GetSawmill("play_time");
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_net.RegisterNetMessage<MsgPlayTime>();
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_cfg.OnValueChanged(CCVars.PlayTimeSaveInterval, f => _saveInterval = TimeSpan.FromSeconds(f), true);
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}
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public void Shutdown()
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{
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Save();
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_task.BlockWaitOnTask(Task.WhenAll(_pendingSaveTasks));
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}
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public void Update()
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{
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// NOTE: This is run **out** of simulation. This is intentional.
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UpdateDirtyPlayers();
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if (_timing.RealTime < _lastSave + _saveInterval)
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return;
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Save();
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}
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private void UpdateDirtyPlayers()
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{
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if (_playersDirty.Count == 0)
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return;
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var time = _timing.RealTime;
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foreach (var player in _playersDirty)
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{
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if (!_playTimeData.TryGetValue(player, out var data))
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continue;
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DebugTools.Assert(data.IsDirty);
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if (data.NeedRefreshTackers)
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{
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RefreshSingleTracker(player, data, time);
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data.NeedRefreshTackers = true;
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}
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if (data.NeedSendTimers)
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{
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SendPlayTimes(player);
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data.NeedSendTimers = false;
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}
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data.IsDirty = false;
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}
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_playersDirty.Clear();
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}
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private void RefreshSingleTracker(IPlayerSession dirty, PlayTimeData data, TimeSpan time)
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{
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DebugTools.Assert(data.Initialized);
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FlushSingleTracker(data, time);
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data.NeedRefreshTackers = false;
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data.ActiveTrackers.Clear();
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// Fetch new trackers.
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// Inside try catch to avoid state corruption from bad callback code.
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try
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{
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CalcTrackers?.Invoke(dirty, data.ActiveTrackers);
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}
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catch (Exception e)
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{
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_runtimeLog.LogException(e, "PlayTime CalcTrackers");
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data.ActiveTrackers.Clear();
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}
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}
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/// <summary>
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/// Flush all trackers for all players.
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/// </summary>
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/// <seealso cref="FlushTracker"/>
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public void FlushAllTrackers()
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{
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var time = _timing.RealTime;
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foreach (var data in _playTimeData.Values)
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{
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FlushSingleTracker(data, time);
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}
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}
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/// <summary>
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/// Flush time tracker information for a player,
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/// so APIs like <see cref="GetPlayTimeForTracker"/> return up-to-date info.
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/// </summary>
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/// <seealso cref="FlushAllTrackers"/>
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public void FlushTracker(IPlayerSession player)
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{
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var time = _timing.RealTime;
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var data = _playTimeData[player];
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FlushSingleTracker(data, time);
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}
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private static void FlushSingleTracker(PlayTimeData data, TimeSpan time)
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{
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var delta = time - data.LastUpdate;
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data.LastUpdate = time;
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// Flush active trackers into semi-permanent storage.
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foreach (var active in data.ActiveTrackers)
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{
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AddTimeToTracker(data, active, delta);
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}
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}
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private void SendPlayTimes(IPlayerSession pSession)
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{
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var roles = GetTrackerTimes(pSession);
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var msg = new MsgPlayTime
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{
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Trackers = roles
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};
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_net.ServerSendMessage(msg, pSession.ConnectedClient);
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}
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/// <summary>
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/// Save all modified time trackers for all players to the database.
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/// </summary>
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public async void Save()
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{
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FlushAllTrackers();
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_lastSave = _timing.RealTime;
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TrackPending(DoSaveAsync());
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}
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/// <summary>
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/// Save all modified time trackers for a player to the database.
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/// </summary>
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public async void SaveSession(IPlayerSession session)
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{
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// This causes all trackers to refresh, ah well.
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FlushAllTrackers();
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TrackPending(DoSaveSessionAsync(session));
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}
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/// <summary>
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/// Track a database save task to make sure we block server shutdown on it.
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/// </summary>
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private async void TrackPending(Task task)
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{
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_pendingSaveTasks.Add(task);
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try
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{
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await task;
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}
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finally
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{
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_pendingSaveTasks.Remove(task);
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}
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}
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private async Task DoSaveAsync()
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{
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var log = new List<PlayTimeUpdate>();
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foreach (var (player, data) in _playTimeData)
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{
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foreach (var tracker in data.DbTrackersDirty)
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{
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log.Add(new PlayTimeUpdate(player.UserId, tracker, data.TrackerTimes[tracker]));
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}
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data.DbTrackersDirty.Clear();
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}
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if (log.Count == 0)
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return;
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// NOTE: we do replace updates here, not incremental additions.
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// This means that if you're playing on two servers at the same time, they'll step on each other's feet.
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// This is considered fine.
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await _db.UpdatePlayTimes(log);
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_sawmill.Debug($"Saved {log.Count} trackers");
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}
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private async Task DoSaveSessionAsync(IPlayerSession session)
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{
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var log = new List<PlayTimeUpdate>();
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var data = _playTimeData[session];
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foreach (var tracker in data.DbTrackersDirty)
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{
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log.Add(new PlayTimeUpdate(session.UserId, tracker, data.TrackerTimes[tracker]));
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}
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data.DbTrackersDirty.Clear();
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// NOTE: we do replace updates here, not incremental additions.
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// This means that if you're playing on two servers at the same time, they'll step on each other's feet.
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// This is considered fine.
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await _db.UpdatePlayTimes(log);
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_sawmill.Debug($"Saved {log.Count} trackers for {session.Name}");
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}
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public async Task LoadData(IPlayerSession session, CancellationToken cancel)
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{
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var data = new PlayTimeData();
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_playTimeData.Add(session, data);
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var playTimes = await _db.GetPlayTimes(session.UserId);
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cancel.ThrowIfCancellationRequested();
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foreach (var timer in playTimes)
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{
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data.TrackerTimes.Add(timer.Tracker, timer.TimeSpent);
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}
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data.Initialized = true;
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QueueRefreshTrackers(session);
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QueueSendTimers(session);
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}
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public void ClientDisconnected(IPlayerSession session)
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{
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SaveSession(session);
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_playTimeData.Remove(session);
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}
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public void AddTimeToTracker(IPlayerSession id, string tracker, TimeSpan time)
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{
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if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
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throw new InvalidOperationException("Play time info is not yet loaded for this player!");
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AddTimeToTracker(data, tracker, time);
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}
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private static void AddTimeToTracker(PlayTimeData data, string tracker, TimeSpan time)
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{
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ref var timer = ref CollectionsMarshal.GetValueRefOrAddDefault(data.TrackerTimes, tracker, out _);
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timer += time;
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data.DbTrackersDirty.Add(tracker);
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}
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public void AddTimeToOverallPlaytime(IPlayerSession id, TimeSpan time)
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{
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AddTimeToTracker(id, PlayTimeTrackingShared.TrackerOverall, time);
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}
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public TimeSpan GetOverallPlaytime(IPlayerSession id)
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{
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return GetPlayTimeForTracker(id, PlayTimeTrackingShared.TrackerOverall);
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}
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public Dictionary<string, TimeSpan> GetTrackerTimes(IPlayerSession id)
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{
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if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
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throw new InvalidOperationException("Play time info is not yet loaded for this player!");
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return data.TrackerTimes;
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}
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public TimeSpan GetPlayTimeForTracker(IPlayerSession id, string tracker)
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{
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if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
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throw new InvalidOperationException("Play time info is not yet loaded for this player!");
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return data.TrackerTimes.GetValueOrDefault(tracker);
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}
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/// <summary>
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/// Queue for play time trackers to be refreshed on a player, in case the set of active trackers may have changed.
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/// </summary>
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public void QueueRefreshTrackers(IPlayerSession player)
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{
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if (DirtyPlayer(player) is { } data)
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data.NeedRefreshTackers = true;
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}
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/// <summary>
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/// Queue for play time information to be sent to a client, for showing in UIs etc.
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/// </summary>
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public void QueueSendTimers(IPlayerSession player)
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{
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if (DirtyPlayer(player) is { } data)
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data.NeedSendTimers = true;
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}
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private PlayTimeData? DirtyPlayer(IPlayerSession player)
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{
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if (!_playTimeData.TryGetValue(player, out var data) || !data.Initialized)
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return null;
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if (!data.IsDirty)
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{
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data.IsDirty = true;
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_playersDirty.Add(player);
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}
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return data;
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}
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/// <summary>
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/// Play time info for a particular player.
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/// </summary>
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private sealed class PlayTimeData
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{
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// Queued update flags
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public bool IsDirty;
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public bool NeedRefreshTackers;
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public bool NeedSendTimers;
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// Active tracking info
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public readonly HashSet<string> ActiveTrackers = new();
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public TimeSpan LastUpdate;
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// Stored tracked time info.
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/// <summary>
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/// Have we finished retrieving our data from the DB?
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/// </summary>
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public bool Initialized;
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public readonly Dictionary<string, TimeSpan> TrackerTimes = new();
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/// <summary>
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/// Set of trackers which are different from their DB values and need to be saved to DB.
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/// </summary>
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public readonly HashSet<string> DbTrackersDirty = new();
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}
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}
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