using Content.Server.GameObjects;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.Power;
using Content.Server.GameObjects.Components.Interactable.Tools;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Placement;
using SS14.Server;
using SS14.Server.Interfaces;
using SS14.Server.Interfaces.Chat;
using SS14.Server.Interfaces.Maps;
using SS14.Server.Interfaces.Player;
using SS14.Server.Player;
using SS14.Shared.Console;
using SS14.Shared.ContentPack;
using SS14.Shared.Enums;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Map;
using SS14.Shared.Interfaces.Timers;
using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Map;
using SS14.Shared.Timers;
using SS14.Shared.Interfaces.Timing;
using SS14.Shared.Maths;
using Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan;
using Content.Server.GameObjects.Components.Weapon.Ranged.Projectile;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.Components.Weapon.Melee;
using Content.Server.GameObjects.Components.Materials;
using Content.Server.GameObjects.Components.Stack;
using Content.Server.GameObjects.Components.Construction;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Mobs;
using Content.Server.Players;
using Content.Server.GameObjects.Components.Interactable;
using Content.Server.GameTicking;
using Content.Server.Interfaces;
using Content.Server.Interfaces.GameTicking;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.Interfaces;
using SS14.Shared.Timing;
namespace Content.Server
{
public class EntryPoint : GameServer
{
private IBaseServer _server;
private IPlayerManager _players;
private IChatManager chatManager;
private IGameTicker _gameTicker;
///
public override void Init()
{
base.Init();
_server = IoCManager.Resolve();
_players = IoCManager.Resolve();
chatManager = IoCManager.Resolve();
_players.PlayerStatusChanged += HandlePlayerStatusChanged;
var factory = IoCManager.Resolve();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.Register();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
//Power Components
factory.Register();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.Register();
//Tools
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.RegisterReference();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.Register();
factory.RegisterIgnore("ConstructionGhost");
factory.Register();
IoCManager.Register();
IoCManager.Register();
IoCManager.Register();
IoCManager.BuildGraph();
_gameTicker = IoCManager.Resolve();
IoCManager.Resolve().Initialize();
}
public override void PostInit()
{
base.PostInit();
_gameTicker.Initialize();
}
///
protected override void Dispose(bool disposing)
{
if (disposing)
{
_players.PlayerStatusChanged -= HandlePlayerStatusChanged;
}
base.Dispose(disposing);
}
public override void Update(AssemblyLoader.UpdateLevel level, float frameTime)
{
base.Update(level, frameTime);
_gameTicker.Update(new FrameEventArgs(frameTime));
}
private void HandlePlayerStatusChanged(object sender, SessionStatusEventArgs args)
{
var session = args.Session;
switch (args.NewStatus)
{
case SessionStatus.Connected:
{
if (session.Data.ContentDataUncast == null)
{
session.Data.ContentDataUncast = new PlayerData(session.SessionId);
}
// timer time must be > tick length
Timer.Spawn(0, args.Session.JoinGame);
chatManager.DispatchMessage(ChatChannel.Server, "Gamemode: Player joined server!", args.Session.SessionId);
}
break;
case SessionStatus.InGame:
{
//TODO: Check for existing mob and re-attach
var data = session.ContentData();
if (data.Mind == null)
{
// No mind yet (new session), make a new one.
data.Mind = new Mind(session.SessionId);
var mob = _gameTicker.SpawnPlayerMob();
data.Mind.TransferTo(mob);
}
else
{
if (data.Mind.CurrentEntity == null)
{
var mob = _gameTicker.SpawnPlayerMob();
data.Mind.TransferTo(mob);
}
session.AttachToEntity(data.Mind.CurrentEntity);
}
chatManager.DispatchMessage(ChatChannel.Server, "Gamemode: Player joined Game!",
args.Session.SessionId);
}
break;
case SessionStatus.Disconnected:
{
chatManager.DispatchMessage(ChatChannel.Server, "Gamemode: Player left!", args.Session.SessionId);
}
break;
}
}
}
}