using System; using System.Collections.Generic; using System.Linq; using System.Threading; using System.Threading.Tasks; using Content.Server.GameObjects.Components.Access; using Content.Server.GameObjects.Components.GUI; using Content.Server.GameObjects.Components.Items.Storage; using Content.Server.GameObjects.Components.Markers; using Content.Server.GameObjects.Components.Mobs; using Content.Server.GameObjects.Components.Observer; using Content.Server.GameObjects.Components.PDA; using Content.Server.GameObjects.EntitySystems; using Content.Server.GameObjects.EntitySystems.AI.Pathfinding; using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Accessible; using Content.Server.GameObjects.EntitySystems.StationEvents; using Content.Server.GameTicking.GamePresets; using Content.Server.Interfaces; using Content.Server.Interfaces.Chat; using Content.Server.Interfaces.GameTicking; using Content.Server.Mobs; using Content.Server.Mobs.Roles; using Content.Server.Players; using Content.Shared; using Content.Shared.Chat; using Content.Shared.GameObjects.Components.PDA; using Content.Shared.Network.NetMessages; using Content.Shared.Preferences; using Content.Shared.Roles; using Prometheus; using Robust.Server.Interfaces; using Robust.Server.Interfaces.Maps; using Robust.Server.Interfaces.Player; using Robust.Server.Player; using Robust.Server.ServerStatus; using Robust.Shared.Configuration; using Robust.Shared.Enums; using Robust.Shared.GameObjects; using Robust.Shared.GameObjects.Systems; using Robust.Shared.Interfaces.Configuration; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Interfaces.Map; using Robust.Shared.Interfaces.Network; using Robust.Shared.Interfaces.Random; using Robust.Shared.Interfaces.Timing; using Robust.Shared.IoC; using Robust.Shared.Localization; using Robust.Shared.Log; using Robust.Shared.Map; using Robust.Shared.Maths; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; using Robust.Shared.Utility; using Robust.Shared.ViewVariables; using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines; using Timer = Robust.Shared.Timers.Timer; namespace Content.Server.GameTicking { public partial class GameTicker : SharedGameTicker, IGameTicker { private static readonly Counter RoundNumberMetric = Metrics.CreateCounter( "ss14_round_number", "Round number."); private static readonly Gauge RoundLengthMetric = Metrics.CreateGauge( "ss14_round_length", "Round length in seconds."); private static readonly TimeSpan UpdateRestartDelay = TimeSpan.FromSeconds(20); private const string PlayerPrototypeName = "HumanMob_Content"; private const string ObserverPrototypeName = "MobObserver"; private const string MapFile = "Maps/saltern.yml"; private static TimeSpan _roundStartTimeSpan; [ViewVariables] private readonly List _gameRules = new List(); [ViewVariables] private readonly List _manifest = new List(); // Value is whether they're ready. [ViewVariables] private readonly Dictionary _playersInLobby = new Dictionary(); [ViewVariables] private bool _initialized; [ViewVariables] private Type _presetType; [ViewVariables] private DateTime _pauseTime; [ViewVariables] private bool _roundStartCountdownHasNotStartedYetDueToNoPlayers; private DateTime _roundStartTimeUtc; [ViewVariables] private GameRunLevel _runLevel; [ViewVariables(VVAccess.ReadWrite)] private GridCoordinates _spawnPoint; [ViewVariables] private bool LobbyEnabled => _configurationManager.GetCVar("game.lobbyenabled"); [ViewVariables] private bool _updateOnRoundEnd; private CancellationTokenSource _updateShutdownCts; [ViewVariables] public bool Paused { get; private set; } [ViewVariables] public GameRunLevel RunLevel { get => _runLevel; private set { if (_runLevel == value) return; var old = _runLevel; _runLevel = value; OnRunLevelChanged?.Invoke(new GameRunLevelChangedEventArgs(old, value)); } } public event Action OnRunLevelChanged; public event Action OnRuleAdded; private TimeSpan LobbyDuration => TimeSpan.FromSeconds(_configurationManager.GetCVar("game.lobbyduration")); public void Initialize() { DebugTools.Assert(!_initialized); _configurationManager.RegisterCVar("game.lobbyenabled", false, CVar.ARCHIVE); _configurationManager.RegisterCVar("game.lobbyduration", 20, CVar.ARCHIVE); _configurationManager.RegisterCVar("game.defaultpreset", "Suspicion", CVar.ARCHIVE); _configurationManager.RegisterCVar("game.fallbackpreset", "Sandbox", CVar.ARCHIVE); _playerManager.PlayerStatusChanged += _handlePlayerStatusChanged; _netManager.RegisterNetMessage(nameof(MsgTickerJoinLobby)); _netManager.RegisterNetMessage(nameof(MsgTickerJoinGame)); _netManager.RegisterNetMessage(nameof(MsgTickerLobbyStatus)); _netManager.RegisterNetMessage(nameof(MsgTickerLobbyInfo)); _netManager.RegisterNetMessage(nameof(MsgTickerLobbyCountdown)); _netManager.RegisterNetMessage(nameof(MsgRoundEndMessage)); _netManager.RegisterNetMessage(nameof(MsgRequestWindowAttention)); SetStartPreset(_configurationManager.GetCVar("game.defaultpreset")); RestartRound(); _initialized = true; JobControllerInit(); _watchdogApi.UpdateReceived += WatchdogApiOnUpdateReceived; } private void WatchdogApiOnUpdateReceived() { _chatManager.DispatchServerAnnouncement(Loc.GetString( "Update has been received, server will automatically restart for update at the end of this round.")); _updateOnRoundEnd = true; ServerEmptyUpdateRestartCheck(); } public void Update(FrameEventArgs frameEventArgs) { if (RunLevel == GameRunLevel.InRound) { RoundLengthMetric.Inc(frameEventArgs.DeltaSeconds); } if (RunLevel != GameRunLevel.PreRoundLobby || Paused || _roundStartTimeUtc > DateTime.UtcNow || _roundStartCountdownHasNotStartedYetDueToNoPlayers) { return; } StartRound(); } public void RestartRound() { if (_updateOnRoundEnd) { _baseServer.Shutdown( Loc.GetString("Server is shutting down for update and will automatically restart.")); return; } Logger.InfoS("ticker", "Restarting round!"); SendServerMessage("Restarting round..."); RoundNumberMetric.Inc(); RunLevel = GameRunLevel.PreRoundLobby; _resettingCleanup(); _preRoundSetup(); if (!LobbyEnabled) { StartRound(); } else { if (_playerManager.PlayerCount == 0) _roundStartCountdownHasNotStartedYetDueToNoPlayers = true; else _roundStartTimeUtc = DateTime.UtcNow + LobbyDuration; _sendStatusToAll(); ReqWindowAttentionAll(); } } private void ReqWindowAttentionAll() { foreach (var player in _playerManager.GetAllPlayers()) { player.RequestWindowAttention(); } } public async void StartRound(bool force = false) { DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby); Logger.InfoS("ticker", "Starting round!"); SendServerMessage("The round is starting now..."); List readyPlayers; if (LobbyEnabled) { readyPlayers = _playersInLobby.Where(p => p.Value).Select(p => p.Key).ToList(); } else { readyPlayers = _playersInLobby.Keys.ToList(); } RunLevel = GameRunLevel.InRound; RoundLengthMetric.Set(0); // Get the profiles for each player for easier lookup. var profiles = (await _prefsManager.GetSelectedProfilesForPlayersAsync( readyPlayers .Select(p => p.Name).ToList())) .ToDictionary(p => p.Key, p => (HumanoidCharacterProfile) p.Value); foreach (var readyPlayer in readyPlayers) { if (!profiles.ContainsKey(readyPlayer.Name)) { profiles.Add(readyPlayer.Name, HumanoidCharacterProfile.Default()); } } var assignedJobs = AssignJobs(readyPlayers, profiles); // For players without jobs, give them the overflow job if they have that set... foreach (var player in readyPlayers) { if (assignedJobs.ContainsKey(player)) { continue; } var profile = profiles[player.Name]; if (profile.PreferenceUnavailable == PreferenceUnavailableMode.SpawnAsOverflow) { assignedJobs.Add(player, OverflowJob); } } // Spawn everybody in! foreach (var (player, job) in assignedJobs) { SpawnPlayer(player, profiles[player.Name], job, false); } // Time to start the preset. var preset = MakeGamePreset(profiles); if (!preset.Start(assignedJobs.Keys.ToList(), force)) { SetStartPreset(_configurationManager.GetCVar("game.fallbackpreset")); var newPreset = MakeGamePreset(profiles); _chatManager.DispatchServerAnnouncement( $"Failed to start {preset.ModeTitle} mode! Defaulting to {newPreset.ModeTitle}..."); if (!newPreset.Start(readyPlayers, force)) { throw new ApplicationException("Fallback preset failed to start!"); } } _roundStartTimeSpan = IoCManager.Resolve().RealTime; _sendStatusToAll(); ReqWindowAttentionAll(); } private void SendServerMessage(string message) { var msg = _netManager.CreateNetMessage(); msg.Channel = ChatChannel.Server; msg.Message = message; IoCManager.Resolve().ServerSendToAll(msg); } private async Task GetPlayerProfileAsync(IPlayerSession p) => (HumanoidCharacterProfile) (await _prefsManager.GetPreferencesAsync(p.SessionId.Username)) .SelectedCharacter; public void EndRound() { DebugTools.Assert(RunLevel == GameRunLevel.InRound); Logger.InfoS("ticker", "Ending round!"); RunLevel = GameRunLevel.PostRound; //Tell every client the round has ended. var roundEndMessage = _netManager.CreateNetMessage(); roundEndMessage.GamemodeTitle = MakeGamePreset(null).ModeTitle; //Get the timespan of the round. roundEndMessage.RoundDuration = IoCManager.Resolve().RealTime.Subtract(_roundStartTimeSpan); //Generate a list of basic player info to display in the end round summary. var listOfPlayerInfo = new List(); foreach (var ply in _playerManager.GetAllPlayers().OrderBy(p => p.Name)) { var mind = ply.ContentData().Mind; if (mind != null) { var antag = mind.AllRoles.Any(role => role.Antagonist); var playerEndRoundInfo = new RoundEndPlayerInfo() { PlayerOOCName = ply.Name, PlayerICName = mind.CurrentEntity.Name, Role = antag ? mind.AllRoles.First(role => role.Antagonist).Name : mind.AllRoles.FirstOrDefault()?.Name ?? Loc.GetString("Unknown"), Antag = antag }; listOfPlayerInfo.Add(playerEndRoundInfo); } } roundEndMessage.AllPlayersEndInfo = listOfPlayerInfo; _netManager.ServerSendToAll(roundEndMessage); } public void Respawn(IPlayerSession targetPlayer) { targetPlayer.ContentData().WipeMind(); if (LobbyEnabled) _playerJoinLobby(targetPlayer); else SpawnPlayerAsync(targetPlayer); } public void MakeObserve(IPlayerSession player) { if (!_playersInLobby.ContainsKey(player)) return; _spawnObserver(player); } public void MakeJoinGame(IPlayerSession player, string jobId = null) { if (!_playersInLobby.ContainsKey(player)) return; SpawnPlayerAsync(player, jobId); } public void ToggleReady(IPlayerSession player, bool ready) { if (!_playersInLobby.ContainsKey(player)) return; _playersInLobby[player] = ready; _netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient); } public T AddGameRule() where T : GameRule, new() { var instance = _dynamicTypeFactory.CreateInstance(); _gameRules.Add(instance); instance.Added(); OnRuleAdded?.Invoke(new GameRuleAddedEventArgs(instance)); return instance; } public bool HasGameRule(Type t) { if (t == null || !t.IsAssignableFrom(typeof(GameRule))) return false; foreach (var rule in _gameRules) { if (rule.GetType().Equals(t)) return true; } return false; } public void RemoveGameRule(GameRule rule) { if (_gameRules.Contains(rule)) return; rule.Removed(); _gameRules.Remove(rule); } public IEnumerable ActiveGameRules => _gameRules; public bool TryGetPreset(string name, out Type type) { type = name.ToLower() switch { "sandbox" => typeof(PresetSandbox), "deathmatch" => typeof(PresetDeathMatch), "suspicion" => typeof(PresetSuspicion), _ => default }; return type != default; } public void SetStartPreset(Type type, bool force = false) { if (!typeof(GamePreset).IsAssignableFrom(type)) throw new ArgumentException("type must inherit GamePreset"); _presetType = type; UpdateInfoText(); if (force) { StartRound(true); } } public void SetStartPreset(string name, bool force = false) { if (!TryGetPreset(name, out var type)) { throw new NotSupportedException(); } SetStartPreset(type, force); } public bool DelayStart(TimeSpan time) { if (_runLevel != GameRunLevel.PreRoundLobby) { return false; } _roundStartTimeUtc += time; var lobbyCountdownMessage = _netManager.CreateNetMessage(); lobbyCountdownMessage.StartTime = _roundStartTimeUtc; lobbyCountdownMessage.Paused = Paused; _netManager.ServerSendToAll(lobbyCountdownMessage); _chatManager.DispatchServerAnnouncement($"Round start has been delayed for {time.TotalSeconds} seconds."); return true; } public bool PauseStart(bool pause = true) { if (Paused == pause) { return false; } Paused = pause; if (pause) { _pauseTime = DateTime.UtcNow; } else if (_pauseTime != default) { _roundStartTimeUtc += DateTime.UtcNow - _pauseTime; } var lobbyCountdownMessage = _netManager.CreateNetMessage(); lobbyCountdownMessage.StartTime = _roundStartTimeUtc; lobbyCountdownMessage.Paused = Paused; _netManager.ServerSendToAll(lobbyCountdownMessage); _chatManager.DispatchServerAnnouncement(Paused ? "Round start has been paused." : "Round start countdown is now resumed."); return true; } public bool TogglePause() { PauseStart(!Paused); return Paused; } private IEntity _spawnPlayerMob(Job job, bool lateJoin = true) { GridCoordinates coordinates = lateJoin ? GetLateJoinSpawnPoint() : GetJobSpawnPoint(job.Prototype.ID); var entity = _entityManager.SpawnEntity(PlayerPrototypeName, coordinates); var startingGear = _prototypeManager.Index(job.StartingGear); if (entity.TryGetComponent(out InventoryComponent inventory)) { var gear = startingGear.Equipment; foreach (var (slot, equipmentStr) in gear) { var equipmentEntity = _entityManager.SpawnEntity(equipmentStr, entity.Transform.GridPosition); inventory.Equip(slot, equipmentEntity.GetComponent()); } } if (entity.TryGetComponent(out HandsComponent handsComponent)) { var inhand = startingGear.Inhand; foreach (var (hand, prototype) in inhand) { var inhandEntity = _entityManager.SpawnEntity(prototype, entity.Transform.GridPosition); handsComponent.PutInHand(inhandEntity.GetComponent(), hand); } } return entity; } private void ApplyCharacterProfile(IEntity entity, ICharacterProfile profile) { if (profile is null) return; entity.GetComponent().UpdateFromProfile(profile); entity.Name = profile.Name; } private IEntity _spawnObserverMob() { var coordinates = GetObserverSpawnPoint(); return _entityManager.SpawnEntity(ObserverPrototypeName, coordinates); } public GridCoordinates GetLateJoinSpawnPoint() { var location = _spawnPoint; var possiblePoints = new List(); foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent)))) { var point = entity.GetComponent(); if (point.SpawnType == SpawnPointType.LateJoin) possiblePoints.Add(entity.Transform.GridPosition); } if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints); return location; } public GridCoordinates GetJobSpawnPoint(string jobId) { var location = _spawnPoint; var possiblePoints = new List(); foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent)))) { var point = entity.GetComponent(); if (point.SpawnType == SpawnPointType.Job && point.Job.ID == jobId) possiblePoints.Add(entity.Transform.GridPosition); } if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints); return location; } public GridCoordinates GetObserverSpawnPoint() { var location = _spawnPoint; var possiblePoints = new List(); foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent)))) { var point = entity.GetComponent(); if (point.SpawnType == SpawnPointType.Observer) possiblePoints.Add(entity.Transform.GridPosition); } if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints); return location; } /// /// Cleanup that has to run to clear up anything from the previous round. /// Stuff like wiping the previous map clean. /// private void _resettingCleanup() { // Delete all entities. foreach (var entity in _entityManager.GetEntities().ToList()) // TODO: Maybe something less naive here? // FIXME: Actually, definitely. entity.Delete(); _mapManager.Restart(); // Delete the minds of everybody. // TODO: Maybe move this into a separate manager? foreach (var unCastData in _playerManager.GetAllPlayerData()) unCastData.ContentData().WipeMind(); // Clear up any game rules. foreach (var rule in _gameRules) rule.Removed(); _gameRules.Clear(); // Move everybody currently in the server to lobby. foreach (var player in _playerManager.GetAllPlayers()) { if (_playersInLobby.ContainsKey(player)) continue; _playerJoinLobby(player); } EntitySystem.Get().ResettingCleanup(); EntitySystem.Get().ResettingCleanup(); EntitySystem.Get().ResettingCleanup(); EntitySystem.Get().ResetLayouts(); EntitySystem.Get().ResettingCleanup(); _spawnedPositions.Clear(); _manifest.Clear(); } private void _preRoundSetup() { var newMapId = _mapManager.CreateMap(); var startTime = _gameTiming.RealTime; var grid = _mapLoader.LoadBlueprint(newMapId, MapFile); _spawnPoint = new GridCoordinates(Vector2.Zero, grid); var timeSpan = _gameTiming.RealTime - startTime; Logger.InfoS("ticker", $"Loaded map in {timeSpan.TotalMilliseconds:N2}ms."); } private void _handlePlayerStatusChanged(object sender, SessionStatusEventArgs args) { var session = args.Session; switch (args.NewStatus) { case SessionStatus.Connecting: // Cancel shutdown update timer in progress. _updateShutdownCts?.Cancel(); break; case SessionStatus.Connected: { // Always make sure the client has player data. Mind gets assigned on spawn. if (session.Data.ContentDataUncast == null) session.Data.ContentDataUncast = new PlayerData(session.SessionId); // timer time must be > tick length Timer.Spawn(0, args.Session.JoinGame); _chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} joined server!"); if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers) { _roundStartCountdownHasNotStartedYetDueToNoPlayers = false; _roundStartTimeUtc = DateTime.UtcNow + LobbyDuration; } break; } case SessionStatus.InGame: { var data = session.ContentData(); if (data.Mind == null) { if (LobbyEnabled) { _playerJoinLobby(session); return; } SpawnPlayerAsync(session); } else { if (data.Mind.CurrentEntity == null) { SpawnPlayerAsync(session); } else { session.AttachToEntity(data.Mind.CurrentEntity); _playerJoinGame(session); } } break; } case SessionStatus.Disconnected: { if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session); _chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} left server!"); ServerEmptyUpdateRestartCheck(); break; } } } /// /// Checks whether there are still players on the server, /// and if not starts a timer to automatically reboot the server if an update is available. /// private void ServerEmptyUpdateRestartCheck() { // Can't simple check the current connected player count since that doesn't update // before PlayerStatusChanged gets fired. // So in the disconnect handler we'd still see a single player otherwise. var playersOnline = _playerManager.GetAllPlayers().Any(p => p.Status != SessionStatus.Disconnected); if (playersOnline || !_updateOnRoundEnd) { // Still somebody online. return; } if (_updateShutdownCts != null && !_updateShutdownCts.IsCancellationRequested) { // Do nothing because I guess we already have a timer running..? return; } _updateShutdownCts = new CancellationTokenSource(); Timer.Spawn(UpdateRestartDelay, () => { _baseServer.Shutdown( Loc.GetString("Server is shutting down for update and will automatically restart.")); }, _updateShutdownCts.Token); } private async void SpawnPlayerAsync(IPlayerSession session, string jobId = null, bool lateJoin = true) { var character = (HumanoidCharacterProfile) (await _prefsManager .GetPreferencesAsync(session.SessionId.Username)) .SelectedCharacter; SpawnPlayer(session, character, jobId, lateJoin); } private void SpawnPlayer(IPlayerSession session, HumanoidCharacterProfile character, string jobId = null, bool lateJoin = true) { _playerJoinGame(session); var data = session.ContentData(); data.WipeMind(); data.Mind = new Mind(session.SessionId) { CharacterName = character.Name }; if (jobId == null) { // Pick best job best on prefs. jobId = PickBestAvailableJob(character); } var jobPrototype = _prototypeManager.Index(jobId); var job = new Job(data.Mind, jobPrototype); data.Mind.AddRole(job); var mob = _spawnPlayerMob(job, lateJoin); data.Mind.TransferTo(mob); ApplyCharacterProfile(mob, character); AddManifestEntry(character.Name, jobId); AddSpawnedPosition(jobId); EquipIdCard(mob, character.Name, jobPrototype); jobPrototype.Special?.AfterEquip(mob); } private void EquipIdCard(IEntity mob, string characterName, JobPrototype jobPrototype) { var inventory = mob.GetComponent(); if (!inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent pdaItem)) { return; } var pda = pdaItem.Owner; var pdaComponent = pda.GetComponent(); if (pdaComponent.IdSlotEmpty) { return; } var card = pdaComponent.ContainedID; card.FullName = characterName; card.JobTitle = jobPrototype.Name; var access = card.Owner.GetComponent(); var accessTags = access.Tags; accessTags.UnionWith(jobPrototype.Access); pdaComponent.SetPDAOwner(characterName); var mindComponent = mob.GetComponent(); if (mindComponent.HasMind) //Redundancy checks. { if (mindComponent.Mind.AllRoles.Any(role => role.Antagonist)) //Give antags a new uplinkaccount. { var uplinkAccount = new UplinkAccount(mob.Uid, 20); //TODO: make me into a variable based on server pop or something. pdaComponent.InitUplinkAccount(uplinkAccount); } } } private void AddManifestEntry(string characterName, string jobId) { _manifest.Add(new ManifestEntry(characterName, jobId)); } private async void _spawnObserver(IPlayerSession session) { _playerJoinGame(session); var name = (await _prefsManager .GetPreferencesAsync(session.SessionId.Username)) .SelectedCharacter.Name; var data = session.ContentData(); data.WipeMind(); data.Mind = new Mind(session.SessionId); var mob = _spawnObserverMob(); mob.Name = name; mob.GetComponent().CanReturnToBody = false; data.Mind.TransferTo(mob); } private void _playerJoinLobby(IPlayerSession session) { _playersInLobby.Add(session, false); _prefsManager.OnClientConnected(session); _netManager.ServerSendMessage(_netManager.CreateNetMessage(), session.ConnectedClient); _netManager.ServerSendMessage(_getStatusMsg(session), session.ConnectedClient); _netManager.ServerSendMessage(GetInfoMsg(), session.ConnectedClient); } private void _playerJoinGame(IPlayerSession session) { _chatManager.DispatchServerMessage(session, "Welcome to Space Station 14! If this is your first time checking out the game, be sure to check out the tutorial in the top left!"); if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session); _netManager.ServerSendMessage(_netManager.CreateNetMessage(), session.ConnectedClient); } private MsgTickerLobbyStatus _getStatusMsg(IPlayerSession session) { _playersInLobby.TryGetValue(session, out var ready); var msg = _netManager.CreateNetMessage(); msg.IsRoundStarted = RunLevel != GameRunLevel.PreRoundLobby; msg.StartTime = _roundStartTimeUtc; msg.YouAreReady = ready; msg.Paused = Paused; return msg; } private MsgTickerLobbyInfo GetInfoMsg() { var msg = _netManager.CreateNetMessage(); msg.TextBlob = GetInfoText(); return msg; } private void _sendStatusToAll() { foreach (var player in _playersInLobby.Keys) _netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient); } private string GetInfoText() { var gmTitle = MakeGamePreset(null).ModeTitle; var desc = MakeGamePreset(null).Description; return _localization.GetString(@"Hi and welcome to [color=white]Space Station 14![/color] The current game mode is: [color=white]{0}[/color]. [color=yellow]{1}[/color]", gmTitle, desc); } private void UpdateInfoText() { var infoMsg = GetInfoMsg(); _netManager.ServerSendToMany(infoMsg, _playersInLobby.Keys.Select(p => p.ConnectedClient).ToList()); } private GamePreset MakeGamePreset(Dictionary readyProfiles) { var preset = _dynamicTypeFactory.CreateInstance(_presetType ?? typeof(PresetSandbox)); preset.readyProfiles = readyProfiles; return preset; } #pragma warning disable 649 [Dependency] private IEntityManager _entityManager; [Dependency] private IMapManager _mapManager; [Dependency] private IMapLoader _mapLoader; [Dependency] private IGameTiming _gameTiming; [Dependency] private IConfigurationManager _configurationManager; [Dependency] private IPlayerManager _playerManager; [Dependency] private IChatManager _chatManager; [Dependency] private IServerNetManager _netManager; [Dependency] private IDynamicTypeFactory _dynamicTypeFactory; [Dependency] private IPrototypeManager _prototypeManager; [Dependency] private readonly ILocalizationManager _localization; [Dependency] private readonly IRobustRandom _robustRandom; [Dependency] private readonly IServerPreferencesManager _prefsManager; [Dependency] private readonly IBaseServer _baseServer; [Dependency] private readonly IWatchdogApi _watchdogApi; #pragma warning restore 649 } public enum GameRunLevel { PreRoundLobby = 0, InRound = 1, PostRound = 2 } public class GameRunLevelChangedEventArgs : EventArgs { public GameRunLevelChangedEventArgs(GameRunLevel oldRunLevel, GameRunLevel newRunLevel) { OldRunLevel = oldRunLevel; NewRunLevel = newRunLevel; } public GameRunLevel OldRunLevel { get; } public GameRunLevel NewRunLevel { get; } } public class GameRuleAddedEventArgs : EventArgs { public GameRule GameRule { get; } public GameRuleAddedEventArgs(GameRule rule) { GameRule = rule; } } }