#nullable enable using System; using System.Threading; using Content.Server.Interfaces.Chat; using Content.Server.Interfaces.GameTicking; using Robust.Server.Player; using Robust.Shared.IoC; using Robust.Shared.Localization; using Timer = Robust.Shared.Timing.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(); } } } }