using System.Threading; using Content.Server.Chat.Managers; using Content.Server.GameTicking.Rules.Configurations; using Robust.Server.Player; using Timer = Robust.Shared.Timing.Timer; namespace Content.Server.GameTicking.Rules; public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem { [Dependency] private readonly IChatManager _chatManager = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; public override string Prototype => "InactivityTimeRestart"; private CancellationTokenSource _timerCancel = new(); public TimeSpan InactivityMaxTime { get; set; } = TimeSpan.FromMinutes(10); public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(RunLevelChanged); } public override void Started() { if (Configuration is not InactivityGameRuleConfiguration inactivityConfig) return; InactivityMaxTime = inactivityConfig.InactivityMaxTime; RoundEndDelay = inactivityConfig.RoundEndDelay; _playerManager.PlayerStatusChanged += PlayerStatusChanged; } public override void Ended() { _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("rule-time-has-run-out")); _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) RoundEndDelay.TotalSeconds))); Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound()); } private void RunLevelChanged(GameRunLevelChangedEvent args) { if (!RuleAdded) return; switch (args.New) { 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(); } } }