Files
tbd-station-14/Content.Server/Players/PlayTimeTracking/PlayTimeTrackingSystem.cs
Pieter-Jan Briers 0c97520276 Fix usages of TryIndex() (#39124)
* Fix usages of TryIndex()

Most usages of TryIndex() were using it incorrectly. Checking whether prototype IDs specified in prototypes actually existed before using them. This is not appropriate as it's just hiding bugs that should be getting caught by the YAML linter and other tools. (#39115)

This then resulted in TryIndex() getting modified to log errors (94f98073b0), which is incorrect as it causes false-positive errors in proper uses of the API: external data validation. (#39098)

This commit goes through and checks every call site of TryIndex() to see whether they were correct. Most call sites were replaced with the new Resolve(), which is suitable for these "defensive programming" use cases.

Fixes #39115

Breaking change: while doing this I noticed IdCardComponent and related systems were erroneously using ProtoId<AccessLevelPrototype> for job prototypes. This has been corrected.

* fix tests

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Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
2025-09-09 18:17:56 +02:00

257 lines
8.5 KiB
C#

using System.Linq;
using Content.Server.Administration;
using Content.Server.Administration.Managers;
using Content.Server.Afk;
using Content.Server.Afk.Events;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Events;
using Content.Server.Preferences.Managers;
using Content.Server.Station.Events;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Players;
using Content.Shared.Players.PlayTimeTracking;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Players.PlayTimeTracking;
/// <summary>
/// Connects <see cref="PlayTimeTrackingManager"/> to the simulation state. Reports trackers and such.
/// </summary>
public sealed class PlayTimeTrackingSystem : EntitySystem
{
[Dependency] private readonly IAdminManager _adminManager = default!;
[Dependency] private readonly IAfkManager _afk = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IServerPreferencesManager _preferencesManager = default!;
[Dependency] private readonly IPrototypeManager _prototypes = default!;
[Dependency] private readonly SharedRoleSystem _roles = default!;
[Dependency] private readonly PlayTimeTrackingManager _tracking = default!;
public override void Initialize()
{
base.Initialize();
_tracking.CalcTrackers += CalcTrackers;
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundEnd);
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleEvent);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleEvent);
SubscribeLocalEvent<AFKEvent>(OnAFK);
SubscribeLocalEvent<UnAFKEvent>(OnUnAFK);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<PlayerJoinedLobbyEvent>(OnPlayerJoinedLobby);
SubscribeLocalEvent<StationJobsGetCandidatesEvent>(OnStationJobsGetCandidates);
SubscribeLocalEvent<IsJobAllowedEvent>(OnIsJobAllowed);
SubscribeLocalEvent<GetDisallowedJobsEvent>(OnGetDisallowedJobs);
_adminManager.OnPermsChanged += AdminPermsChanged;
}
public override void Shutdown()
{
base.Shutdown();
_tracking.CalcTrackers -= CalcTrackers;
_adminManager.OnPermsChanged -= AdminPermsChanged;
}
private void CalcTrackers(ICommonSession player, HashSet<string> trackers)
{
if (_afk.IsAfk(player))
return;
if (_adminManager.IsAdmin(player))
{
trackers.Add(PlayTimeTrackingShared.TrackerAdmin);
trackers.Add(PlayTimeTrackingShared.TrackerOverall);
return;
}
if (!IsPlayerAlive(player))
return;
trackers.Add(PlayTimeTrackingShared.TrackerOverall);
trackers.UnionWith(GetTimedRoles(player));
}
private bool IsPlayerAlive(ICommonSession session)
{
var attached = session.AttachedEntity;
if (attached == null)
return false;
if (!TryComp<MobStateComponent>(attached, out var state))
return false;
return state.CurrentState is MobState.Alive or MobState.Critical;
}
public IEnumerable<string> GetTimedRoles(EntityUid mindId)
{
foreach (var role in _roles.MindGetAllRoleInfo(mindId))
{
if (string.IsNullOrWhiteSpace(role.PlayTimeTrackerId))
continue;
yield return _prototypes.Index<PlayTimeTrackerPrototype>(role.PlayTimeTrackerId).ID;
}
}
private IEnumerable<string> GetTimedRoles(ICommonSession session)
{
var contentData = _playerManager.GetPlayerData(session.UserId).ContentData();
if (contentData?.Mind == null)
return Enumerable.Empty<string>();
return GetTimedRoles(contentData.Mind.Value);
}
private void OnRoleEvent(RoleEvent ev)
{
if (_playerManager.TryGetSessionById(ev.Mind.UserId, out var session))
_tracking.QueueRefreshTrackers(session);
}
private void OnRoundEnd(RoundRestartCleanupEvent ev)
{
_tracking.Save();
}
private void OnUnAFK(ref UnAFKEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Session);
}
private void OnAFK(ref AFKEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Session);
}
private void AdminPermsChanged(AdminPermsChangedEventArgs admin)
{
_tracking.QueueRefreshTrackers(admin.Player);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// This doesn't fire if the player doesn't leave their body. I guess it's fine?
_tracking.QueueRefreshTrackers(ev.Player);
}
private void OnMobStateChanged(MobStateChangedEvent ev)
{
if (!TryComp(ev.Target, out ActorComponent? actor))
return;
_tracking.QueueRefreshTrackers(actor.PlayerSession);
}
private void OnPlayerJoinedLobby(PlayerJoinedLobbyEvent ev)
{
_tracking.QueueRefreshTrackers(ev.PlayerSession);
// Send timers to client when they join lobby, so the UIs are up-to-date.
_tracking.QueueSendTimers(ev.PlayerSession);
}
private void OnStationJobsGetCandidates(ref StationJobsGetCandidatesEvent ev)
{
RemoveDisallowedJobs(ev.Player, ev.Jobs);
}
private void OnIsJobAllowed(ref IsJobAllowedEvent ev)
{
if (!IsAllowed(ev.Player, ev.JobId))
ev.Cancelled = true;
}
private void OnGetDisallowedJobs(ref GetDisallowedJobsEvent ev)
{
ev.Jobs.UnionWith(GetDisallowedJobs(ev.Player));
}
public bool IsAllowed(ICommonSession player, string role)
{
if (!_prototypes.TryIndex<JobPrototype>(role, out var job) ||
!_cfg.GetCVar(CCVars.GameRoleTimers))
return true;
if (!_tracking.TryGetTrackerTimes(player, out var playTimes))
{
Log.Error($"Unable to check playtimes {Environment.StackTrace}");
playTimes = new Dictionary<string, TimeSpan>();
}
return JobRequirements.TryRequirementsMet(job, playTimes, out _, EntityManager, _prototypes, (HumanoidCharacterProfile?) _preferencesManager.GetPreferences(player.UserId).SelectedCharacter);
}
public HashSet<ProtoId<JobPrototype>> GetDisallowedJobs(ICommonSession player)
{
var roles = new HashSet<ProtoId<JobPrototype>>();
if (!_cfg.GetCVar(CCVars.GameRoleTimers))
return roles;
if (!_tracking.TryGetTrackerTimes(player, out var playTimes))
{
Log.Error($"Unable to check playtimes {Environment.StackTrace}");
playTimes = new Dictionary<string, TimeSpan>();
}
foreach (var job in _prototypes.EnumeratePrototypes<JobPrototype>())
{
if (JobRequirements.TryRequirementsMet(job, playTimes, out _, EntityManager, _prototypes, (HumanoidCharacterProfile?) _preferencesManager.GetPreferences(player.UserId).SelectedCharacter))
roles.Add(job.ID);
}
return roles;
}
public void RemoveDisallowedJobs(NetUserId userId, List<ProtoId<JobPrototype>> jobs)
{
if (!_cfg.GetCVar(CCVars.GameRoleTimers))
return;
var player = _playerManager.GetSessionById(userId);
if (!_tracking.TryGetTrackerTimes(player, out var playTimes))
{
// Sorry mate but your playtimes haven't loaded.
Log.Error($"Playtimes weren't ready yet for {player} on roundstart!");
playTimes ??= new Dictionary<string, TimeSpan>();
}
for (var i = 0; i < jobs.Count; i++)
{
if (_prototypes.Resolve(jobs[i], out var job)
&& JobRequirements.TryRequirementsMet(job, playTimes, out _, EntityManager, _prototypes, (HumanoidCharacterProfile?) _preferencesManager.GetPreferences(userId).SelectedCharacter))
{
continue;
}
jobs.RemoveSwap(i);
i--;
}
}
public void PlayerRolesChanged(ICommonSession player)
{
_tracking.QueueRefreshTrackers(player);
}
}