Files
tbd-station-14/Content.Server/EntryPoint.cs
2018-11-22 23:07:27 +01:00

216 lines
7.9 KiB
C#

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;
/// <inheritdoc />
public override void Init()
{
base.Init();
_server = IoCManager.Resolve<IBaseServer>();
_players = IoCManager.Resolve<IPlayerManager>();
chatManager = IoCManager.Resolve<IChatManager>();
_players.PlayerStatusChanged += HandlePlayerStatusChanged;
var factory = IoCManager.Resolve<IComponentFactory>();
factory.Register<HandsComponent>();
factory.RegisterReference<HandsComponent, IHandsComponent>();
factory.Register<InventoryComponent>();
factory.Register<StoreableComponent>();
factory.Register<ItemComponent>();
factory.RegisterReference<ItemComponent, StoreableComponent>();
factory.Register<ClothingComponent>();
factory.RegisterReference<ClothingComponent, ItemComponent>();
factory.Register<DamageableComponent>();
factory.Register<DestructibleComponent>();
factory.Register<TemperatureComponent>();
factory.Register<ServerDoorComponent>();
//Power Components
factory.Register<PowerTransferComponent>();
factory.Register<PowerProviderComponent>();
factory.RegisterReference<PowerProviderComponent, PowerDeviceComponent>();
factory.Register<PowerNodeComponent>();
factory.Register<PowerStorageNetComponent>();
factory.RegisterReference<PowerStorageNetComponent, PowerStorageComponent>();
factory.Register<PowerCellComponent>();
factory.RegisterReference<PowerCellComponent, PowerStorageComponent>();
factory.Register<PowerDeviceComponent>();
factory.Register<PowerGeneratorComponent>();
//Tools
factory.Register<MultitoolComponent>();
factory.Register<WirecutterComponent>();
factory.Register<WrenchComponent>();
factory.Register<WelderComponent>();
factory.Register<ScrewdriverComponent>();
factory.Register<CrowbarComponent>();
factory.Register<HitscanWeaponComponent>();
factory.Register<ProjectileWeaponComponent>();
factory.Register<ProjectileComponent>();
factory.Register<ThrownItemComponent>();
factory.Register<MeleeWeaponComponent>();
factory.Register<HandheldLightComponent>();
factory.Register<ServerStorageComponent>();
factory.RegisterReference<ServerStorageComponent, IActivate>();
factory.Register<PowerDebugTool>();
factory.Register<PoweredLightComponent>();
factory.Register<SmesComponent>();
factory.Register<ApcComponent>();
factory.Register<MaterialComponent>();
factory.Register<StackComponent>();
factory.Register<ConstructionComponent>();
factory.Register<ConstructorComponent>();
factory.RegisterIgnore("ConstructionGhost");
factory.Register<MindComponent>();
IoCManager.Register<ISharedNotifyManager, ServerNotifyManager>();
IoCManager.Register<IServerNotifyManager, ServerNotifyManager>();
IoCManager.Register<IGameTicker, GameTicker>();
IoCManager.BuildGraph();
_gameTicker = IoCManager.Resolve<IGameTicker>();
IoCManager.Resolve<IServerNotifyManager>().Initialize();
}
public override void PostInit()
{
base.PostInit();
_gameTicker.Initialize();
}
/// <inheritdoc />
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;
}
}
}
}