Files
tbd-station-14/Content.Server/Preferences/Managers/ServerPreferencesManager.cs
2021-06-21 07:43:54 +02:00

308 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.Database;
using Content.Shared;
using Content.Shared.CCVar;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
#nullable enable
namespace Content.Server.Preferences.Managers
{
/// <summary>
/// Sends <see cref="MsgPreferencesAndSettings"/> before the client joins the lobby.
/// Receives <see cref="MsgSelectCharacter"/> and <see cref="MsgUpdateCharacter"/> at any time.
/// </summary>
public class ServerPreferencesManager : IServerPreferencesManager
{
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IServerDbManager _db = default!;
[Dependency] private readonly IPrototypeManager _protos = default!;
// Cache player prefs on the server so we don't need as much async hell related to them.
private readonly Dictionary<NetUserId, PlayerPrefData> _cachedPlayerPrefs =
new();
private int MaxCharacterSlots => _cfg.GetCVar(CCVars.GameMaxCharacterSlots);
public void Init()
{
_netManager.RegisterNetMessage<MsgPreferencesAndSettings>();
_netManager.RegisterNetMessage<MsgSelectCharacter>(HandleSelectCharacterMessage);
_netManager.RegisterNetMessage<MsgUpdateCharacter>(HandleUpdateCharacterMessage);
_netManager.RegisterNetMessage<MsgDeleteCharacter>(HandleDeleteCharacterMessage);
}
private async void HandleSelectCharacterMessage(MsgSelectCharacter message)
{
var index = message.SelectedCharacterIndex;
var userId = message.MsgChannel.UserId;
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded.IsCompleted)
{
Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
return;
}
if (index < 0 || index >= MaxCharacterSlots)
{
return;
}
var curPrefs = prefsData.Prefs!;
if (!curPrefs.Characters.ContainsKey(index))
{
// Non-existent slot.
return;
}
prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, index, curPrefs.AdminOOCColor);
if (ShouldStorePrefs(message.MsgChannel.AuthType))
{
await _db.SaveSelectedCharacterIndexAsync(message.MsgChannel.UserId, message.SelectedCharacterIndex);
}
}
private async void HandleUpdateCharacterMessage(MsgUpdateCharacter message)
{
var slot = message.Slot;
var profile = message.Profile;
var userId = message.MsgChannel.UserId;
if (profile == null)
{
Logger.WarningS("prefs",
$"User {userId} sent a {nameof(MsgUpdateCharacter)} with a null profile in slot {slot}.");
return;
}
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded.IsCompleted)
{
Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
return;
}
if (slot < 0 || slot >= MaxCharacterSlots)
{
return;
}
var curPrefs = prefsData.Prefs!;
profile.EnsureValid();
var profiles = new Dictionary<int, ICharacterProfile>(curPrefs.Characters)
{
[slot] = profile
};
prefsData.Prefs = new PlayerPreferences(profiles, slot, curPrefs.AdminOOCColor);
if (ShouldStorePrefs(message.MsgChannel.AuthType))
{
await _db.SaveCharacterSlotAsync(message.MsgChannel.UserId, message.Profile, message.Slot);
}
}
private async void HandleDeleteCharacterMessage(MsgDeleteCharacter message)
{
var slot = message.Slot;
var userId = message.MsgChannel.UserId;
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded.IsCompleted)
{
Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
return;
}
if (slot < 0 || slot >= MaxCharacterSlots)
{
return;
}
var curPrefs = prefsData.Prefs!;
// If they try to delete the slot they have selected then we switch to another one.
// Of course, that's only if they HAVE another slot.
int? nextSlot = null;
if (curPrefs.SelectedCharacterIndex == slot)
{
// That ! on the end is because Rider doesn't like .NET 5.
var (ns, profile) = curPrefs.Characters.FirstOrDefault(p => p.Key != message.Slot)!;
if (profile == null)
{
// Only slot left, can't delete.
return;
}
nextSlot = ns;
}
var arr = new Dictionary<int, ICharacterProfile>(curPrefs.Characters);
arr.Remove(slot);
prefsData.Prefs = new PlayerPreferences(arr, nextSlot ?? curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor);
if (ShouldStorePrefs(message.MsgChannel.AuthType))
{
if (nextSlot != null)
{
await _db.DeleteSlotAndSetSelectedIndex(userId, slot, nextSlot.Value);
}
else
{
await _db.SaveCharacterSlotAsync(userId, null, slot);
}
}
}
public async void OnClientConnected(IPlayerSession session)
{
if (!ShouldStorePrefs(session.ConnectedClient.AuthType))
{
// Don't store data for guests.
var prefsData = new PlayerPrefData
{
PrefsLoaded = Task.CompletedTask,
Prefs = new PlayerPreferences(
new[] {new KeyValuePair<int, ICharacterProfile>(0, HumanoidCharacterProfile.Random())},
0, Color.Transparent)
};
_cachedPlayerPrefs[session.UserId] = prefsData;
}
else
{
var prefsData = new PlayerPrefData();
var loadTask = LoadPrefs();
prefsData.PrefsLoaded = loadTask;
_cachedPlayerPrefs[session.UserId] = prefsData;
await loadTask;
async Task LoadPrefs()
{
var prefs = await GetOrCreatePreferencesAsync(session.UserId);
prefsData.Prefs = prefs;
var msg = _netManager.CreateNetMessage<MsgPreferencesAndSettings>();
msg.Preferences = prefs;
msg.Settings = new GameSettings
{
MaxCharacterSlots = MaxCharacterSlots
};
_netManager.ServerSendMessage(msg, session.ConnectedClient);
}
}
}
public void OnClientDisconnected(IPlayerSession session)
{
_cachedPlayerPrefs.Remove(session.UserId);
}
public bool HavePreferencesLoaded(IPlayerSession session)
{
return _cachedPlayerPrefs.ContainsKey(session.UserId);
}
public Task WaitPreferencesLoaded(IPlayerSession session)
{
return _cachedPlayerPrefs[session.UserId].PrefsLoaded;
}
/// <summary>
/// Retrieves preferences for the given username from storage.
/// Creates and saves default preferences if they are not found, then returns them.
/// </summary>
public PlayerPreferences GetPreferences(NetUserId userId)
{
var prefs = _cachedPlayerPrefs[userId].Prefs;
if (prefs == null)
{
throw new InvalidOperationException("Preferences for this player have not loaded yet.");
}
return prefs;
}
private async Task<PlayerPreferences> GetOrCreatePreferencesAsync(NetUserId userId)
{
var prefs = await _db.GetPlayerPreferencesAsync(userId);
if (prefs is null)
{
return await _db.InitPrefsAsync(userId, HumanoidCharacterProfile.Random());
}
return SanitizePreferences(prefs);
}
private PlayerPreferences SanitizePreferences(PlayerPreferences prefs)
{
// Clean up preferences in case of changes to the game,
// such as removed jobs still being selected.
return new PlayerPreferences(prefs.Characters.Select(p =>
{
ICharacterProfile newProf;
switch (p.Value)
{
case HumanoidCharacterProfile hp:
{
newProf = hp
.WithJobPriorities(
hp.JobPriorities.Where(job =>
_protos.HasIndex<JobPrototype>(job.Key)))
.WithAntagPreferences(
hp.AntagPreferences.Where(antag =>
_protos.HasIndex<AntagPrototype>(antag)));
break;
}
default:
throw new NotSupportedException();
}
return new KeyValuePair<int, ICharacterProfile>(p.Key, newProf);
}), prefs.SelectedCharacterIndex, prefs.AdminOOCColor);
}
public IEnumerable<KeyValuePair<NetUserId, ICharacterProfile>> GetSelectedProfilesForPlayers(
List<NetUserId> usernames)
{
return usernames
.Select(p => (_cachedPlayerPrefs[p].Prefs, p))
.Where(p => p.Prefs != null)
.Select(p =>
{
var idx = p.Prefs!.SelectedCharacterIndex;
return new KeyValuePair<NetUserId, ICharacterProfile>(p.p, p.Prefs!.GetProfile(idx));
});
}
internal static bool ShouldStorePrefs(LoginType loginType)
{
return loginType.HasStaticUserId();
}
private sealed class PlayerPrefData
{
public Task PrefsLoaded = default!;
public PlayerPreferences? Prefs;
}
}
}