* Partial work on StationSystem refactor. * WIP station jobs API. * forgor to fire off grid events. * Partial implementation of StationSpawningSystem * whoops infinite loop. * Spawners should work now. * it compiles. * tfw * Vestigial code cleanup. * fix station deletion. * attempt to make tests go brr * add latejoin spawnpoints to test maps. * make sure the station still exists while destructing spawners. * forgot an exists check. * destruction order check. * hopefully fix final test. * fail-safe radstorm. * Deep-clean job code further. This is bugged!!!!! * Fix job bug. (init order moment) * whooo cleanup * New job selection algorithm that tries to distribute fairly across stations. * small nitpicks * Give the heads their weights to replace the head field. * make overflow assign take a station list. * moment * Fixes and test #1 of many. * please fix nullspace * AssignJobs should no longer even consider showing up on a trace. * add comment. * Introduce station configs, praying i didn't miss something. * in one small change stations are now fully serializable. * Further doc comments. * whoops. * Solve bug where assignjobs didn't account for roundstart. * Fix spawning, improve the API. Caught an oversight in stationsystem that should've broke everything but didn't, whoops. * Goodbye JobController. * minor fix.. * fix test fail, remove debug logs. * quick serialization fixes. * fixes.. * sus * partialing * Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * Use dirtying to avoid rebuilding the list 2,100 times. * add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works) * Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * Add the Mysteriously Missing Captain Check. * Put maprender back the way it belongs. * I love addressing reviews. * Update Content.Server/Station/Systems/StationJobsSystem.cs Co-authored-by: Kara <lunarautomaton6@gmail.com> * doc cleanup. * Fix bureaucratic error, add job slot tests. * zero cost abstractions when * cri * saner error. * Fix spawning failing certain tests due to gameticker not handling falliability correctly. Can't fix this until I refactor the rest of spawning code. * submodule gaming * Packedenger. * Documentation consistency. Co-authored-by: Kara <lunarautomaton6@gmail.com>
167 lines
5.5 KiB
C#
167 lines
5.5 KiB
C#
using Content.Server.Players;
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using Content.Shared.GameTicking;
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using Content.Shared.GameWindow;
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using Content.Shared.Preferences;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking
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{
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[UsedImplicitly]
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public sealed partial class GameTicker
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private void InitializePlayer()
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{
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_playerManager.PlayerStatusChanged += PlayerStatusChanged;
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}
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private void PlayerStatusChanged(object? sender, SessionStatusEventArgs args)
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{
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var session = args.Session;
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switch (args.NewStatus)
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{
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case SessionStatus.Connecting:
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// Cancel shutdown update timer in progress.
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_updateShutdownCts?.Cancel();
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break;
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case SessionStatus.Connected:
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{
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AddPlayerToDb(args.Session.UserId.UserId);
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// Always make sure the client has player data. Mind gets assigned on spawn.
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if (session.Data.ContentDataUncast == null)
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session.Data.ContentDataUncast = new PlayerData(session.UserId, args.Session.Name);
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// Make the player actually join the game.
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// timer time must be > tick length
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Timer.Spawn(0, args.Session.JoinGame);
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_chatManager.SendAdminAnnouncement(Loc.GetString("player-join-message", ("name", args.Session.Name)));
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if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers)
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{
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_roundStartCountdownHasNotStartedYetDueToNoPlayers = false;
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_roundStartTime = _gameTiming.CurTime + LobbyDuration;
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}
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break;
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}
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case SessionStatus.InGame:
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{
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_prefsManager.OnClientConnected(session);
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var data = session.ContentData();
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DebugTools.AssertNotNull(data);
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if (data!.Mind == null)
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{
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if (LobbyEnabled)
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{
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PlayerJoinLobby(session);
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return;
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}
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SpawnWaitPrefs();
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}
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else
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{
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if (data.Mind.CurrentEntity == null)
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{
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SpawnWaitPrefs();
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}
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else
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{
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session.AttachToEntity(data.Mind.CurrentEntity);
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PlayerJoinGame(session);
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}
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}
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break;
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}
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case SessionStatus.Disconnected:
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{
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if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session);
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_chatManager.SendAdminAnnouncement(Loc.GetString("player-leave-message", ("name", args.Session.Name)));
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ServerEmptyUpdateRestartCheck();
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_prefsManager.OnClientDisconnected(session);
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break;
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}
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}
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//When the status of a player changes, update the server info text
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UpdateInfoText();
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async void SpawnWaitPrefs()
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{
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await _prefsManager.WaitPreferencesLoaded(session);
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SpawnPlayer(session, EntityUid.Invalid);
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}
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async void AddPlayerToDb(Guid id)
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{
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if (RoundId != 0 && _runLevel != GameRunLevel.PreRoundLobby)
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{
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await _db.AddRoundPlayers(RoundId, id);
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}
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}
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}
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private HumanoidCharacterProfile GetPlayerProfile(IPlayerSession p)
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{
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return (HumanoidCharacterProfile) _prefsManager.GetPreferences(p.UserId).SelectedCharacter;
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}
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public void PlayerJoinGame(IPlayerSession session)
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{
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_chatManager.DispatchServerMessage(session, Loc.GetString("game-ticker-player-join-game-message"));
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if (_playersInLobby.ContainsKey(session))
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_playersInLobby.Remove(session);
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_playersInGame.Add(session.UserId);
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RaiseNetworkEvent(new TickerJoinGameEvent(), session.ConnectedClient);
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}
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private void PlayerJoinLobby(IPlayerSession session)
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{
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_playersInLobby[session] = LobbyPlayerStatus.NotReady;
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_playersInGame.Remove(session.UserId);
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var client = session.ConnectedClient;
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RaiseNetworkEvent(new TickerJoinLobbyEvent(), client);
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RaiseNetworkEvent(GetStatusMsg(session), client);
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RaiseNetworkEvent(GetInfoMsg(), client);
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RaiseNetworkEvent(GetPlayerStatus(), client);
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RaiseLocalEvent(new PlayerJoinedLobbyEvent(session));
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}
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private void ReqWindowAttentionAll()
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{
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RaiseNetworkEvent(new RequestWindowAttentionEvent());
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}
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}
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public sealed class PlayerJoinedLobbyEvent : EntityEventArgs
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{
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public readonly IPlayerSession PlayerSession;
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public PlayerJoinedLobbyEvent(IPlayerSession playerSession)
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{
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PlayerSession = playerSession;
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}
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}
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}
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