* Add game rule to restart an empty server after 10 minutes * Add missing localization for time running out
96 lines
2.8 KiB
C#
96 lines
2.8 KiB
C#
#nullable enable
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using System;
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using System.Threading;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameTicking.GameRules
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{
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public class RuleInactivityTimeRestart : GameRule
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{
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[Dependency] private readonly IGameTicker _gameTicker = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private CancellationTokenSource _timerCancel = new();
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public TimeSpan InactivityMaxTime { get; set; } = TimeSpan.FromMinutes(10);
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public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
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public override void Added()
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{
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base.Added();
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_gameTicker.OnRunLevelChanged += RunLevelChanged;
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_playerManager.PlayerStatusChanged += PlayerStatusChanged;
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}
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public override void Removed()
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{
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base.Removed();
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_gameTicker.OnRunLevelChanged -= RunLevelChanged;
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_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
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StopTimer();
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}
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public void RestartTimer()
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{
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_timerCancel.Cancel();
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_timerCancel = new CancellationTokenSource();
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Timer.Spawn(InactivityMaxTime, TimerFired, _timerCancel.Token);
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}
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public void StopTimer()
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{
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_timerCancel.Cancel();
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}
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private void TimerFired()
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{
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_gameTicker.EndRound(Loc.GetString("Time has run out!"));
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", (int) RoundEndDelay.TotalSeconds));
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Timer.Spawn(RoundEndDelay, () => _gameTicker.RestartRound());
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}
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private void RunLevelChanged(GameRunLevelChangedEventArgs args)
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{
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switch (args.NewRunLevel)
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{
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case GameRunLevel.InRound:
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RestartTimer();
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break;
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case GameRunLevel.PreRoundLobby:
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case GameRunLevel.PostRound:
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StopTimer();
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break;
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}
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}
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private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (_gameTicker.RunLevel != GameRunLevel.InRound)
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{
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return;
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}
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if (_playerManager.PlayerCount == 0)
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{
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RestartTimer();
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}
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else
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{
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StopTimer();
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}
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}
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}
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}
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