Files
tbd-station-14/Content.Server/Mind/MindSystem.cs

339 lines
12 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Server.Administration.Logs;
using Content.Server.GameTicking;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Content.Shared.Players;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Mind;
public sealed class MindSystem : SharedMindSystem
{
[Dependency] private readonly ActorSystem _actor = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly SharedGhostSystem _ghosts = default!;
[Dependency] private readonly IMapManager _maps = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly IPlayerManager _players = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<MindContainerComponent, EntityTerminatingEvent>(OnMindContainerTerminating);
}
private void OnMindContainerTerminating(EntityUid uid, MindContainerComponent component, ref EntityTerminatingEvent args)
{
// Let's not create ghosts if not in the middle of the round.
if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
return;
if (!TryGetMind(uid, out var mindId, out var mind, component))
return;
// If the player is currently visiting some other entity, simply attach to that entity.
if (mind.VisitingEntity is {Valid: true} visiting
&& visiting != uid
&& !Deleted(visiting)
&& !Terminating(visiting))
{
TransferTo(mindId, visiting, mind: mind);
if (TryComp(visiting, out GhostComponent? ghost))
_ghosts.SetCanReturnToBody(ghost, false);
return;
}
TransferTo(mindId, null, createGhost: false, mind: mind);
if (component.GhostOnShutdown && mind.Session != null)
{
var xform = Transform(uid);
var gridId = xform.GridUid;
var spawnPosition = Transform(uid).Coordinates;
// Use a regular timer here because the entity has probably been deleted.
Timer.Spawn(0, () =>
{
// Make extra sure the round didn't end between spawning the timer and it being executed.
if (_gameTicker.RunLevel == GameRunLevel.PreRoundLobby)
return;
// Async this so that we don't throw if the grid we're on is being deleted.
if (!_maps.GridExists(gridId))
spawnPosition = _gameTicker.GetObserverSpawnPoint();
// TODO refactor observer spawning.
// please.
if (!spawnPosition.IsValid(EntityManager))
{
// This should be an error, if it didn't cause tests to start erroring when they delete a player.
Log.Warning($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, and no applicable spawn location is available.");
TransferTo(mindId, null, createGhost: false, mind: mind);
return;
}
var ghost = Spawn("MobObserver", spawnPosition);
var ghostComponent = Comp<GhostComponent>(ghost);
_ghosts.SetCanReturnToBody(ghostComponent, false);
// Log these to make sure they're not causing the GameTicker round restart bugs...
Log.Debug($"Entity \"{ToPrettyString(uid)}\" for {mind.CharacterName} was deleted, spawned \"{ToPrettyString(ghost)}\".");
var val = mind.CharacterName ?? string.Empty;
_metaData.SetEntityName(ghost, val);
TransferTo(mindId, ghost, mind: mind);
});
}
}
public override bool TryGetMind(NetUserId user, [NotNullWhen(true)] out EntityUid? mindId, [NotNullWhen(true)] out MindComponent? mind)
{
if (base.TryGetMind(user, out mindId, out mind))
{
DebugTools.Assert(_players.GetPlayerData(user).ContentData() is not { } data || data.Mind == mindId);
return true;
}
DebugTools.Assert(_players.GetPlayerData(user).ContentData()?.Mind == null);
return false;
}
public bool TryGetSession(EntityUid? mindId, [NotNullWhen(true)] out IPlayerSession? session)
{
session = null;
return TryComp(mindId, out MindComponent? mind) && (session = (IPlayerSession?) mind.Session) != null;
}
public IPlayerSession? GetSession(MindComponent mind)
{
return (IPlayerSession?) mind.Session;
}
public bool TryGetSession(MindComponent mind, [NotNullWhen(true)] out IPlayerSession? session)
{
return (session = GetSession(mind)) != null;
}
public override void WipeAllMinds()
{
base.WipeAllMinds();
foreach (var unCastData in _players.GetAllPlayerData())
{
if (unCastData.ContentData()?.Mind is not { } mind)
continue;
Log.Error("Player mind was missing from MindSystem dictionary.");
WipeMind(mind);
}
}
public override void Visit(EntityUid mindId, EntityUid entity, MindComponent? mind = null)
{
base.Visit(mindId, entity, mind);
if (!Resolve(mindId, ref mind))
return;
if (mind.VisitingEntity != null)
{
Log.Error($"Attempted to visit an entity ({ToPrettyString(entity)}) while already visiting another ({ToPrettyString(mind.VisitingEntity.Value)}).");
return;
}
if (HasComp<VisitingMindComponent>(entity))
{
Log.Error($"Attempted to visit an entity that already has a visiting mind. Entity: {ToPrettyString(entity)}");
return;
}
GetSession(mind)?.AttachToEntity(entity);
mind.VisitingEntity = entity;
// EnsureComp instead of AddComp to deal with deferred deletions.
var comp = EnsureComp<VisitingMindComponent>(entity);
comp.MindId = mindId;
Log.Info($"Session {mind.Session?.Name} visiting entity {entity}.");
}
public override void UnVisit(EntityUid mindId, MindComponent? mind = null)
{
base.UnVisit(mindId, mind);
if (!Resolve(mindId, ref mind))
return;
if (mind.VisitingEntity == null)
return;
RemoveVisitingEntity(mind);
if (mind.Session == null || mind.Session.AttachedEntity == mind.VisitingEntity)
return;
var owned = mind.OwnedEntity;
GetSession(mind)?.AttachToEntity(owned);
if (owned.HasValue)
{
_adminLogger.Add(LogType.Mind, LogImpact.Low,
$"{mind.Session.Name} returned to {ToPrettyString(owned.Value)}");
}
}
public override void TransferTo(EntityUid mindId, EntityUid? entity, bool ghostCheckOverride = false, bool createGhost = true,
MindComponent? mind = null)
{
base.TransferTo(mindId, entity, ghostCheckOverride, createGhost, mind);
if (!Resolve(mindId, ref mind))
return;
if (entity == mind.OwnedEntity)
return;
MindContainerComponent? component = null;
var alreadyAttached = false;
if (entity != null)
{
component = EnsureComp<MindContainerComponent>(entity.Value);
if (component.HasMind)
_gameTicker.OnGhostAttempt(component.Mind.Value, false);
if (TryComp<ActorComponent>(entity.Value, out var actor))
{
// Happens when transferring to your currently visited entity.
if (actor.PlayerSession != mind.Session)
{
throw new ArgumentException("Visit target already has a session.", nameof(entity));
}
alreadyAttached = true;
}
}
else if (createGhost)
{
var position = Deleted(mind.OwnedEntity)
? _gameTicker.GetObserverSpawnPoint().ToMap(EntityManager, _transform)
: Transform(mind.OwnedEntity.Value).MapPosition;
entity = Spawn("MobObserver", position);
var ghostComponent = Comp<GhostComponent>(entity.Value);
_ghosts.SetCanReturnToBody(ghostComponent, false);
}
var oldComp = mind.OwnedComponent;
var oldEntity = mind.OwnedEntity;
if (oldComp != null && oldEntity != null)
{
oldComp.Mind = null;
RaiseLocalEvent(oldEntity.Value, new MindRemovedMessage(oldEntity.Value, mind), true);
}
SetOwnedEntity(mind, entity, component);
// Don't do the full deletion cleanup if we're transferring to our VisitingEntity
if (alreadyAttached)
{
// Set VisitingEntity null first so the removal of VisitingMind doesn't get through Unvisit() and delete what we're visiting.
// Yes this control flow sucks.
mind.VisitingEntity = null;
RemComp<VisitingMindComponent>(entity!.Value);
}
else if (mind.VisitingEntity != null
&& (ghostCheckOverride // to force mind transfer, for example from ControlMobVerb
|| !TryComp(mind.VisitingEntity!, out GhostComponent? ghostComponent) // visiting entity is not a Ghost
|| !ghostComponent.CanReturnToBody)) // it is a ghost, but cannot return to body anyway, so it's okay
{
RemoveVisitingEntity(mind);
}
// Player is CURRENTLY connected.
var session = GetSession(mind);
if (session != null && !alreadyAttached && mind.VisitingEntity == null)
{
_actor.Attach(entity, session, true);
Log.Info($"Session {session.Name} transferred to entity {entity}.");
}
if (mind.OwnedComponent != null)
{
mind.OwnedComponent.Mind = mindId;
RaiseLocalEvent(mind.OwnedEntity!.Value, new MindAddedMessage(), true);
mind.OriginalOwnedEntity ??= mind.OwnedEntity;
}
}
public override void SetUserId(EntityUid mindId, NetUserId? userId, MindComponent? mind = null)
{
base.SetUserId(mindId, userId, mind);
if (!Resolve(mindId, ref mind))
return;
if (mind.UserId == userId)
return;
if (userId != null && !_players.TryGetPlayerData(userId.Value, out _))
{
Log.Error($"Attempted to set mind user to invalid value {userId}");
return;
}
if (mind.Session != null)
{
_actor.Attach(null, GetSession(mind)!);
mind.Session = null;
}
if (mind.UserId != null)
{
UserMinds.Remove(mind.UserId.Value);
if (_players.GetPlayerData(mind.UserId.Value).ContentData() is { } oldData)
oldData.Mind = null;
mind.UserId = null;
}
if (userId == null)
{
DebugTools.AssertNull(mind.Session);
return;
}
if (UserMinds.TryGetValue(userId.Value, out var oldMindId) &&
TryComp(oldMindId, out MindComponent? oldMind))
{
SetUserId(oldMindId, null, oldMind);
}
DebugTools.AssertNull(_players.GetPlayerData(userId.Value).ContentData()?.Mind);
UserMinds[userId.Value] = mindId;
mind.UserId = userId;
mind.OriginalOwnerUserId ??= userId;
if (_players.TryGetSessionById(userId.Value, out var ret))
{
mind.Session = ret;
_actor.Attach(mind.CurrentEntity, ret);
}
// session may be null, but user data may still exist for disconnected players.
if (_players.GetPlayerData(userId.Value).ContentData() is { } data)
data.Mind = mindId;
}
}