* Add job whitelist system * Address reviews * Fix name * Apply suggestions from code review Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * cancinium --------- Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
158 lines
5.3 KiB
C#
158 lines
5.3 KiB
C#
using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Preferences.Managers;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Server.Database;
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/// <summary>
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/// Manages per-user data that comes from the database. Ensures it is loaded efficiently on client connect,
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/// and ensures data is loaded before allowing players to spawn or such.
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/// </summary>
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/// <remarks>
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/// Actual loading code is handled by separate managers such as <see cref="IServerPreferencesManager"/>.
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/// This manager is simply a centralized "is loading done" controller for other code to rely on.
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/// </remarks>
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public sealed class UserDbDataManager : IPostInjectInit
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{
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[Dependency] private readonly ILogManager _logManager = default!;
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private readonly Dictionary<NetUserId, UserData> _users = new();
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private readonly List<OnLoadPlayer> _onLoadPlayer = [];
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private readonly List<OnFinishLoad> _onFinishLoad = [];
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private readonly List<OnPlayerDisconnect> _onPlayerDisconnect = [];
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private ISawmill _sawmill = default!;
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// TODO: Ideally connected/disconnected would be subscribed to IPlayerManager directly,
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// but this runs into ordering issues with game ticker.
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public void ClientConnected(ICommonSession session)
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{
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_sawmill.Verbose($"Initiating load for user {session}");
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DebugTools.Assert(!_users.ContainsKey(session.UserId), "We should not have any cached data on client connect.");
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var cts = new CancellationTokenSource();
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var task = Load(session, cts.Token);
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var data = new UserData(cts, task);
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_users.Add(session.UserId, data);
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}
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public void ClientDisconnected(ICommonSession session)
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{
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_users.Remove(session.UserId, out var data);
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if (data == null)
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throw new InvalidOperationException("Did not have cached data in ClientDisconnect!");
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data.Cancel.Cancel();
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data.Cancel.Dispose();
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foreach (var onDisconnect in _onPlayerDisconnect)
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{
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onDisconnect(session);
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}
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}
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private async Task Load(ICommonSession session, CancellationToken cancel)
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{
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// The task returned by this function is only ever observed by callers of WaitLoadComplete,
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// which doesn't even happen currently if the lobby is enabled.
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// As such, this task must NOT throw a non-cancellation error!
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try
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{
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var tasks = new List<Task>();
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foreach (var action in _onLoadPlayer)
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{
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tasks.Add(action(session, cancel));
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}
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await Task.WhenAll(tasks);
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cancel.ThrowIfCancellationRequested();
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foreach (var action in _onFinishLoad)
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{
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action(session);
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}
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_sawmill.Verbose($"Load complete for user {session}");
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}
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catch (OperationCanceledException)
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{
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_sawmill.Debug($"Load cancelled for user {session}");
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// We can rethrow the cancellation.
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// This will make the task returned by WaitLoadComplete() also return a cancellation.
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throw;
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}
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catch (Exception e)
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{
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// Must catch all exceptions here, otherwise task may go unobserved.
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_sawmill.Error($"Load of user data failed: {e}");
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// Kick them from server, since something is hosed. Let them try again I guess.
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session.Channel.Disconnect("Loading of server user data failed, this is a bug.");
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// We throw a OperationCanceledException so users of WaitLoadComplete() always see cancellation here.
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throw new OperationCanceledException("Load of user data cancelled due to unknown error");
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}
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}
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/// <summary>
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/// Wait for all on-database data for a user to be loaded.
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/// </summary>
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/// <remarks>
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/// The task returned by this function may end up in a cancelled state
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/// (throwing <see cref="OperationCanceledException"/>) if the user disconnects while loading or an error occurs.
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/// </remarks>
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/// <param name="session"></param>
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/// <returns>
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/// A task that completes when all on-database data for a user has finished loading.
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/// </returns>
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public Task WaitLoadComplete(ICommonSession session)
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{
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return _users[session.UserId].Task;
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}
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public bool IsLoadComplete(ICommonSession session)
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{
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return GetLoadTask(session).IsCompletedSuccessfully;
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}
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public Task GetLoadTask(ICommonSession session)
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{
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return _users[session.UserId].Task;
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}
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public void AddOnLoadPlayer(OnLoadPlayer action)
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{
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_onLoadPlayer.Add(action);
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}
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public void AddOnFinishLoad(OnFinishLoad action)
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{
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_onFinishLoad.Add(action);
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}
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public void AddOnPlayerDisconnect(OnPlayerDisconnect action)
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{
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_onPlayerDisconnect.Add(action);
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}
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void IPostInjectInit.PostInject()
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{
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_sawmill = _logManager.GetSawmill("userdb");
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}
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private sealed record UserData(CancellationTokenSource Cancel, Task Task);
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public delegate Task OnLoadPlayer(ICommonSession player, CancellationToken cancel);
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public delegate void OnFinishLoad(ICommonSession player);
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public delegate void OnPlayerDisconnect(ICommonSession player);
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}
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