Files
tbd-station-14/Content.Server/GameTicking/GameTicker.cs
Pieter-Jan Briers 845d0f9182 We have a lobby! (#127)
It's shoddy as hell but it works for our purposes.
2018-11-25 19:04:49 +01:00

576 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects;
using Content.Server.GameTicking.GamePresets;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Mobs;
using Content.Server.Players;
using Content.Shared;
using Content.Shared.GameObjects.Components.Inventory;
using SS14.Server.Interfaces.Chat;
using SS14.Server.Interfaces.Console;
using SS14.Server.Interfaces.Maps;
using SS14.Server.Interfaces.Player;
using SS14.Server.Player;
using SS14.Shared.Configuration;
using SS14.Shared.Console;
using SS14.Shared.Enums;
using SS14.Shared.Interfaces.Configuration;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Map;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.Interfaces.Timing;
using SS14.Shared.IoC;
using SS14.Shared.Log;
using SS14.Shared.Map;
using SS14.Shared.Maths;
using SS14.Shared.Network;
using SS14.Shared.Timers;
using SS14.Shared.Timing;
using SS14.Shared.Utility;
using SS14.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public class GameTicker : SharedGameTicker, IGameTicker
{
[ViewVariables]
public GameRunLevel RunLevel
{
get => _runLevel;
private set
{
if (_runLevel == value)
{
return;
}
var old = _runLevel;
_runLevel = value;
OnRunLevelChanged?.Invoke(new GameRunLevelChangedEventArgs(old, value));
}
}
public Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
private const string PlayerPrototypeName = "HumanMob_Content";
private const string ObserverPrototypeName = "MobObserver";
private const string MapFile = "Maps/stationstation.yml";
// Seconds.
private const float LobbyDuration = 20;
[ViewVariables] private bool _initialized;
[ViewVariables(VVAccess.ReadWrite)] private GridLocalCoordinates _spawnPoint;
[ViewVariables] private GameRunLevel _runLevel;
[ViewVariables] private bool LobbyEnabled => _configurationManager.GetCVar<bool>("game.lobbyenabled");
// Value is whether they're ready.
[ViewVariables]
private readonly Dictionary<IPlayerSession, bool> _playersInLobby = new Dictionary<IPlayerSession, bool>();
[ViewVariables] private bool _roundStartCountdownHasNotStartedYetDueToNoPlayers;
private DateTime _roundStartTimeUtc;
#pragma warning disable 649
[Dependency] private IEntityManager _entityManager;
[Dependency] private IMapManager _mapManager;
[Dependency] private IMapLoader _mapLoader;
[Dependency] private IGameTiming _gameTiming;
[Dependency] private IConfigurationManager _configurationManager;
[Dependency] private IPlayerManager _playerManager;
[Dependency] private IChatManager _chatManager;
[Dependency] private IServerNetManager _netManager;
#pragma warning restore 649
public void Initialize()
{
DebugTools.Assert(!_initialized);
_configurationManager.RegisterCVar("game.lobbyenabled", false, CVar.ARCHIVE);
_playerManager.PlayerStatusChanged += _handlePlayerStatusChanged;
_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby));
_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame));
_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus));
RestartRound();
_initialized = true;
}
public void Update(FrameEventArgs frameEventArgs)
{
if (RunLevel != GameRunLevel.PreRoundLobby || _roundStartTimeUtc > DateTime.UtcNow ||
_roundStartCountdownHasNotStartedYetDueToNoPlayers)
{
return;
}
StartRound();
}
public void RestartRound()
{
Logger.InfoS("ticker", "Restarting round!");
RunLevel = GameRunLevel.PreRoundLobby;
_resettingCleanup();
_preRoundSetup();
if (!LobbyEnabled)
{
StartRound();
}
else
{
if (_playerManager.PlayerCount == 0)
{
_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
}
else
{
_roundStartTimeUtc = DateTime.UtcNow + TimeSpan.FromSeconds(LobbyDuration);
}
}
}
public void StartRound()
{
DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
Logger.InfoS("ticker", "Starting round!");
RunLevel = GameRunLevel.InRound;
// TODO: Allow other presets to be selected.
var preset = new PresetTraitor();
preset.Start();
foreach (var (playerSession, ready) in _playersInLobby.ToList())
{
if (!ready)
{
continue;
}
_spawnPlayer(playerSession);
}
_sendStatusToAll();
}
public void EndRound()
{
DebugTools.Assert(RunLevel == GameRunLevel.InRound);
Logger.InfoS("ticker", "Ending round!");
RunLevel = GameRunLevel.PostRound;
}
public void Respawn(IPlayerSession targetPlayer)
{
targetPlayer.ContentData().WipeMind();
if (LobbyEnabled)
{
_playerJoinLobby(targetPlayer);
}
else
{
_spawnPlayer(targetPlayer);
}
}
public void MakeObserve(IPlayerSession player)
{
if (!_playersInLobby.ContainsKey(player))
{
return;
}
_spawnObserver(player);
}
public void MakeJoinGame(IPlayerSession player)
{
if (!_playersInLobby.ContainsKey(player))
{
return;
}
_spawnPlayer(player);
}
public void ToggleReady(IPlayerSession player, bool ready)
{
if (!_playersInLobby.ContainsKey(player))
{
return;
}
_playersInLobby[player] = ready;
_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
}
private IEntity _spawnPlayerMob()
{
var entity = _entityManager.ForceSpawnEntityAt(PlayerPrototypeName, _spawnPoint);
var shoes = _entityManager.SpawnEntity("ShoesItem");
var uniform = _entityManager.SpawnEntity("UniformAssistant");
if (entity.TryGetComponent(out InventoryComponent inventory))
{
inventory.Equip(EquipmentSlotDefines.Slots.INNERCLOTHING, uniform.GetComponent<ClothingComponent>());
inventory.Equip(EquipmentSlotDefines.Slots.SHOES, shoes.GetComponent<ClothingComponent>());
}
return entity;
}
private IEntity _spawnObserverMob()
{
return _entityManager.ForceSpawnEntityAt(ObserverPrototypeName, _spawnPoint);
}
/// <summary>
/// Cleanup that has to run to clear up anything from the previous round.
/// Stuff like wiping the previous map clean.
/// </summary>
private void _resettingCleanup()
{
// Delete all entities.
foreach (var entity in _entityManager.GetEntities().ToList())
{
// TODO: Maybe something less naive here?
// FIXME: Actually, definitely.
entity.Delete();
}
// Delete all maps outside of nullspace.
foreach (var map in _mapManager.GetAllMaps().ToList())
{
// TODO: Maybe something less naive here?
if (map.Index != MapId.Nullspace)
{
_mapManager.DeleteMap(map.Index);
}
}
// Delete the minds of everybody.
// TODO: Maybe move this into a separate manager?
foreach (var unCastData in _playerManager.GetAllPlayerData())
{
unCastData.ContentData().WipeMind();
}
}
private void _preRoundSetup()
{
var newMap = _mapManager.CreateMap();
var startTime = _gameTiming.RealTime;
var grid = _mapLoader.LoadBlueprint(newMap, MapFile);
_spawnPoint = new GridLocalCoordinates(Vector2.Zero, grid);
var timeSpan = _gameTiming.RealTime - startTime;
Logger.InfoS("ticker", $"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
}
private void _handlePlayerStatusChanged(object sender, SessionStatusEventArgs args)
{
var session = args.Session;
switch (args.NewStatus)
{
case SessionStatus.Connected:
{
// Always make sure the client has player data. Mind gets assigned on spawn.
if (session.Data.ContentDataUncast == null)
{
session.Data.ContentDataUncast = new PlayerData(session.SessionId);
}
// timer time must be > tick length
Timer.Spawn(0, args.Session.JoinGame);
_chatManager.DispatchMessage(ChatChannel.Server, "Game: Player joined server!",
args.Session.SessionId);
if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers)
{
_roundStartCountdownHasNotStartedYetDueToNoPlayers = false;
_roundStartTimeUtc = DateTime.UtcNow + TimeSpan.FromSeconds(LobbyDuration);
}
break;
}
case SessionStatus.InGame:
{
//TODO: Check for existing mob and re-attach
var data = session.ContentData();
if (data.Mind == null)
{
if (LobbyEnabled)
{
_playerJoinLobby(session);
return;
}
_spawnPlayer(session);
}
else
{
if (data.Mind.CurrentEntity == null)
{
_spawnPlayer(session);
}
else
{
session.AttachToEntity(data.Mind.CurrentEntity);
_playerJoinGame(session);
}
}
_chatManager.DispatchMessage(ChatChannel.Server, "Game: Player joined Game!",
args.Session.SessionId);
break;
}
case SessionStatus.Disconnected:
{
if (_playersInLobby.ContainsKey(session))
{
_playersInLobby.Remove(session);
}
_chatManager.DispatchMessage(ChatChannel.Server, "Game: Player left!", args.Session.SessionId);
break;
}
}
}
private void _spawnPlayer(IPlayerSession session)
{
_playerJoinGame(session);
var data = session.ContentData();
data.WipeMind();
data.Mind = new Mind(session.SessionId);
var mob = _spawnPlayerMob();
data.Mind.TransferTo(mob);
}
private void _spawnObserver(IPlayerSession session)
{
_playerJoinGame(session);
var data = session.ContentData();
data.WipeMind();
data.Mind = new Mind(session.SessionId);
var mob = _spawnObserverMob();
data.Mind.TransferTo(mob);
}
private void _playerJoinLobby(IPlayerSession session)
{
_playersInLobby.Add(session, false);
_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinLobby>(), session.ConnectedClient);
_netManager.ServerSendMessage(_getStatusMsg(session), session.ConnectedClient);
}
private void _playerJoinGame(IPlayerSession session)
{
if (_playersInLobby.ContainsKey(session))
{
_playersInLobby.Remove(session);
}
_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinGame>(), session.ConnectedClient);
}
private MsgTickerLobbyStatus _getStatusMsg(IPlayerSession session)
{
_playersInLobby.TryGetValue(session, out var ready);
var msg = _netManager.CreateNetMessage<MsgTickerLobbyStatus>();
msg.IsRoundStarted = RunLevel != GameRunLevel.PreRoundLobby;
msg.StartTime = _roundStartTimeUtc;
msg.YouAreReady = ready;
return msg;
}
private void _sendStatusToAll()
{
foreach (var player in _playersInLobby.Keys)
{
_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
}
}
}
public enum GameRunLevel
{
PreRoundLobby = 0,
InRound,
PostRound
}
public class GameRunLevelChangedEventArgs : EventArgs
{
public GameRunLevel OldRunLevel { get; }
public GameRunLevel NewRunLevel { get; }
public GameRunLevelChangedEventArgs(GameRunLevel oldRunLevel, GameRunLevel newRunLevel)
{
OldRunLevel = oldRunLevel;
NewRunLevel = newRunLevel;
}
}
class StartRoundCommand : IClientCommand
{
public string Command => "startround";
public string Description => "Ends PreRoundLobby state and starts the round.";
public string Help => String.Empty;
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var ticker = IoCManager.Resolve<IGameTicker>();
if (ticker.RunLevel != GameRunLevel.PreRoundLobby)
{
shell.SendText(player, "This can only be executed while the game is in the pre-round lobby.");
return;
}
ticker.StartRound();
}
}
class EndRoundCommand : IClientCommand
{
public string Command => "endround";
public string Description => "Ends the round and moves the server to PostRound.";
public string Help => String.Empty;
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var ticker = IoCManager.Resolve<IGameTicker>();
if (ticker.RunLevel != GameRunLevel.InRound)
{
shell.SendText(player, "This can only be executed while the game is in a round.");
return;
}
ticker.EndRound();
}
}
class NewRoundCommand : IClientCommand
{
public string Command => "restartround";
public string Description => "Moves the server from PostRound to a new PreRoundLobby.";
public string Help => String.Empty;
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
var ticker = IoCManager.Resolve<IGameTicker>();
ticker.RestartRound();
}
}
class RespawnCommand : IClientCommand
{
public string Command => "respawn";
public string Description => "Respawns a player, kicking them back to the lobby.";
public string Help => "respawn <player>";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (args.Length != 1)
{
shell.SendText(player, "Must provide exactly one argument.");
return;
}
var playerMgr = IoCManager.Resolve<IPlayerManager>();
var ticker = IoCManager.Resolve<IGameTicker>();
var arg = new NetSessionId(args[0]);
if (!playerMgr.TryGetSessionById(arg, out var targetPlayer))
{
if (!playerMgr.TryGetPlayerData(arg, out var data))
{
shell.SendText(player, "Unknown player");
return;
}
data.ContentData().WipeMind();
shell.SendText(player,
"Player is not currently online, but they will respawn if they come back online");
return;
}
ticker.Respawn(targetPlayer);
}
}
class ObserveCommand : IClientCommand
{
public string Command => "observe";
public string Description => "";
public string Help => "";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
return;
}
var ticker = IoCManager.Resolve<IGameTicker>();
ticker.MakeObserve(player);
}
}
class JoinGameCommand : IClientCommand
{
public string Command => "joingame";
public string Description => "";
public string Help => "";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
return;
}
var ticker = IoCManager.Resolve<IGameTicker>();
ticker.MakeJoinGame(player);
}
}
class ToggleReadyCommand : IClientCommand
{
public string Command => "toggleready";
public string Description => "";
public string Help => "";
public void Execute(IConsoleShell shell, IPlayerSession player, string[] args)
{
if (player == null)
{
return;
}
var ticker = IoCManager.Resolve<IGameTicker>();
ticker.ToggleReady(player, bool.Parse(args[0]));
}
}
}