Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com> Co-authored-by: ComicIronic <comicironic@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
957 lines
34 KiB
C#
957 lines
34 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.GameObjects;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Markers;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.Components.PDA;
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using Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding;
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using Content.Server.GameTicking.GamePresets;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs;
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using Content.Server.Mobs.Roles;
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using Content.Server.Players;
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using Content.Shared;
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using Content.Shared.Chat;
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using Content.Shared.GameObjects.Components.PDA;
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using Content.Shared.Jobs;
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using Content.Shared.Physics;
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using Content.Shared.Preferences;
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using Prometheus;
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using Robust.Server.Interfaces;
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using Robust.Server.Interfaces.Maps;
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Server.ServerStatus;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameTicking
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{
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public partial class GameTicker : SharedGameTicker, IGameTicker
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{
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private static readonly Counter RoundNumberMetric = Metrics.CreateCounter(
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"ss14_round_number",
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"Round number.");
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private static readonly Gauge RoundLengthMetric = Metrics.CreateGauge(
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"ss14_round_length",
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"Round length in seconds.");
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private static readonly TimeSpan UpdateRestartDelay = TimeSpan.FromSeconds(20);
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private const string PlayerPrototypeName = "HumanMob_Content";
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private const string ObserverPrototypeName = "MobObserver";
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private const string MapFile = "Maps/saltern.yml";
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private static TimeSpan _roundStartTimeSpan;
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[ViewVariables] private readonly List<GameRule> _gameRules = new List<GameRule>();
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[ViewVariables] private readonly List<ManifestEntry> _manifest = new List<ManifestEntry>();
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// Value is whether they're ready.
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[ViewVariables]
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private readonly Dictionary<IPlayerSession, bool> _playersInLobby = new Dictionary<IPlayerSession, bool>();
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[ViewVariables] private bool _initialized;
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[ViewVariables] private Type _presetType;
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[ViewVariables] private DateTime _pauseTime;
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[ViewVariables] private bool _roundStartCountdownHasNotStartedYetDueToNoPlayers;
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private DateTime _roundStartTimeUtc;
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[ViewVariables] private GameRunLevel _runLevel;
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[ViewVariables(VVAccess.ReadWrite)] private GridCoordinates _spawnPoint;
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[ViewVariables] private bool LobbyEnabled => _configurationManager.GetCVar<bool>("game.lobbyenabled");
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[ViewVariables] private bool _updateOnRoundEnd;
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private CancellationTokenSource _updateShutdownCts;
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[ViewVariables] public bool Paused { get; private set; }
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[ViewVariables]
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public GameRunLevel RunLevel
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{
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get => _runLevel;
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private set
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{
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if (_runLevel == value) return;
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var old = _runLevel;
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_runLevel = value;
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OnRunLevelChanged?.Invoke(new GameRunLevelChangedEventArgs(old, value));
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}
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}
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public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
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public event Action<GameRuleAddedEventArgs> OnRuleAdded;
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private TimeSpan LobbyDuration =>
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TimeSpan.FromSeconds(_configurationManager.GetCVar<int>("game.lobbyduration"));
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public void Initialize()
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{
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DebugTools.Assert(!_initialized);
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_configurationManager.RegisterCVar("game.lobbyenabled", false, CVar.ARCHIVE);
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_configurationManager.RegisterCVar("game.lobbyduration", 20, CVar.ARCHIVE);
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_configurationManager.RegisterCVar("game.defaultpreset", "Suspicion", CVar.ARCHIVE);
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_configurationManager.RegisterCVar("game.fallbackpreset", "Sandbox", CVar.ARCHIVE);
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_playerManager.PlayerStatusChanged += _handlePlayerStatusChanged;
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_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby));
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_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame));
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_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus));
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_netManager.RegisterNetMessage<MsgTickerLobbyInfo>(nameof(MsgTickerLobbyInfo));
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_netManager.RegisterNetMessage<MsgTickerLobbyCountdown>(nameof(MsgTickerLobbyCountdown));
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_netManager.RegisterNetMessage<MsgRoundEndMessage>(nameof(MsgRoundEndMessage));
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SetStartPreset(_configurationManager.GetCVar<string>("game.defaultpreset"));
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RestartRound();
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_initialized = true;
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JobControllerInit();
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_watchdogApi.UpdateReceived += WatchdogApiOnUpdateReceived;
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}
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private void WatchdogApiOnUpdateReceived()
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString(
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"Update has been received, server will automatically restart for update at the end of this round."));
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_updateOnRoundEnd = true;
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ServerEmptyUpdateRestartCheck();
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}
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public void Update(FrameEventArgs frameEventArgs)
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{
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if (RunLevel == GameRunLevel.InRound)
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{
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RoundLengthMetric.Inc(frameEventArgs.DeltaSeconds);
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}
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if (RunLevel != GameRunLevel.PreRoundLobby ||
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Paused ||
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_roundStartTimeUtc > DateTime.UtcNow ||
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_roundStartCountdownHasNotStartedYetDueToNoPlayers)
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{
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return;
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}
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StartRound();
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}
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public void RestartRound()
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{
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if (_updateOnRoundEnd)
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{
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_baseServer.Shutdown(
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Loc.GetString("Server is shutting down for update and will automatically restart."));
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return;
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}
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Logger.InfoS("ticker", "Restarting round!");
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SendServerMessage("Restarting round...");
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RoundNumberMetric.Inc();
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RunLevel = GameRunLevel.PreRoundLobby;
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_resettingCleanup();
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_preRoundSetup();
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if (!LobbyEnabled)
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{
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StartRound();
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}
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else
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{
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if (_playerManager.PlayerCount == 0)
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_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
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else
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_roundStartTimeUtc = DateTime.UtcNow + LobbyDuration;
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_sendStatusToAll();
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}
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}
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public async void StartRound(bool force = false)
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{
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DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
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Logger.InfoS("ticker", "Starting round!");
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SendServerMessage("The round is starting now...");
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List<IPlayerSession> readyPlayers;
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if (LobbyEnabled)
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{
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readyPlayers = _playersInLobby.Where(p => p.Value).Select(p => p.Key).ToList();
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}
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else
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{
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readyPlayers = _playersInLobby.Keys.ToList();
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}
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RunLevel = GameRunLevel.InRound;
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RoundLengthMetric.Set(0);
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// Get the profiles for each player for easier lookup.
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var profiles = (await _prefsManager.GetSelectedProfilesForPlayersAsync(
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readyPlayers
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.Select(p => p.Name).ToList()))
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.ToDictionary(p => p.Key, p => (HumanoidCharacterProfile) p.Value);
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foreach (var readyPlayer in readyPlayers)
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{
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if (!profiles.ContainsKey(readyPlayer.Name))
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{
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profiles.Add(readyPlayer.Name, HumanoidCharacterProfile.Default());
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}
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}
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var assignedJobs = AssignJobs(readyPlayers, profiles);
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// For players without jobs, give them the overflow job if they have that set...
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foreach (var player in readyPlayers)
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{
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if (assignedJobs.ContainsKey(player))
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{
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continue;
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}
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var profile = profiles[player.Name];
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if (profile.PreferenceUnavailable == PreferenceUnavailableMode.SpawnAsOverflow)
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{
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assignedJobs.Add(player, OverflowJob);
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}
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}
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// Spawn everybody in!
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foreach (var (player, job) in assignedJobs)
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{
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SpawnPlayer(player, job, false);
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}
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// Time to start the preset.
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var preset = MakeGamePreset(profiles);
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if (!preset.Start(assignedJobs.Keys.ToList(), force))
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{
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SetStartPreset(_configurationManager.GetCVar<string>("game.fallbackpreset"));
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var newPreset = MakeGamePreset(profiles);
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_chatManager.DispatchServerAnnouncement(
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$"Failed to start {preset.ModeTitle} mode! Defaulting to {newPreset.ModeTitle}...");
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if (!newPreset.Start(readyPlayers, force))
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{
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throw new ApplicationException("Fallback preset failed to start!");
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}
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}
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_roundStartTimeSpan = IoCManager.Resolve<IGameTiming>().RealTime;
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_sendStatusToAll();
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}
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private void SendServerMessage(string message)
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{
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.Server;
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msg.Message = message;
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IoCManager.Resolve<IServerNetManager>().ServerSendToAll(msg);
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}
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private async Task<HumanoidCharacterProfile> GetPlayerProfileAsync(IPlayerSession p) =>
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(HumanoidCharacterProfile) (await _prefsManager.GetPreferencesAsync(p.SessionId.Username))
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.SelectedCharacter;
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public void EndRound()
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{
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DebugTools.Assert(RunLevel == GameRunLevel.InRound);
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Logger.InfoS("ticker", "Ending round!");
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RunLevel = GameRunLevel.PostRound;
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//Tell every client the round has ended.
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var roundEndMessage = _netManager.CreateNetMessage<MsgRoundEndMessage>();
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roundEndMessage.GamemodeTitle = MakeGamePreset(null).ModeTitle;
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//Get the timespan of the round.
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roundEndMessage.RoundDuration = IoCManager.Resolve<IGameTiming>().RealTime.Subtract(_roundStartTimeSpan);
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//Generate a list of basic player info to display in the end round summary.
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var listOfPlayerInfo = new List<RoundEndPlayerInfo>();
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foreach (var ply in _playerManager.GetAllPlayers().OrderBy(p => p.Name))
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{
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var mind = ply.ContentData().Mind;
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if (mind != null)
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{
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var antag = mind.AllRoles.Any(role => role.Antagonist);
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var playerEndRoundInfo = new RoundEndPlayerInfo()
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{
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PlayerOOCName = ply.Name,
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PlayerICName = mind.CurrentEntity.Name,
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Role = antag
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? mind.AllRoles.First(role => role.Antagonist).Name
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: mind.AllRoles.FirstOrDefault()?.Name ?? Loc.GetString("Unknown"),
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Antag = antag
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};
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listOfPlayerInfo.Add(playerEndRoundInfo);
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}
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}
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roundEndMessage.AllPlayersEndInfo = listOfPlayerInfo;
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_netManager.ServerSendToAll(roundEndMessage);
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}
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public void Respawn(IPlayerSession targetPlayer)
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{
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targetPlayer.ContentData().WipeMind();
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if (LobbyEnabled)
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_playerJoinLobby(targetPlayer);
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else
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SpawnPlayer(targetPlayer);
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}
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public void MakeObserve(IPlayerSession player)
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{
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if (!_playersInLobby.ContainsKey(player)) return;
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_spawnObserver(player);
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}
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public void MakeJoinGame(IPlayerSession player)
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{
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if (!_playersInLobby.ContainsKey(player)) return;
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SpawnPlayer(player);
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}
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public void ToggleReady(IPlayerSession player, bool ready)
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{
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if (!_playersInLobby.ContainsKey(player)) return;
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_playersInLobby[player] = ready;
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_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
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}
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public T AddGameRule<T>() where T : GameRule, new()
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{
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var instance = _dynamicTypeFactory.CreateInstance<T>();
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_gameRules.Add(instance);
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instance.Added();
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OnRuleAdded?.Invoke(new GameRuleAddedEventArgs(instance));
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return instance;
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}
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public bool HasGameRule(Type t)
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{
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if (t == null || !t.IsAssignableFrom(typeof(GameRule)))
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return false;
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foreach (var rule in _gameRules)
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{
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if (rule.GetType().Equals(t))
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return true;
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}
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return false;
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}
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public void RemoveGameRule(GameRule rule)
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{
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if (_gameRules.Contains(rule)) return;
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rule.Removed();
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_gameRules.Remove(rule);
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}
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public IEnumerable<GameRule> ActiveGameRules => _gameRules;
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public bool TryGetPreset(string name, out Type type)
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{
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type = name.ToLower() switch
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{
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"sandbox" => typeof(PresetSandbox),
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"deathmatch" => typeof(PresetDeathMatch),
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"suspicion" => typeof(PresetSuspicion),
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_ => default
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};
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return type != default;
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}
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public void SetStartPreset(Type type, bool force = false)
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{
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if (!typeof(GamePreset).IsAssignableFrom(type)) throw new ArgumentException("type must inherit GamePreset");
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_presetType = type;
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UpdateInfoText();
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if (force)
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{
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StartRound(true);
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}
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}
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public void SetStartPreset(string name, bool force = false)
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{
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if (!TryGetPreset(name, out var type))
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{
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throw new NotSupportedException();
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}
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SetStartPreset(type, force);
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}
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public bool DelayStart(TimeSpan time)
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{
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if (_runLevel != GameRunLevel.PreRoundLobby)
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{
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return false;
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}
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_roundStartTimeUtc += time;
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var lobbyCountdownMessage = _netManager.CreateNetMessage<MsgTickerLobbyCountdown>();
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lobbyCountdownMessage.StartTime = _roundStartTimeUtc;
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lobbyCountdownMessage.Paused = Paused;
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_netManager.ServerSendToAll(lobbyCountdownMessage);
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_chatManager.DispatchServerAnnouncement($"Round start has been delayed for {time.TotalSeconds} seconds.");
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return true;
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}
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public bool PauseStart(bool pause = true)
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{
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if (Paused == pause)
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{
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return false;
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}
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Paused = pause;
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if (pause)
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{
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_pauseTime = DateTime.UtcNow;
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}
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else if (_pauseTime != default)
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{
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_roundStartTimeUtc += DateTime.UtcNow - _pauseTime;
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}
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var lobbyCountdownMessage = _netManager.CreateNetMessage<MsgTickerLobbyCountdown>();
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lobbyCountdownMessage.StartTime = _roundStartTimeUtc;
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lobbyCountdownMessage.Paused = Paused;
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_netManager.ServerSendToAll(lobbyCountdownMessage);
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_chatManager.DispatchServerAnnouncement(Paused
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? "Round start has been paused."
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: "Round start countdown is now resumed.");
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return true;
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}
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public bool TogglePause()
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{
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PauseStart(!Paused);
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return Paused;
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}
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private IEntity _spawnPlayerMob(Job job, bool lateJoin = true)
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{
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GridCoordinates coordinates = lateJoin ? GetLateJoinSpawnPoint() : GetJobSpawnPoint(job.Prototype.ID);
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var entity = _entityManager.SpawnEntity(PlayerPrototypeName, coordinates);
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var startingGear = _prototypeManager.Index<StartingGearPrototype>(job.StartingGear);
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if (entity.TryGetComponent(out InventoryComponent inventory))
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{
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var gear = startingGear.Equipment;
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foreach (var (slot, equipmentStr) in gear)
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{
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var equipmentEntity = _entityManager.SpawnEntity(equipmentStr, entity.Transform.GridPosition);
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inventory.Equip(slot, equipmentEntity.GetComponent<ItemComponent>());
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}
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}
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if (entity.TryGetComponent(out HandsComponent handsComponent))
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{
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var inhand = startingGear.Inhand;
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foreach (var (hand, prototype) in inhand)
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{
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var inhandEntity = _entityManager.SpawnEntity(prototype, entity.Transform.GridPosition);
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handsComponent.PutInHand(inhandEntity.GetComponent<ItemComponent>(), hand);
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}
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}
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return entity;
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}
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private void ApplyCharacterProfile(IEntity entity, ICharacterProfile profile)
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{
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if (profile is null)
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return;
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entity.GetComponent<HumanoidAppearanceComponent>().UpdateFromProfile(profile);
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entity.Name = profile.Name;
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}
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private IEntity _spawnObserverMob()
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{
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var coordinates = GetObserverSpawnPoint();
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return _entityManager.SpawnEntity(ObserverPrototypeName, coordinates);
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}
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public GridCoordinates GetLateJoinSpawnPoint()
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{
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var location = _spawnPoint;
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|
|
|
var possiblePoints = new List<GridCoordinates>();
|
|
foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
|
|
{
|
|
var point = entity.GetComponent<SpawnPointComponent>();
|
|
if (point.SpawnType == SpawnPointType.LateJoin) possiblePoints.Add(entity.Transform.GridPosition);
|
|
}
|
|
|
|
if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
|
|
|
|
return location;
|
|
}
|
|
|
|
public GridCoordinates GetJobSpawnPoint(string jobId)
|
|
{
|
|
var location = _spawnPoint;
|
|
|
|
var possiblePoints = new List<GridCoordinates>();
|
|
foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
|
|
{
|
|
var point = entity.GetComponent<SpawnPointComponent>();
|
|
if (point.SpawnType == SpawnPointType.Job && point.Job.ID == jobId)
|
|
possiblePoints.Add(entity.Transform.GridPosition);
|
|
}
|
|
|
|
if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
|
|
|
|
return location;
|
|
}
|
|
|
|
public GridCoordinates GetObserverSpawnPoint()
|
|
{
|
|
var location = _spawnPoint;
|
|
|
|
var possiblePoints = new List<GridCoordinates>();
|
|
foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
|
|
{
|
|
var point = entity.GetComponent<SpawnPointComponent>();
|
|
if (point.SpawnType == SpawnPointType.Observer)
|
|
possiblePoints.Add(entity.Transform.GridPosition);
|
|
}
|
|
|
|
if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
|
|
|
|
return location;
|
|
}
|
|
|
|
/// <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();
|
|
|
|
_mapManager.Restart();
|
|
|
|
// Delete the minds of everybody.
|
|
// TODO: Maybe move this into a separate manager?
|
|
foreach (var unCastData in _playerManager.GetAllPlayerData()) unCastData.ContentData().WipeMind();
|
|
|
|
// Clear up any game rules.
|
|
foreach (var rule in _gameRules) rule.Removed();
|
|
|
|
_gameRules.Clear();
|
|
|
|
// Move everybody currently in the server to lobby.
|
|
foreach (var player in _playerManager.GetAllPlayers())
|
|
{
|
|
if (_playersInLobby.ContainsKey(player)) continue;
|
|
|
|
_playerJoinLobby(player);
|
|
}
|
|
|
|
// Reset pathing system
|
|
EntitySystem.Get<PathfindingSystem>().ResettingCleanup();
|
|
|
|
_spawnedPositions.Clear();
|
|
_manifest.Clear();
|
|
|
|
EntitySystem.Get<WireHackingSystem>().ResetLayouts();
|
|
}
|
|
|
|
private void _preRoundSetup()
|
|
{
|
|
var newMapId = _mapManager.CreateMap();
|
|
var startTime = _gameTiming.RealTime;
|
|
var grid = _mapLoader.LoadBlueprint(newMapId, MapFile);
|
|
|
|
_spawnPoint = new GridCoordinates(Vector2.Zero, grid);
|
|
|
|
var timeSpan = _gameTiming.RealTime - startTime;
|
|
Logger.InfoS("ticker", $"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
|
|
}
|
|
|
|
private void _handlePlayerStatusChanged(object sender, SessionStatusEventArgs args)
|
|
{
|
|
var session = args.Session;
|
|
|
|
switch (args.NewStatus)
|
|
{
|
|
case SessionStatus.Connecting:
|
|
// Cancel shutdown update timer in progress.
|
|
_updateShutdownCts?.Cancel();
|
|
break;
|
|
|
|
case SessionStatus.Connected:
|
|
{
|
|
// Always make sure the client has player data. Mind gets assigned on spawn.
|
|
if (session.Data.ContentDataUncast == null)
|
|
session.Data.ContentDataUncast = new PlayerData(session.SessionId);
|
|
|
|
// timer time must be > tick length
|
|
Timer.Spawn(0, args.Session.JoinGame);
|
|
|
|
_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} joined server!");
|
|
|
|
if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers)
|
|
{
|
|
_roundStartCountdownHasNotStartedYetDueToNoPlayers = false;
|
|
_roundStartTimeUtc = DateTime.UtcNow + LobbyDuration;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case SessionStatus.InGame:
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case SessionStatus.Disconnected:
|
|
{
|
|
if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session);
|
|
|
|
_chatManager.DispatchServerAnnouncement($"Player {args.Session.SessionId} left server!");
|
|
ServerEmptyUpdateRestartCheck();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether there are still players on the server,
|
|
/// and if not starts a timer to automatically reboot the server if an update is available.
|
|
/// </summary>
|
|
private void ServerEmptyUpdateRestartCheck()
|
|
{
|
|
// Can't simple check the current connected player count since that doesn't update
|
|
// before PlayerStatusChanged gets fired.
|
|
// So in the disconnect handler we'd still see a single player otherwise.
|
|
var playersOnline = _playerManager.GetAllPlayers().Any(p => p.Status != SessionStatus.Disconnected);
|
|
if (playersOnline || !_updateOnRoundEnd)
|
|
{
|
|
// Still somebody online.
|
|
return;
|
|
}
|
|
|
|
if (_updateShutdownCts != null && !_updateShutdownCts.IsCancellationRequested)
|
|
{
|
|
// Do nothing because I guess we already have a timer running..?
|
|
return;
|
|
}
|
|
|
|
_updateShutdownCts = new CancellationTokenSource();
|
|
|
|
Timer.Spawn(UpdateRestartDelay, () =>
|
|
{
|
|
_baseServer.Shutdown(
|
|
Loc.GetString("Server is shutting down for update and will automatically restart."));
|
|
}, _updateShutdownCts.Token);
|
|
}
|
|
|
|
private async void SpawnPlayer(IPlayerSession session, string jobId = null, bool lateJoin = true)
|
|
{
|
|
_playerJoinGame(session);
|
|
|
|
var character = (HumanoidCharacterProfile) (await _prefsManager
|
|
.GetPreferencesAsync(session.SessionId.Username))
|
|
.SelectedCharacter;
|
|
|
|
var data = session.ContentData();
|
|
data.WipeMind();
|
|
data.Mind = new Mind(session.SessionId)
|
|
{
|
|
CharacterName = character.Name
|
|
};
|
|
|
|
if (jobId == null)
|
|
{
|
|
// Pick best job best on prefs.
|
|
jobId = PickBestAvailableJob(character);
|
|
}
|
|
|
|
var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
|
|
var job = new Job(data.Mind, jobPrototype);
|
|
data.Mind.AddRole(job);
|
|
|
|
var mob = _spawnPlayerMob(job, lateJoin);
|
|
data.Mind.TransferTo(mob);
|
|
ApplyCharacterProfile(mob, character);
|
|
|
|
AddManifestEntry(character.Name, jobId);
|
|
AddSpawnedPosition(jobId);
|
|
EquipIdCard(mob, character.Name, jobPrototype);
|
|
}
|
|
|
|
private void EquipIdCard(IEntity mob, string characterName, JobPrototype jobPrototype)
|
|
{
|
|
var inventory = mob.GetComponent<InventoryComponent>();
|
|
|
|
if (!inventory.TryGetSlotItem(Slots.IDCARD, out ItemComponent pdaItem))
|
|
{
|
|
return;
|
|
}
|
|
|
|
var pda = pdaItem.Owner;
|
|
|
|
var pdaComponent = pda.GetComponent<PDAComponent>();
|
|
if (pdaComponent.IdSlotEmpty)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var card = pdaComponent.ContainedID;
|
|
card.FullName = characterName;
|
|
card.JobTitle = jobPrototype.Name;
|
|
|
|
var access = card.Owner.GetComponent<AccessComponent>();
|
|
var accessTags = access.Tags;
|
|
accessTags.UnionWith(jobPrototype.Access);
|
|
pdaComponent.SetPDAOwner(mob);
|
|
var mindComponent = mob.GetComponent<MindComponent>();
|
|
if (mindComponent.HasMind) //Redundancy checks.
|
|
{
|
|
if (mindComponent.Mind.AllRoles.Any(role => role.Antagonist)) //Give antags a new uplinkaccount.
|
|
{
|
|
var uplinkAccount =
|
|
new UplinkAccount(mob.Uid,
|
|
20); //TODO: make me into a variable based on server pop or something.
|
|
pdaComponent.InitUplinkAccount(uplinkAccount);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void AddManifestEntry(string characterName, string jobId)
|
|
{
|
|
_manifest.Add(new ManifestEntry(characterName, jobId));
|
|
}
|
|
|
|
private async void _spawnObserver(IPlayerSession session)
|
|
{
|
|
_playerJoinGame(session);
|
|
|
|
var name = (await _prefsManager
|
|
.GetPreferencesAsync(session.SessionId.Username))
|
|
.SelectedCharacter.Name;
|
|
|
|
var data = session.ContentData();
|
|
data.WipeMind();
|
|
data.Mind = new Mind(session.SessionId);
|
|
|
|
var mob = _spawnObserverMob();
|
|
mob.Name = name;
|
|
mob.GetComponent<GhostComponent>().CanReturnToBody = false;
|
|
data.Mind.TransferTo(mob);
|
|
}
|
|
|
|
private void _playerJoinLobby(IPlayerSession session)
|
|
{
|
|
_playersInLobby.Add(session, false);
|
|
|
|
_prefsManager.OnClientConnected(session);
|
|
_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinLobby>(), session.ConnectedClient);
|
|
_netManager.ServerSendMessage(_getStatusMsg(session), session.ConnectedClient);
|
|
_netManager.ServerSendMessage(GetInfoMsg(), session.ConnectedClient);
|
|
}
|
|
|
|
private void _playerJoinGame(IPlayerSession session)
|
|
{
|
|
_chatManager.DispatchServerMessage(session,
|
|
"Welcome to Space Station 14! If this is your first time checking out the game, be sure to check out the tutorial in the top left!");
|
|
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;
|
|
msg.Paused = Paused;
|
|
return msg;
|
|
}
|
|
|
|
private MsgTickerLobbyInfo GetInfoMsg()
|
|
{
|
|
var msg = _netManager.CreateNetMessage<MsgTickerLobbyInfo>();
|
|
msg.TextBlob = GetInfoText();
|
|
return msg;
|
|
}
|
|
|
|
private void _sendStatusToAll()
|
|
{
|
|
foreach (var player in _playersInLobby.Keys)
|
|
_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
|
|
}
|
|
|
|
private string GetInfoText()
|
|
{
|
|
var gmTitle = MakeGamePreset(null).ModeTitle;
|
|
var desc = MakeGamePreset(null).Description;
|
|
return _localization.GetString(@"Hi and welcome to [color=white]Space Station 14![/color]
|
|
|
|
The current game mode is: [color=white]{0}[/color].
|
|
[color=yellow]{1}[/color]", gmTitle, desc);
|
|
}
|
|
|
|
private void UpdateInfoText()
|
|
{
|
|
var infoMsg = GetInfoMsg();
|
|
|
|
_netManager.ServerSendToMany(infoMsg, _playersInLobby.Keys.Select(p => p.ConnectedClient).ToList());
|
|
}
|
|
|
|
private GamePreset MakeGamePreset(Dictionary<string, HumanoidCharacterProfile> readyProfiles)
|
|
{
|
|
var preset = _dynamicTypeFactory.CreateInstance<GamePreset>(_presetType ?? typeof(PresetSandbox));
|
|
preset.readyProfiles = readyProfiles;
|
|
return preset;
|
|
}
|
|
|
|
#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;
|
|
[Dependency] private IDynamicTypeFactory _dynamicTypeFactory;
|
|
[Dependency] private IPrototypeManager _prototypeManager;
|
|
[Dependency] private readonly ILocalizationManager _localization;
|
|
[Dependency] private readonly IRobustRandom _robustRandom;
|
|
[Dependency] private readonly IServerPreferencesManager _prefsManager;
|
|
[Dependency] private readonly IBaseServer _baseServer;
|
|
[Dependency] private readonly IWatchdogApi _watchdogApi;
|
|
#pragma warning restore 649
|
|
}
|
|
|
|
public enum GameRunLevel
|
|
{
|
|
PreRoundLobby = 0,
|
|
InRound = 1,
|
|
PostRound = 2
|
|
}
|
|
|
|
public class GameRunLevelChangedEventArgs : EventArgs
|
|
{
|
|
public GameRunLevelChangedEventArgs(GameRunLevel oldRunLevel, GameRunLevel newRunLevel)
|
|
{
|
|
OldRunLevel = oldRunLevel;
|
|
NewRunLevel = newRunLevel;
|
|
}
|
|
|
|
public GameRunLevel OldRunLevel { get; }
|
|
public GameRunLevel NewRunLevel { get; }
|
|
}
|
|
|
|
public class GameRuleAddedEventArgs : EventArgs
|
|
{
|
|
public GameRule GameRule { get; }
|
|
|
|
public GameRuleAddedEventArgs(GameRule rule)
|
|
{
|
|
GameRule = rule;
|
|
}
|
|
}
|
|
}
|