Files
tbd-station-14/Content.Server/Entry/EntryPoint.cs
Simon f92ef41538 Automated whitelists (#23985)
* Beginnings of making the breadmemes jobs easier

* stuff

* stuff pt. 2

* Stuff pt.3

* Stuff I forgot last time

* Basic whitelist

Only people that are added to the whitelist with the addwhitelist command will be able to join. I call this the "legacy" whitelist

* Remove always deny condition in favor of just breaking if playtime check fails

* Change default whitelist

Default whitelist is now the "legacy" whitelist.

* localization

* Admin check

* minor spelling change

* Fix build

* Whitelist message

* Fix vars not being datafield and spelling mistakes

* Minor spelling mistake

* Change config for salamander

* Reviews and stuff

* Add summaries

* Fix whitelists

* Forgot to add a datafield

* Fixing stuff I guess

* Reuse admin remarks to reduce load when connecting.

* Update log messages to be verbose instead of debug

* Reviews

* whoops

* Explain a bit more how whitelist checking works

* Apply CE's review

* Append Membership to Blacklist and Whitelist conditions

* Fix review comments

* Uncapitalize playerConnectionWhitelist, add to ignored client prototypes

* Make note count field work

* Fix cvar for thingy

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2024-08-27 18:01:17 +02:00

222 lines
8.5 KiB
C#

using Content.Server.Acz;
using Content.Server.Administration;
using Content.Server.Administration.Logs;
using Content.Server.Administration.Managers;
using Content.Server.Afk;
using Content.Server.Chat.Managers;
using Content.Server.Connection;
using Content.Server.Database;
using Content.Server.EUI;
using Content.Server.GameTicking;
using Content.Server.GhostKick;
using Content.Server.GuideGenerator;
using Content.Server.Info;
using Content.Server.IoC;
using Content.Server.Maps;
using Content.Server.NodeContainer.NodeGroups;
using Content.Server.Players;
using Content.Server.Players.JobWhitelist;
using Content.Server.Players.PlayTimeTracking;
using Content.Server.Players.RateLimiting;
using Content.Server.Preferences.Managers;
using Content.Server.ServerInfo;
using Content.Server.ServerUpdates;
using Content.Server.Voting.Managers;
using Content.Shared.CCVar;
using Content.Shared.Kitchen;
using Content.Shared.Localizations;
using Robust.Server;
using Robust.Server.ServerStatus;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Entry
{
public sealed class EntryPoint : GameServer
{
internal const string ConfigPresetsDir = "/ConfigPresets/";
private const string ConfigPresetsDirBuild = $"{ConfigPresetsDir}Build/";
private EuiManager _euiManager = default!;
private IVoteManager _voteManager = default!;
private ServerUpdateManager _updateManager = default!;
private PlayTimeTrackingManager? _playTimeTracking;
private IEntitySystemManager? _sysMan;
private IServerDbManager? _dbManager;
/// <inheritdoc />
public override void Init()
{
base.Init();
var cfg = IoCManager.Resolve<IConfigurationManager>();
var res = IoCManager.Resolve<IResourceManager>();
var logManager = IoCManager.Resolve<ILogManager>();
LoadConfigPresets(cfg, res, logManager.GetSawmill("configpreset"));
var aczProvider = new ContentMagicAczProvider(IoCManager.Resolve<IDependencyCollection>());
IoCManager.Resolve<IStatusHost>().SetMagicAczProvider(aczProvider);
var factory = IoCManager.Resolve<IComponentFactory>();
var prototypes = IoCManager.Resolve<IPrototypeManager>();
factory.DoAutoRegistrations();
factory.IgnoreMissingComponents("Visuals");
factory.RegisterIgnore(IgnoredComponents.List);
prototypes.RegisterIgnore("parallax");
ServerContentIoC.Register();
foreach (var callback in TestingCallbacks)
{
var cast = (ServerModuleTestingCallbacks) callback;
cast.ServerBeforeIoC?.Invoke();
}
IoCManager.BuildGraph();
factory.GenerateNetIds();
var configManager = IoCManager.Resolve<IConfigurationManager>();
var dest = configManager.GetCVar(CCVars.DestinationFile);
IoCManager.Resolve<ContentLocalizationManager>().Initialize();
if (string.IsNullOrEmpty(dest)) //hacky but it keeps load times for the generator down.
{
_euiManager = IoCManager.Resolve<EuiManager>();
_voteManager = IoCManager.Resolve<IVoteManager>();
_updateManager = IoCManager.Resolve<ServerUpdateManager>();
_playTimeTracking = IoCManager.Resolve<PlayTimeTrackingManager>();
_sysMan = IoCManager.Resolve<IEntitySystemManager>();
_dbManager = IoCManager.Resolve<IServerDbManager>();
logManager.GetSawmill("Storage").Level = LogLevel.Info;
logManager.GetSawmill("db.ef").Level = LogLevel.Info;
IoCManager.Resolve<IAdminLogManager>().Initialize();
IoCManager.Resolve<IConnectionManager>().Initialize();
_dbManager.Init();
IoCManager.Resolve<IServerPreferencesManager>().Init();
IoCManager.Resolve<INodeGroupFactory>().Initialize();
IoCManager.Resolve<ContentNetworkResourceManager>().Initialize();
IoCManager.Resolve<GhostKickManager>().Initialize();
IoCManager.Resolve<ServerInfoManager>().Initialize();
IoCManager.Resolve<ServerApi>().Initialize();
_voteManager.Initialize();
_updateManager.Initialize();
_playTimeTracking.Initialize();
IoCManager.Resolve<JobWhitelistManager>().Initialize();
IoCManager.Resolve<PlayerRateLimitManager>().Initialize();
}
}
public override void PostInit()
{
base.PostInit();
IoCManager.Resolve<IChatSanitizationManager>().Initialize();
IoCManager.Resolve<IChatManager>().Initialize();
var configManager = IoCManager.Resolve<IConfigurationManager>();
var resourceManager = IoCManager.Resolve<IResourceManager>();
var dest = configManager.GetCVar(CCVars.DestinationFile);
if (!string.IsNullOrEmpty(dest))
{
var resPath = new ResPath(dest).ToRootedPath();
var file = resourceManager.UserData.OpenWriteText(resPath.WithName("chem_" + dest));
ChemistryJsonGenerator.PublishJson(file);
file.Flush();
file = resourceManager.UserData.OpenWriteText(resPath.WithName("react_" + dest));
ReactionJsonGenerator.PublishJson(file);
file.Flush();
IoCManager.Resolve<IBaseServer>().Shutdown("Data generation done");
}
else
{
IoCManager.Resolve<RecipeManager>().Initialize();
IoCManager.Resolve<IAdminManager>().Initialize();
IoCManager.Resolve<IAfkManager>().Initialize();
IoCManager.Resolve<RulesManager>().Initialize();
_euiManager.Initialize();
IoCManager.Resolve<IGameMapManager>().Initialize();
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<GameTicker>().PostInitialize();
IoCManager.Resolve<IBanManager>().Initialize();
IoCManager.Resolve<IConnectionManager>().PostInit();
}
}
public override void Update(ModUpdateLevel level, FrameEventArgs frameEventArgs)
{
base.Update(level, frameEventArgs);
switch (level)
{
case ModUpdateLevel.PostEngine:
{
_euiManager.SendUpdates();
_voteManager.Update();
break;
}
case ModUpdateLevel.FramePostEngine:
_updateManager.Update();
_playTimeTracking?.Update();
break;
}
}
protected override void Dispose(bool disposing)
{
_playTimeTracking?.Shutdown();
_dbManager?.Shutdown();
IoCManager.Resolve<ServerApi>().Shutdown();
}
private static void LoadConfigPresets(IConfigurationManager cfg, IResourceManager res, ISawmill sawmill)
{
LoadBuildConfigPresets(cfg, res, sawmill);
var presets = cfg.GetCVar(CCVars.ConfigPresets);
if (presets == "")
return;
foreach (var preset in presets.Split(','))
{
var path = $"{ConfigPresetsDir}{preset}.toml";
if (!res.TryContentFileRead(path, out var file))
{
sawmill.Error("Unable to load config preset {Preset}!", path);
continue;
}
cfg.LoadDefaultsFromTomlStream(file);
sawmill.Info("Loaded config preset: {Preset}", path);
}
}
private static void LoadBuildConfigPresets(IConfigurationManager cfg, IResourceManager res, ISawmill sawmill)
{
#if TOOLS
Load(CCVars.ConfigPresetDevelopment, "development");
#endif
#if DEBUG
Load(CCVars.ConfigPresetDebug, "debug");
#endif
void Load(CVarDef<bool> cVar, string name)
{
var path = $"{ConfigPresetsDirBuild}{name}.toml";
if (cfg.GetCVar(cVar) && res.TryContentFileRead(path, out var file))
{
cfg.LoadDefaultsFromTomlStream(file);
sawmill.Info("Loaded config preset: {Preset}", path);
}
}
}
}
}