Files
tbd-station-14/Content.Server/Players/PlayTimeTracking/PlayTimeTrackingManager.cs
ShadowCommander 8791f98f0b Fix playtime on player tab getting set to Unknown (#28876)
Update play time on admin panel player tab after db loads
2024-06-12 23:38:43 -07:00

472 lines
14 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Database;
using Content.Shared.CCVar;
using Content.Shared.Players.PlayTimeTracking;
using Robust.Shared.Asynchronous;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Exceptions;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Players.PlayTimeTracking;
public delegate void CalcPlayTimeTrackersCallback(ICommonSession player, HashSet<string> trackers);
/// <summary>
/// Tracks play time for players, across all roles.
/// </summary>
/// <remarks>
/// <para>
/// Play time is tracked in distinct "trackers" (defined in <see cref="PlayTimeTrackerPrototype"/>).
/// Most jobs correspond to one such tracker, but there are also more trackers like <c>"Overall"</c> which tracks cumulative playtime across all roles.
/// </para>
/// <para>
/// To actually figure out what trackers are active, <see cref="CalcTrackers"/> is invoked in a "refresh".
/// The next time the trackers are refreshed, these trackers all get the time since the last refresh added.
/// Refreshes are triggered by <see cref="QueueRefreshTrackers"/>, and should be raised through events such as players' roles changing.
/// </para>
/// <para>
/// Because the calculation system does not persistently keep ticking timers,
/// APIs like <see cref="GetPlayTimeForTracker"/> will not see live-updating information.
/// A light-weight form of refresh is a "flush" through <see cref="FlushTracker"/>.
/// This will not cause active trackers to be re-calculated like a refresh,
/// but it will ensure stored play time info is up to date.
/// </para>
/// <para>
/// Trackers are auto-saved to DB on a cvar-configured interval. This interval is independent of refreshes,
/// but does do a flush to get the latest info.
/// Some things like round restarts and player disconnects cause immediate saving of one or all sessions.
/// </para>
/// <para>
/// Tracker data is loaded from the database when the client connects as part of <see cref="UserDbDataManager"/>.
/// </para>
/// <para>
/// Timing logic in this manager is ran **out** of simulation.
/// This means that we use real time, not simulation time, for timing everything here.
/// </para>
/// <para>
/// Operations like refreshing and sending play time info to clients are deferred until the next frame (note: not tick).
/// </para>
/// </remarks>
public sealed class PlayTimeTrackingManager : ISharedPlaytimeManager, IPostInjectInit
{
[Dependency] private readonly IServerDbManager _db = default!;
[Dependency] private readonly IServerNetManager _net = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ITaskManager _task = default!;
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
[Dependency] private readonly UserDbDataManager _userDb = default!;
private ISawmill _sawmill = default!;
// List of players that need some kind of update (refresh timers or resend).
private ValueList<ICommonSession> _playersDirty;
// DB auto-saving logic.
private TimeSpan _saveInterval;
private TimeSpan _lastSave;
// List of pending DB save operations.
// We must block server shutdown on these to avoid losing data.
private readonly List<Task> _pendingSaveTasks = new();
private readonly Dictionary<ICommonSession, PlayTimeData> _playTimeData = new();
public event CalcPlayTimeTrackersCallback? CalcTrackers;
public event Action<ICommonSession>? SessionPlayTimeUpdated;
public void Initialize()
{
_sawmill = Logger.GetSawmill("play_time");
_net.RegisterNetMessage<MsgPlayTime>();
_cfg.OnValueChanged(CCVars.PlayTimeSaveInterval, f => _saveInterval = TimeSpan.FromSeconds(f), true);
}
public void Shutdown()
{
Save();
_task.BlockWaitOnTask(Task.WhenAll(_pendingSaveTasks));
}
public void Update()
{
// NOTE: This is run **out** of simulation. This is intentional.
UpdateDirtyPlayers();
if (_timing.RealTime < _lastSave + _saveInterval)
return;
Save();
}
private void UpdateDirtyPlayers()
{
if (_playersDirty.Count == 0)
return;
var time = _timing.RealTime;
foreach (var player in _playersDirty)
{
if (!_playTimeData.TryGetValue(player, out var data))
continue;
DebugTools.Assert(data.IsDirty);
if (data.NeedRefreshTackers)
{
RefreshSingleTracker(player, data, time);
}
if (data.NeedSendTimers)
{
SendPlayTimes(player);
data.NeedSendTimers = false;
}
data.IsDirty = false;
}
_playersDirty.Clear();
}
private void RefreshSingleTracker(ICommonSession dirty, PlayTimeData data, TimeSpan time)
{
DebugTools.Assert(data.Initialized);
FlushSingleTracker(data, time);
data.NeedRefreshTackers = false;
data.ActiveTrackers.Clear();
// Fetch new trackers.
// Inside try catch to avoid state corruption from bad callback code.
try
{
CalcTrackers?.Invoke(dirty, data.ActiveTrackers);
}
catch (Exception e)
{
_runtimeLog.LogException(e, "PlayTime CalcTrackers");
data.ActiveTrackers.Clear();
}
}
/// <summary>
/// Flush all trackers for all players.
/// </summary>
/// <seealso cref="FlushTracker"/>
public void FlushAllTrackers()
{
var time = _timing.RealTime;
foreach (var data in _playTimeData.Values)
{
FlushSingleTracker(data, time);
}
}
/// <summary>
/// Flush time tracker information for a player,
/// so APIs like <see cref="GetPlayTimeForTracker"/> return up-to-date info.
/// </summary>
/// <seealso cref="FlushAllTrackers"/>
public void FlushTracker(ICommonSession player)
{
var time = _timing.RealTime;
var data = _playTimeData[player];
FlushSingleTracker(data, time);
}
private static void FlushSingleTracker(PlayTimeData data, TimeSpan time)
{
var delta = time - data.LastUpdate;
data.LastUpdate = time;
// Flush active trackers into semi-permanent storage.
foreach (var active in data.ActiveTrackers)
{
AddTimeToTracker(data, active, delta);
}
}
public IReadOnlyDictionary<string, TimeSpan> GetPlayTimes(ICommonSession session)
{
return GetTrackerTimes(session);
}
private void SendPlayTimes(ICommonSession pSession)
{
var roles = GetTrackerTimes(pSession);
var msg = new MsgPlayTime
{
Trackers = roles
};
_net.ServerSendMessage(msg, pSession.Channel);
SessionPlayTimeUpdated?.Invoke(pSession);
}
/// <summary>
/// Save all modified time trackers for all players to the database.
/// </summary>
public async void Save()
{
FlushAllTrackers();
_lastSave = _timing.RealTime;
TrackPending(DoSaveAsync());
}
/// <summary>
/// Save all modified time trackers for a player to the database.
/// </summary>
public async void SaveSession(ICommonSession session)
{
// This causes all trackers to refresh, ah well.
FlushAllTrackers();
TrackPending(DoSaveSessionAsync(session));
}
/// <summary>
/// Track a database save task to make sure we block server shutdown on it.
/// </summary>
private async void TrackPending(Task task)
{
_pendingSaveTasks.Add(task);
try
{
await task;
}
finally
{
_pendingSaveTasks.Remove(task);
}
}
private async Task DoSaveAsync()
{
var log = new List<PlayTimeUpdate>();
foreach (var (player, data) in _playTimeData)
{
foreach (var tracker in data.DbTrackersDirty)
{
log.Add(new PlayTimeUpdate(player.UserId, tracker, data.TrackerTimes[tracker]));
}
data.DbTrackersDirty.Clear();
}
if (log.Count == 0)
return;
// NOTE: we do replace updates here, not incremental additions.
// This means that if you're playing on two servers at the same time, they'll step on each other's feet.
// This is considered fine.
await _db.UpdatePlayTimes(log);
_sawmill.Debug($"Saved {log.Count} trackers");
}
private async Task DoSaveSessionAsync(ICommonSession session)
{
var log = new List<PlayTimeUpdate>();
var data = _playTimeData[session];
foreach (var tracker in data.DbTrackersDirty)
{
log.Add(new PlayTimeUpdate(session.UserId, tracker, data.TrackerTimes[tracker]));
}
data.DbTrackersDirty.Clear();
// NOTE: we do replace updates here, not incremental additions.
// This means that if you're playing on two servers at the same time, they'll step on each other's feet.
// This is considered fine.
await _db.UpdatePlayTimes(log);
_sawmill.Debug($"Saved {log.Count} trackers for {session.Name}");
}
public async Task LoadData(ICommonSession session, CancellationToken cancel)
{
var data = new PlayTimeData();
_playTimeData.Add(session, data);
var playTimes = await _db.GetPlayTimes(session.UserId, cancel);
cancel.ThrowIfCancellationRequested();
foreach (var timer in playTimes)
{
data.TrackerTimes.Add(timer.Tracker, timer.TimeSpent);
}
data.Initialized = true;
QueueRefreshTrackers(session);
QueueSendTimers(session);
}
public void ClientDisconnected(ICommonSession session)
{
SaveSession(session);
_playTimeData.Remove(session);
}
public void AddTimeToTracker(ICommonSession id, string tracker, TimeSpan time)
{
if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
throw new InvalidOperationException("Play time info is not yet loaded for this player!");
AddTimeToTracker(data, tracker, time);
}
private static void AddTimeToTracker(PlayTimeData data, string tracker, TimeSpan time)
{
ref var timer = ref CollectionsMarshal.GetValueRefOrAddDefault(data.TrackerTimes, tracker, out _);
timer += time;
data.DbTrackersDirty.Add(tracker);
}
public void AddTimeToOverallPlaytime(ICommonSession id, TimeSpan time)
{
AddTimeToTracker(id, PlayTimeTrackingShared.TrackerOverall, time);
}
public TimeSpan GetOverallPlaytime(ICommonSession id)
{
return GetPlayTimeForTracker(id, PlayTimeTrackingShared.TrackerOverall);
}
public bool TryGetTrackerTimes(ICommonSession id, [NotNullWhen(true)] out Dictionary<string, TimeSpan>? time)
{
time = null;
if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
{
return false;
}
time = data.TrackerTimes;
return true;
}
public bool TryGetTrackerTime(ICommonSession id, string tracker, [NotNullWhen(true)] out TimeSpan? time)
{
time = null;
if (!TryGetTrackerTimes(id, out var times))
return false;
if (!times.TryGetValue(tracker, out var t))
return false;
time = t;
return true;
}
public Dictionary<string, TimeSpan> GetTrackerTimes(ICommonSession id)
{
if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
throw new InvalidOperationException("Play time info is not yet loaded for this player!");
return data.TrackerTimes;
}
public TimeSpan GetPlayTimeForTracker(ICommonSession id, string tracker)
{
if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
throw new InvalidOperationException("Play time info is not yet loaded for this player!");
return data.TrackerTimes.GetValueOrDefault(tracker);
}
/// <summary>
/// Queue for play time trackers to be refreshed on a player, in case the set of active trackers may have changed.
/// </summary>
public void QueueRefreshTrackers(ICommonSession player)
{
if (DirtyPlayer(player) is { } data)
data.NeedRefreshTackers = true;
}
/// <summary>
/// Queue for play time information to be sent to a client, for showing in UIs etc.
/// </summary>
public void QueueSendTimers(ICommonSession player)
{
if (DirtyPlayer(player) is { } data)
data.NeedSendTimers = true;
}
private PlayTimeData? DirtyPlayer(ICommonSession player)
{
if (!_playTimeData.TryGetValue(player, out var data) || !data.Initialized)
return null;
if (!data.IsDirty)
{
data.IsDirty = true;
_playersDirty.Add(player);
}
return data;
}
/// <summary>
/// Play time info for a particular player.
/// </summary>
private sealed class PlayTimeData
{
// Queued update flags
public bool IsDirty;
public bool NeedRefreshTackers;
public bool NeedSendTimers;
// Active tracking info
public readonly HashSet<string> ActiveTrackers = new();
public TimeSpan LastUpdate;
// Stored tracked time info.
/// <summary>
/// Have we finished retrieving our data from the DB?
/// </summary>
public bool Initialized;
public readonly Dictionary<string, TimeSpan> TrackerTimes = new();
/// <summary>
/// Set of trackers which are different from their DB values and need to be saved to DB.
/// </summary>
public readonly HashSet<string> DbTrackersDirty = new();
}
void IPostInjectInit.PostInject()
{
_userDb.AddOnLoadPlayer(LoadData);
_userDb.AddOnPlayerDisconnect(ClientDisconnected);
}
}