Files
tbd-station-14/Content.Server/GameTicking/GameTicker.cs
2020-12-21 12:25:35 +01:00

1109 lines
39 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Markers;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.Mobs.Speech;
using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameObjects.Components.PDA;
using Content.Server.GameTicking.GamePresets;
using Content.Server.Interfaces;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Mobs;
using Content.Server.Mobs.Roles;
using Content.Server.Players;
using Content.Shared;
using Content.Shared.Chat;
using Content.Shared.GameTicking;
using Content.Shared.Network.NetMessages;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Utility;
using Prometheus;
using Robust.Server.Interfaces;
using Robust.Server.Interfaces.Maps;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Server.ServerStatus;
using Robust.Server.Interfaces.Console;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.Inventory.EquipmentSlotDefines;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameTicking
{
public partial class GameTicker : GameTickerBase, IGameTicker
{
private static readonly Counter RoundNumberMetric = Metrics.CreateCounter(
"ss14_round_number",
"Round number.");
private static readonly Gauge RoundLengthMetric = Metrics.CreateGauge(
"ss14_round_length",
"Round length in seconds.");
private static readonly TimeSpan UpdateRestartDelay = TimeSpan.FromSeconds(20);
public const float PresetFailedCooldownIncrease = 30f;
private const string PlayerPrototypeName = "HumanMob_Content";
private const string ObserverPrototypeName = "MobObserver";
private static TimeSpan _roundStartTimeSpan;
[ViewVariables] private readonly List<GameRule> _gameRules = new();
[ViewVariables] private readonly List<ManifestEntry> _manifest = new();
[ViewVariables]
private readonly Dictionary<IPlayerSession, PlayerStatus> _playersInLobby = new();
[ViewVariables] private bool _initialized;
[ViewVariables] private Type _presetType;
[ViewVariables] private DateTime _pauseTime;
[ViewVariables] private bool _roundStartCountdownHasNotStartedYetDueToNoPlayers;
private DateTime _roundStartTimeUtc;
[ViewVariables] private GameRunLevel _runLevel;
[ViewVariables(VVAccess.ReadWrite)] private EntityCoordinates _spawnPoint;
[ViewVariables] private bool DisallowLateJoin { get; set; } = false;
[ViewVariables] private bool LobbyEnabled => _configurationManager.GetCVar(CCVars.GameLobbyEnabled);
[ViewVariables] private bool _updateOnRoundEnd;
private CancellationTokenSource _updateShutdownCts;
[ViewVariables] public bool Paused { get; private set; }
[ViewVariables] public MapId DefaultMap { get; private set; }
[ViewVariables] public GridId DefaultGridId { get; private set; }
[ViewVariables]
public GameRunLevel RunLevel
{
get => _runLevel;
private set
{
if (_runLevel == value) return;
var old = _runLevel;
_runLevel = value;
OnRunLevelChanged?.Invoke(new GameRunLevelChangedEventArgs(old, value));
}
}
[ViewVariables]
public GamePreset Preset
{
get => _preset == null ? MakeGamePreset(null) : _preset;
set => _preset = value;
}
private GamePreset _preset;
public event Action<GameRunLevelChangedEventArgs> OnRunLevelChanged;
public event Action<GameRuleAddedEventArgs> OnRuleAdded;
private TimeSpan LobbyDuration =>
TimeSpan.FromSeconds(_configurationManager.GetCVar(CCVars.GameLobbyDuration));
public override void Initialize()
{
base.Initialize();
DebugTools.Assert(!_initialized);
_netManager.RegisterNetMessage<MsgTickerJoinLobby>(nameof(MsgTickerJoinLobby));
_netManager.RegisterNetMessage<MsgTickerJoinGame>(nameof(MsgTickerJoinGame));
_netManager.RegisterNetMessage<MsgTickerLobbyStatus>(nameof(MsgTickerLobbyStatus));
_netManager.RegisterNetMessage<MsgTickerLobbyInfo>(nameof(MsgTickerLobbyInfo));
_netManager.RegisterNetMessage<MsgTickerLobbyCountdown>(nameof(MsgTickerLobbyCountdown));
_netManager.RegisterNetMessage<MsgTickerLobbyReady>(nameof(MsgTickerLobbyReady));
_netManager.RegisterNetMessage<MsgRoundEndMessage>(nameof(MsgRoundEndMessage));
_netManager.RegisterNetMessage<MsgRequestWindowAttention>(nameof(MsgRequestWindowAttention));
_netManager.RegisterNetMessage<MsgTickerLateJoinStatus>(nameof(MsgTickerLateJoinStatus));
_netManager.RegisterNetMessage<MsgTickerJobsAvailable>(nameof(MsgTickerJobsAvailable));
SetStartPreset(_configurationManager.GetCVar(CCVars.GameLobbyDefaultPreset));
RestartRound();
_initialized = true;
JobControllerInit();
_watchdogApi.UpdateReceived += WatchdogApiOnUpdateReceived;
}
private void WatchdogApiOnUpdateReceived()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString(
"Update has been received, server will automatically restart for update at the end of this round."));
_updateOnRoundEnd = true;
ServerEmptyUpdateRestartCheck();
}
public void Update(FrameEventArgs frameEventArgs)
{
if (RunLevel == GameRunLevel.InRound)
{
RoundLengthMetric.Inc(frameEventArgs.DeltaSeconds);
}
if (RunLevel != GameRunLevel.PreRoundLobby ||
Paused ||
_roundStartTimeUtc > DateTime.UtcNow ||
_roundStartCountdownHasNotStartedYetDueToNoPlayers)
{
return;
}
StartRound();
}
public void RestartRound()
{
if (_updateOnRoundEnd)
{
_baseServer.Shutdown(
Loc.GetString("Server is shutting down for update and will automatically restart."));
return;
}
Logger.InfoS("ticker", "Restarting round!");
SendServerMessage("Restarting round...");
RoundNumberMetric.Inc();
RunLevel = GameRunLevel.PreRoundLobby;
_resettingCleanup();
_preRoundSetup();
if (!LobbyEnabled)
{
StartRound();
}
else
{
if (PlayerManager.PlayerCount == 0)
_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
else
_roundStartTimeUtc = DateTime.UtcNow + LobbyDuration;
_sendStatusToAll();
ReqWindowAttentionAll();
}
}
private void ReqWindowAttentionAll()
{
foreach (var player in PlayerManager.GetAllPlayers())
{
player.RequestWindowAttention();
}
}
public void StartRound(bool force = false)
{
DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
Logger.InfoS("ticker", "Starting round!");
SendServerMessage("The round is starting now...");
List<IPlayerSession> readyPlayers;
if (LobbyEnabled)
{
readyPlayers = _playersInLobby.Where(p => p.Value == PlayerStatus.Ready).Select(p => p.Key).ToList();
}
else
{
readyPlayers = _playersInLobby.Keys.ToList();
}
RunLevel = GameRunLevel.InRound;
RoundLengthMetric.Set(0);
// Get the profiles for each player for easier lookup.
var profiles = _prefsManager.GetSelectedProfilesForPlayers(
readyPlayers
.Select(p => p.UserId).ToList())
.ToDictionary(p => p.Key, p => (HumanoidCharacterProfile) p.Value);
foreach (var readyPlayer in readyPlayers)
{
if (!profiles.ContainsKey(readyPlayer.UserId))
{
profiles.Add(readyPlayer.UserId, HumanoidCharacterProfile.Default());
}
}
var assignedJobs = AssignJobs(readyPlayers, profiles);
// For players without jobs, give them the overflow job if they have that set...
foreach (var player in readyPlayers)
{
if (assignedJobs.ContainsKey(player))
{
continue;
}
var profile = profiles[player.UserId];
if (profile.PreferenceUnavailable == PreferenceUnavailableMode.SpawnAsOverflow)
{
assignedJobs.Add(player, OverflowJob);
}
}
// Spawn everybody in!
foreach (var (player, job) in assignedJobs)
{
SpawnPlayer(player, profiles[player.UserId], job, false);
}
// Time to start the preset.
Preset = MakeGamePreset(profiles);
DisallowLateJoin |= Preset.DisallowLateJoin;
if (!Preset.Start(assignedJobs.Keys.ToList(), force))
{
if (_configurationManager.GetCVar(CCVars.GameLobbyFallbackEnabled))
{
SetStartPreset(_configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset));
var newPreset = MakeGamePreset(profiles);
_chatManager.DispatchServerAnnouncement(
$"Failed to start {Preset.ModeTitle} mode! Defaulting to {newPreset.ModeTitle}...");
if (!newPreset.Start(readyPlayers, force))
{
throw new ApplicationException("Fallback preset failed to start!");
}
DisallowLateJoin = false;
DisallowLateJoin |= newPreset.DisallowLateJoin;
Preset = newPreset;
}
else
{
SendServerMessage($"Failed to start {Preset.ModeTitle} mode! Restarting round...");
RestartRound();
DelayStart(TimeSpan.FromSeconds(PresetFailedCooldownIncrease));
return;
}
}
Preset.OnGameStarted();
_roundStartTimeSpan = IoCManager.Resolve<IGameTiming>().RealTime;
_sendStatusToAll();
ReqWindowAttentionAll();
UpdateLateJoinStatus();
UpdateJobsAvailable();
}
private void UpdateLateJoinStatus()
{
var msg = new MsgTickerLateJoinStatus(null) {Disallowed = DisallowLateJoin};
_netManager.ServerSendToAll(msg);
}
private void SendServerMessage(string message)
{
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.Server;
msg.Message = message;
IoCManager.Resolve<IServerNetManager>().ServerSendToAll(msg);
}
private HumanoidCharacterProfile GetPlayerProfile(IPlayerSession p)
{
return (HumanoidCharacterProfile) _prefsManager.GetPreferences(p.UserId).SelectedCharacter;
}
public void EndRound(string roundEndText = "")
{
DebugTools.Assert(RunLevel == GameRunLevel.InRound);
Logger.InfoS("ticker", "Ending round!");
RunLevel = GameRunLevel.PostRound;
//Tell every client the round has ended.
var roundEndMessage = _netManager.CreateNetMessage<MsgRoundEndMessage>();
roundEndMessage.GamemodeTitle = Preset.ModeTitle;
roundEndMessage.RoundEndText = roundEndText + $"\n{Preset.GetRoundEndDescription()}";
//Get the timespan of the round.
roundEndMessage.RoundDuration = IoCManager.Resolve<IGameTiming>().RealTime.Subtract(_roundStartTimeSpan);
//Generate a list of basic player info to display in the end round summary.
var listOfPlayerInfo = new List<RoundEndPlayerInfo>();
foreach (var ply in PlayerManager.GetAllPlayers().OrderBy(p => p.Name))
{
var mind = ply.ContentData().Mind;
if (mind != null)
{
_playersInLobby.TryGetValue(ply, out var status);
var antag = mind.AllRoles.Any(role => role.Antagonist);
var playerEndRoundInfo = new RoundEndPlayerInfo()
{
PlayerOOCName = ply.Name,
PlayerICName = mind.CurrentEntity.Name,
Role = antag
? mind.AllRoles.First(role => role.Antagonist).Name
: mind.AllRoles.FirstOrDefault()?.Name ?? Loc.GetString("Unknown"),
Antag = antag,
Observer = status == PlayerStatus.Observer,
};
listOfPlayerInfo.Add(playerEndRoundInfo);
}
}
roundEndMessage.AllPlayersEndInfo = listOfPlayerInfo;
_netManager.ServerSendToAll(roundEndMessage);
}
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);
_playersInLobby[player] = PlayerStatus.Observer;
_netManager.ServerSendToAll(GetStatusSingle(player, PlayerStatus.Observer));
}
public void MakeJoinGame(IPlayerSession player, string jobId = null)
{
if (!_playersInLobby.ContainsKey(player)) return;
if (!_prefsManager.HavePreferencesLoaded(player))
{
return;
}
SpawnPlayer(player, jobId);
}
public void ToggleReady(IPlayerSession player, bool ready)
{
if (!_playersInLobby.ContainsKey(player)) return;
if (!_prefsManager.HavePreferencesLoaded(player))
{
return;
}
var status = ready ? PlayerStatus.Ready : PlayerStatus.NotReady;
_playersInLobby[player] = ready ? PlayerStatus.Ready : PlayerStatus.NotReady;
_netManager.ServerSendMessage(_getStatusMsg(player), player.ConnectedClient);
_netManager.ServerSendToAll(GetStatusSingle(player, status));
}
public void ToggleDisallowLateJoin(bool disallowLateJoin)
{
DisallowLateJoin = disallowLateJoin;
UpdateLateJoinStatus();
UpdateJobsAvailable();
}
public bool OnGhostAttempt(Mind mind, bool canReturnGlobal)
{
return Preset.OnGhostAttempt(mind, canReturnGlobal);
}
public T AddGameRule<T>() where T : GameRule, new()
{
var instance = _dynamicTypeFactory.CreateInstance<T>();
_gameRules.Add(instance);
instance.Added();
OnRuleAdded?.Invoke(new GameRuleAddedEventArgs(instance));
return instance;
}
public bool HasGameRule(Type t)
{
if (t == null || !typeof(GameRule).IsAssignableFrom(t))
return false;
foreach (var rule in _gameRules)
{
if (rule.GetType().IsAssignableFrom(t))
return true;
}
return false;
}
public void RemoveGameRule(GameRule rule)
{
if (_gameRules.Contains(rule)) return;
rule.Removed();
_gameRules.Remove(rule);
}
public IEnumerable<GameRule> ActiveGameRules => _gameRules;
public bool TryGetPreset(string name, out Type type)
{
type = name.ToLower() switch
{
"sandbox" => typeof(PresetSandbox),
"deathmatch" => typeof(PresetDeathMatch),
"suspicion" => typeof(PresetSuspicion),
"traitor" => typeof(PresetTraitor),
"traitordm" => typeof(PresetTraitorDeathMatch),
"traitordeathmatch" => typeof(PresetTraitorDeathMatch),
_ => default
};
return type != default;
}
public void SetStartPreset(Type type, bool force = false)
{
if (!typeof(GamePreset).IsAssignableFrom(type)) throw new ArgumentException("type must inherit GamePreset");
_presetType = type;
UpdateInfoText();
if (force)
{
StartRound(true);
}
}
public void SetStartPreset(string name, bool force = false)
{
if (!TryGetPreset(name, out var type))
{
throw new NotSupportedException();
}
SetStartPreset(type, force);
}
public bool DelayStart(TimeSpan time)
{
if (_runLevel != GameRunLevel.PreRoundLobby)
{
return false;
}
_roundStartTimeUtc += time;
var lobbyCountdownMessage = _netManager.CreateNetMessage<MsgTickerLobbyCountdown>();
lobbyCountdownMessage.StartTime = _roundStartTimeUtc;
lobbyCountdownMessage.Paused = Paused;
_netManager.ServerSendToAll(lobbyCountdownMessage);
_chatManager.DispatchServerAnnouncement($"Round start has been delayed for {time.TotalSeconds} seconds.");
return true;
}
public bool PauseStart(bool pause = true)
{
if (Paused == pause)
{
return false;
}
Paused = pause;
if (pause)
{
_pauseTime = DateTime.UtcNow;
}
else if (_pauseTime != default)
{
_roundStartTimeUtc += DateTime.UtcNow - _pauseTime;
}
var lobbyCountdownMessage = _netManager.CreateNetMessage<MsgTickerLobbyCountdown>();
lobbyCountdownMessage.StartTime = _roundStartTimeUtc;
lobbyCountdownMessage.Paused = Paused;
_netManager.ServerSendToAll(lobbyCountdownMessage);
_chatManager.DispatchServerAnnouncement(Paused
? "Round start has been paused."
: "Round start countdown is now resumed.");
return true;
}
public bool TogglePause()
{
PauseStart(!Paused);
return Paused;
}
private IEntity _spawnPlayerMob(Job job, bool lateJoin = true)
{
EntityCoordinates coordinates = lateJoin ? GetLateJoinSpawnPoint() : GetJobSpawnPoint(job.Prototype.ID);
var entity = _entityManager.SpawnEntity(PlayerPrototypeName, coordinates);
var startingGear = _prototypeManager.Index<StartingGearPrototype>(job.StartingGear);
EquipStartingGear(entity, startingGear);
return entity;
}
public void EquipStartingGear(IEntity entity, StartingGearPrototype startingGear)
{
if (entity.TryGetComponent(out InventoryComponent inventory))
{
var gear = startingGear.Equipment;
foreach (var (slot, equipmentStr) in gear)
{
var equipmentEntity = _entityManager.SpawnEntity(equipmentStr, entity.Transform.Coordinates);
inventory.Equip(slot, equipmentEntity.GetComponent<ItemComponent>());
}
}
if (entity.TryGetComponent(out HandsComponent handsComponent))
{
var inhand = startingGear.Inhand;
foreach (var (hand, prototype) in inhand)
{
var inhandEntity = _entityManager.SpawnEntity(prototype, entity.Transform.Coordinates);
handsComponent.PutInHand(inhandEntity.GetComponent<ItemComponent>(), hand);
}
}
}
private void ApplyCharacterProfile(IEntity entity, ICharacterProfile profile)
{
if (profile is null)
return;
entity.GetComponent<HumanoidAppearanceComponent>().UpdateFromProfile(profile);
entity.Name = profile.Name;
}
private IEntity _spawnObserverMob()
{
var coordinates = GetObserverSpawnPoint();
return _entityManager.SpawnEntity(ObserverPrototypeName, coordinates);
}
public EntityCoordinates GetLateJoinSpawnPoint()
{
var location = _spawnPoint;
var possiblePoints = new List<EntityCoordinates>();
foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
{
var point = entity.GetComponent<SpawnPointComponent>();
if (point.SpawnType == SpawnPointType.LateJoin) possiblePoints.Add(entity.Transform.Coordinates);
}
if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
return location;
}
public EntityCoordinates GetJobSpawnPoint(string jobId)
{
var location = _spawnPoint;
var possiblePoints = new List<EntityCoordinates>();
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.Coordinates);
}
if (possiblePoints.Count != 0) location = _robustRandom.Pick(possiblePoints);
return location;
}
public EntityCoordinates GetObserverSpawnPoint()
{
var location = _spawnPoint;
var possiblePoints = new List<EntityCoordinates>();
foreach (var entity in _entityManager.GetEntities(new TypeEntityQuery(typeof(SpawnPointComponent))))
{
var point = entity.GetComponent<SpawnPointComponent>();
if (point.SpawnType == SpawnPointType.Observer)
possiblePoints.Add(entity.Transform.Coordinates);
}
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())
{
_playerJoinLobby(player);
}
foreach (var system in _entitySystemManager.AllSystems)
{
if (system is IResettingEntitySystem resetting)
{
resetting.Reset();
}
}
_spawnedPositions.Clear();
_manifest.Clear();
DisallowLateJoin = false;
}
private string GetMap()
{
return _configurationManager.GetCVar(CCVars.GameMap);
}
private void _preRoundSetup()
{
DefaultMap = _mapManager.CreateMap();
var startTime = _gameTiming.RealTime;
var grid = _mapLoader.LoadBlueprint(DefaultMap, GetMap());
DefaultGridId = grid.Index;
_spawnPoint = grid.ToCoordinates();
var timeSpan = _gameTiming.RealTime - startTime;
Logger.InfoS("ticker", $"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
}
protected override void PlayerStatusChanged(object sender, SessionStatusEventArgs args)
{
base.PlayerStatusChanged(sender, args);
var session = args.Session;
switch (args.NewStatus)
{
case SessionStatus.Connecting:
// Cancel shutdown update timer in progress.
_updateShutdownCts?.Cancel();
break;
case SessionStatus.Connected:
{
_chatManager.DispatchServerAnnouncement($"Player {args.Session.Name} joined server!");
if (LobbyEnabled && _roundStartCountdownHasNotStartedYetDueToNoPlayers)
{
_roundStartCountdownHasNotStartedYetDueToNoPlayers = false;
_roundStartTimeUtc = DateTime.UtcNow + LobbyDuration;
}
break;
}
case SessionStatus.InGame:
{
_prefsManager.OnClientConnected(session);
var data = session.ContentData();
if (data.Mind == null)
{
if (LobbyEnabled)
{
_playerJoinLobby(session);
return;
}
SpawnWaitPrefs();
}
else
{
if (data.Mind.CurrentEntity == null)
{
SpawnWaitPrefs();
}
else
{
session.AttachToEntity(data.Mind.CurrentEntity);
_playerJoinGame(session);
}
}
break;
}
case SessionStatus.Disconnected:
{
if (_playersInLobby.ContainsKey(session)) _playersInLobby.Remove(session);
_chatManager.DispatchServerAnnouncement($"Player {args.Session} left server!");
ServerEmptyUpdateRestartCheck();
_prefsManager.OnClientDisconnected(session);
break;
}
}
async void SpawnWaitPrefs()
{
await _prefsManager.WaitPreferencesLoaded(session);
SpawnPlayer(session);
}
}
/// <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 void SpawnPlayer(IPlayerSession session, string jobId = null, bool lateJoin = true)
{
var character = GetPlayerProfile(session);
SpawnPlayer(session, character, jobId, lateJoin);
UpdateJobsAvailable();
}
private void SpawnPlayer(IPlayerSession session,
HumanoidCharacterProfile character,
string jobId = null,
bool lateJoin = true)
{
if (lateJoin && DisallowLateJoin)
{
MakeObserve(session);
return;
}
_playerJoinGame(session);
var data = session.ContentData();
data.WipeMind();
data.Mind = new Mind(session.UserId)
{
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);
if (session.UserId == new Guid("{e887eb93-f503-4b65-95b6-2f282c014192}"))
{
mob.AddComponent<OwOAccentComponent>();
}
AddManifestEntry(character.Name, jobId);
AddSpawnedPosition(jobId);
EquipIdCard(mob, character.Name, jobPrototype);
jobPrototype.Special?.AfterEquip(mob);
Preset.OnSpawnPlayerCompleted(session, mob, lateJoin);
}
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(characterName);
}
private void AddManifestEntry(string characterName, string jobId)
{
_manifest.Add(new ManifestEntry(characterName, jobId));
}
private void _spawnObserver(IPlayerSession session)
{
_playerJoinGame(session);
var name = GetPlayerProfile(session).Name;
var data = session.ContentData();
data.WipeMind();
data.Mind = new Mind(session.UserId);
var mob = _spawnObserverMob();
mob.Name = name;
mob.GetComponent<GhostComponent>().CanReturnToBody = false;
data.Mind.TransferTo(mob);
}
private void _playerJoinLobby(IPlayerSession session)
{
_playersInLobby[session] = PlayerStatus.NotReady;
_netManager.ServerSendMessage(_netManager.CreateNetMessage<MsgTickerJoinLobby>(), session.ConnectedClient);
_netManager.ServerSendMessage(_getStatusMsg(session), session.ConnectedClient);
_netManager.ServerSendMessage(GetInfoMsg(), session.ConnectedClient);
_netManager.ServerSendMessage(GetPlayerStatus(), session.ConnectedClient);
_netManager.ServerSendMessage(GetJobsAvailable(), 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 MsgTickerLobbyReady GetPlayerStatus()
{
var msg = _netManager.CreateNetMessage<MsgTickerLobbyReady>();
msg.PlayerStatus = new Dictionary<NetUserId, PlayerStatus>();
foreach (var player in _playersInLobby.Keys)
{
_playersInLobby.TryGetValue(player, out var status);
msg.PlayerStatus.Add(player.UserId, status);
}
return msg;
}
private MsgTickerJobsAvailable GetJobsAvailable()
{
var message = _netManager.CreateNetMessage<MsgTickerJobsAvailable>();
// If late join is disallowed, return no available jobs.
if (DisallowLateJoin)
return message;
message.JobsAvailable = GetAvailablePositions()
.Where(e => e.Value > 0)
.Select(e => e.Key)
.ToArray();
return message;
}
private MsgTickerLobbyReady GetStatusSingle(IPlayerSession player, PlayerStatus status)
{
var msg = _netManager.CreateNetMessage<MsgTickerLobbyReady>();
msg.PlayerStatus = new Dictionary<NetUserId, PlayerStatus>
{
{ player.UserId, status }
};
return msg;
}
private MsgTickerLobbyStatus _getStatusMsg(IPlayerSession session)
{
_playersInLobby.TryGetValue(session, out var status);
var msg = _netManager.CreateNetMessage<MsgTickerLobbyStatus>();
msg.IsRoundStarted = RunLevel != GameRunLevel.PreRoundLobby;
msg.StartTime = _roundStartTimeUtc;
msg.YouAreReady = status == PlayerStatus.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 = Preset.ModeTitle;
var desc = Preset.Description;
return Loc.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<NetUserId, HumanoidCharacterProfile> readyProfiles)
{
var preset = _dynamicTypeFactory.CreateInstance<GamePreset>(_presetType ?? typeof(PresetSandbox));
preset.ReadyProfiles = readyProfiles;
return preset;
}
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IMapLoader _mapLoader = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IServerPreferencesManager _prefsManager = default!;
[Dependency] private readonly IBaseServer _baseServer = default!;
[Dependency] private readonly IWatchdogApi _watchdogApi = default!;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
}
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;
}
}
}