Files
tbd-station-14/Content.Server/Preferences/Managers/ServerPreferencesManager.cs
YotaXP e404e45ffc Persist construction menu favorites server-side (#35867)
* Persist construction menu favorites to player profile

* Use `ProtoId`s for construction favorites

* Validate construction favorites updates from the client

* Actually await the async database call
2025-05-17 13:37:19 -04:00

382 lines
15 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Database;
using Content.Shared.CCVar;
using Content.Shared.Construction.Prototypes;
using Content.Shared.Preferences;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Preferences.Managers
{
/// <summary>
/// Sends <see cref="MsgPreferencesAndSettings"/> before the client joins the lobby.
/// Receives <see cref="MsgSelectCharacter"/> and <see cref="MsgUpdateCharacter"/> at any time.
/// </summary>
public sealed class ServerPreferencesManager : IServerPreferencesManager, IPostInjectInit
{
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IServerDbManager _db = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IDependencyCollection _dependencies = default!;
[Dependency] private readonly ILogManager _log = default!;
[Dependency] private readonly UserDbDataManager _userDb = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
// Cache player prefs on the server so we don't need as much async hell related to them.
private readonly Dictionary<NetUserId, PlayerPrefData> _cachedPlayerPrefs =
new();
private ISawmill _sawmill = default!;
private int MaxCharacterSlots => _cfg.GetCVar(CCVars.GameMaxCharacterSlots);
public void Init()
{
_netManager.RegisterNetMessage<MsgPreferencesAndSettings>();
_netManager.RegisterNetMessage<MsgSelectCharacter>(HandleSelectCharacterMessage);
_netManager.RegisterNetMessage<MsgUpdateCharacter>(HandleUpdateCharacterMessage);
_netManager.RegisterNetMessage<MsgDeleteCharacter>(HandleDeleteCharacterMessage);
_netManager.RegisterNetMessage<MsgUpdateConstructionFavorites>(HandleUpdateConstructionFavoritesMessage);
_sawmill = _log.GetSawmill("prefs");
}
private async void HandleSelectCharacterMessage(MsgSelectCharacter message)
{
var index = message.SelectedCharacterIndex;
var userId = message.MsgChannel.UserId;
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
{
Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
return;
}
if (index < 0 || index >= MaxCharacterSlots)
{
return;
}
var curPrefs = prefsData.Prefs!;
if (!curPrefs.Characters.ContainsKey(index))
{
// Non-existent slot.
return;
}
prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, index, curPrefs.AdminOOCColor, curPrefs.ConstructionFavorites);
if (ShouldStorePrefs(message.MsgChannel.AuthType))
{
await _db.SaveSelectedCharacterIndexAsync(message.MsgChannel.UserId, message.SelectedCharacterIndex);
}
}
private async void HandleUpdateCharacterMessage(MsgUpdateCharacter message)
{
var userId = message.MsgChannel.UserId;
// ReSharper disable once ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract
if (message.Profile == null)
_sawmill.Error($"User {userId} sent a {nameof(MsgUpdateCharacter)} with a null profile in slot {message.Slot}.");
else
await SetProfile(userId, message.Slot, message.Profile);
}
public async Task SetProfile(NetUserId userId, int slot, ICharacterProfile profile)
{
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
{
_sawmill.Error($"Tried to modify user {userId} preferences before they loaded.");
return;
}
if (slot < 0 || slot >= MaxCharacterSlots)
return;
var curPrefs = prefsData.Prefs!;
var session = _playerManager.GetSessionById(userId);
profile.EnsureValid(session, _dependencies);
var profiles = new Dictionary<int, ICharacterProfile>(curPrefs.Characters)
{
[slot] = profile
};
prefsData.Prefs = new PlayerPreferences(profiles, slot, curPrefs.AdminOOCColor, curPrefs.ConstructionFavorites);
if (ShouldStorePrefs(session.Channel.AuthType))
await _db.SaveCharacterSlotAsync(userId, profile, slot);
}
public async Task SetConstructionFavorites(NetUserId userId, List<ProtoId<ConstructionPrototype>> favorites)
{
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
{
_sawmill.Error($"Tried to modify user {userId} preferences before they loaded.");
return;
}
var curPrefs = prefsData.Prefs!;
prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor, favorites);
var session = _playerManager.GetSessionById(userId);
if (ShouldStorePrefs(session.Channel.AuthType))
await _db.SaveConstructionFavoritesAsync(userId, favorites);
}
private async void HandleDeleteCharacterMessage(MsgDeleteCharacter message)
{
var slot = message.Slot;
var userId = message.MsgChannel.UserId;
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
{
Logger.WarningS("prefs", $"User {userId} tried to modify preferences before they loaded.");
return;
}
if (slot < 0 || slot >= MaxCharacterSlots)
{
return;
}
var curPrefs = prefsData.Prefs!;
// If they try to delete the slot they have selected then we switch to another one.
// Of course, that's only if they HAVE another slot.
int? nextSlot = null;
if (curPrefs.SelectedCharacterIndex == slot)
{
// That ! on the end is because Rider doesn't like .NET 5.
var (ns, profile) = curPrefs.Characters.FirstOrDefault(p => p.Key != message.Slot)!;
if (profile == null)
{
// Only slot left, can't delete.
return;
}
nextSlot = ns;
}
var arr = new Dictionary<int, ICharacterProfile>(curPrefs.Characters);
arr.Remove(slot);
prefsData.Prefs = new PlayerPreferences(arr, nextSlot ?? curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor, curPrefs.ConstructionFavorites);
if (ShouldStorePrefs(message.MsgChannel.AuthType))
{
if (nextSlot != null)
{
await _db.DeleteSlotAndSetSelectedIndex(userId, slot, nextSlot.Value);
}
else
{
await _db.SaveCharacterSlotAsync(userId, null, slot);
}
}
}
private async void HandleUpdateConstructionFavoritesMessage(MsgUpdateConstructionFavorites message)
{
var userId = message.MsgChannel.UserId;
if (!_cachedPlayerPrefs.TryGetValue(userId, out var prefsData) || !prefsData.PrefsLoaded)
{
_sawmill.Warning($"User {userId} tried to modify preferences before they loaded.");
return;
}
// Validate items in the message so that a modified client cannot freely store a gigabyte of arbitrary data.
var validatedSet = new HashSet<ProtoId<ConstructionPrototype>>();
foreach (var favorite in message.Favorites)
{
if (_prototypeManager.HasIndex(favorite))
validatedSet.Add(favorite);
}
var validatedList = message.Favorites;
if (validatedSet.Count != message.Favorites.Count)
{
// A difference in counts indicates that unrecognized or duplicate IDs are present.
_sawmill.Warning($"User {userId} sent invalid construction favorites.");
validatedList = validatedSet.ToList();
}
var curPrefs = prefsData.Prefs!;
prefsData.Prefs = new PlayerPreferences(curPrefs.Characters, curPrefs.SelectedCharacterIndex, curPrefs.AdminOOCColor, validatedList);
if (ShouldStorePrefs(message.MsgChannel.AuthType))
{
await _db.SaveConstructionFavoritesAsync(userId, validatedList);
}
}
// Should only be called via UserDbDataManager.
public async Task LoadData(ICommonSession session, CancellationToken cancel)
{
if (!ShouldStorePrefs(session.Channel.AuthType))
{
// Don't store data for guests.
var prefsData = new PlayerPrefData
{
PrefsLoaded = true,
Prefs = new PlayerPreferences(
new[] { new KeyValuePair<int, ICharacterProfile>(0, HumanoidCharacterProfile.Random()) },
0, Color.Transparent, [])
};
_cachedPlayerPrefs[session.UserId] = prefsData;
}
else
{
var prefsData = new PlayerPrefData();
var loadTask = LoadPrefs();
_cachedPlayerPrefs[session.UserId] = prefsData;
await loadTask;
async Task LoadPrefs()
{
var prefs = await GetOrCreatePreferencesAsync(session.UserId, cancel);
prefsData.Prefs = prefs;
}
}
}
public void FinishLoad(ICommonSession session)
{
// This is a separate step from the actual database load.
// Sanitizing preferences requires play time info due to loadouts.
// And play time info is loaded concurrently from the DB with preferences.
var prefsData = _cachedPlayerPrefs[session.UserId];
DebugTools.Assert(prefsData.Prefs != null);
prefsData.Prefs = SanitizePreferences(session, prefsData.Prefs, _dependencies);
prefsData.PrefsLoaded = true;
var msg = new MsgPreferencesAndSettings();
msg.Preferences = prefsData.Prefs;
msg.Settings = new GameSettings
{
MaxCharacterSlots = MaxCharacterSlots
};
_netManager.ServerSendMessage(msg, session.Channel);
}
public void OnClientDisconnected(ICommonSession session)
{
_cachedPlayerPrefs.Remove(session.UserId);
}
public bool HavePreferencesLoaded(ICommonSession session)
{
return _cachedPlayerPrefs.ContainsKey(session.UserId);
}
/// <summary>
/// Tries to get the preferences from the cache
/// </summary>
/// <param name="userId">User Id to get preferences for</param>
/// <param name="playerPreferences">The user preferences if true, otherwise null</param>
/// <returns>If preferences are not null</returns>
public bool TryGetCachedPreferences(NetUserId userId,
[NotNullWhen(true)] out PlayerPreferences? playerPreferences)
{
if (_cachedPlayerPrefs.TryGetValue(userId, out var prefs))
{
playerPreferences = prefs.Prefs;
return prefs.Prefs != null;
}
playerPreferences = null;
return false;
}
/// <summary>
/// Retrieves preferences for the given username from storage.
/// </summary>
public PlayerPreferences GetPreferences(NetUserId userId)
{
var prefs = _cachedPlayerPrefs[userId].Prefs;
if (prefs == null)
{
throw new InvalidOperationException("Preferences for this player have not loaded yet.");
}
return prefs;
}
/// <summary>
/// Retrieves preferences for the given username from storage or returns null.
/// </summary>
public PlayerPreferences? GetPreferencesOrNull(NetUserId? userId)
{
if (userId == null)
return null;
if (_cachedPlayerPrefs.TryGetValue(userId.Value, out var pref))
return pref.Prefs;
return null;
}
private async Task<PlayerPreferences> GetOrCreatePreferencesAsync(NetUserId userId, CancellationToken cancel)
{
var prefs = await _db.GetPlayerPreferencesAsync(userId, cancel);
if (prefs is null)
{
return await _db.InitPrefsAsync(userId, HumanoidCharacterProfile.Random(), cancel);
}
return prefs;
}
private PlayerPreferences SanitizePreferences(ICommonSession session, PlayerPreferences prefs, IDependencyCollection collection)
{
// Clean up preferences in case of changes to the game,
// such as removed jobs still being selected.
return new PlayerPreferences(prefs.Characters.Select(p =>
{
return new KeyValuePair<int, ICharacterProfile>(p.Key, p.Value.Validated(session, collection));
}), prefs.SelectedCharacterIndex, prefs.AdminOOCColor, prefs.ConstructionFavorites);
}
public IEnumerable<KeyValuePair<NetUserId, ICharacterProfile>> GetSelectedProfilesForPlayers(
List<NetUserId> usernames)
{
return usernames
.Select(p => (_cachedPlayerPrefs[p].Prefs, p))
.Where(p => p.Prefs != null)
.Select(p => new KeyValuePair<NetUserId, ICharacterProfile>(p.p, p.Prefs!.SelectedCharacter));
}
internal static bool ShouldStorePrefs(LoginType loginType)
{
return loginType.HasStaticUserId();
}
private sealed class PlayerPrefData
{
public bool PrefsLoaded;
public PlayerPreferences? Prefs;
}
void IPostInjectInit.PostInject()
{
_userDb.AddOnLoadPlayer(LoadData);
_userDb.AddOnFinishLoad(FinishLoad);
_userDb.AddOnPlayerDisconnect(OnClientDisconnected);
}
}
}