Files
tbd-station-14/Content.Server/GameTicking/GameTicker.RoundFlow.cs
Vera Aguilera Puerto ee4ff9cfe8 Inline Name
2021-12-03 15:25:51 +01:00

458 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Database;
using Content.Server.GameTicking.Events;
using Content.Server.Players;
using Content.Server.Mind;
using Content.Server.Ghost;
using Content.Server.Roles;
using Content.Server.Station;
using Content.Shared.CCVar;
using Content.Shared.Coordinates;
using Content.Shared.GameTicking;
using Content.Shared.Preferences;
using Content.Shared.Station;
using Prometheus;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameTicking
{
public partial class GameTicker
{
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.");
[Dependency] private readonly IServerDbManager _db = default!;
[ViewVariables]
private TimeSpan _roundStartTimeSpan;
[ViewVariables]
private GameRunLevel _runLevel;
[ViewVariables]
public GameRunLevel RunLevel
{
get => _runLevel;
private set
{
if (_runLevel == value) return;
var old = _runLevel;
_runLevel = value;
RaiseLocalEvent(new GameRunLevelChangedEvent(old, value));
}
}
[ViewVariables]
public int RoundId { get; private set; }
private void PreRoundSetup()
{
DefaultMap = _mapManager.CreateMap();
var startTime = _gameTiming.RealTime;
var map = _gameMapManager.GetSelectedMapChecked(true);
var grid = _mapLoader.LoadBlueprint(DefaultMap, map.MapPath);
if (grid == null)
{
throw new InvalidOperationException($"No grid found for map {map.MapName}");
}
_stationSystem.InitialSetupStationGrid(grid.GridEntityId, map);
var stationXform = EntityManager.GetComponent<TransformComponent>(grid.GridEntityId);
if (StationOffset)
{
// Apply a random offset to the station grid entity.
var x = _robustRandom.NextFloat() * MaxStationOffset * 2 - MaxStationOffset;
var y = _robustRandom.NextFloat() * MaxStationOffset * 2 - MaxStationOffset;
stationXform.LocalPosition = new Vector2(x, y);
}
if (StationRotation)
{
stationXform.LocalRotation = _robustRandom.NextFloat(MathF.Tau);
}
_spawnPoint = grid.ToCoordinates();
var timeSpan = _gameTiming.RealTime - startTime;
Logger.InfoS("ticker", $"Loaded map in {timeSpan.TotalMilliseconds:N2}ms.");
}
public async void StartRound(bool force = false)
{
// If this game ticker is a dummy, do nothing!
if (DummyTicker)
return;
DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
Logger.InfoS("ticker", "Starting round!");
SendServerMessage(Loc.GetString("game-ticker-start-round"));
List<IPlayerSession> readyPlayers;
if (LobbyEnabled)
{
readyPlayers = _playersInLobby.Where(p => p.Value == LobbyPlayerStatus.Ready).Select(p => p.Key).ToList();
}
else
{
readyPlayers = _playersInLobby.Keys.ToList();
}
_roundStartDateTime = DateTime.UtcNow;
RunLevel = GameRunLevel.InRound;
RoundLengthMetric.Set(0);
var playerIds = _playersInLobby.Keys.Select(player => player.UserId.UserId).ToArray();
RoundId = await _db.AddNewRound(playerIds);
var startingEvent = new RoundStartingEvent();
RaiseLocalEvent(startingEvent);
// 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.Random());
}
}
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)
{
// Pick a random station
var stations = _stationSystem.StationInfo.Keys.ToList();
_robustRandom.Shuffle(stations);
if (stations.Count == 0)
{
assignedJobs.Add(player, (FallbackOverflowJob, StationId.Invalid));
continue;
}
foreach (var station in stations)
{
// Pick a random overflow job from that station
var overflows = _stationSystem.StationInfo[station].MapPrototype.OverflowJobs.Clone();
_robustRandom.Shuffle(overflows);
// Stations with no overflow slots should simply get skipped over.
if (overflows.Count == 0)
continue;
// If the overflow exists, put them in as it.
assignedJobs.Add(player, (overflows[0], stations[0]));
}
}
}
// Spawn everybody in!
foreach (var (player, (job, station)) in assignedJobs)
{
SpawnPlayer(player, profiles[player.UserId], station, 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(
Loc.GetString("game-ticker-start-round-cannot-start-game-mode-fallback",
("failedGameMode", Preset.ModeTitle),
("fallbackMode", newPreset.ModeTitle)));
if (!newPreset.Start(readyPlayers, force))
{
throw new ApplicationException("Fallback preset failed to start!");
}
DisallowLateJoin = false;
DisallowLateJoin |= newPreset.DisallowLateJoin;
Preset = newPreset;
}
else
{
SendServerMessage(Loc.GetString("game-ticker-start-round-cannot-start-game-mode-restart", ("failedGameMode", Preset.ModeTitle)));
RestartRound();
DelayStart(TimeSpan.FromSeconds(PresetFailedCooldownIncrease));
return;
}
}
Preset.OnGameStarted();
_roundStartTimeSpan = _gameTiming.RealTime;
SendStatusToAll();
ReqWindowAttentionAll();
UpdateLateJoinStatus();
UpdateJobsAvailable();
}
public void EndRound(string text = "")
{
// If this game ticker is a dummy, do nothing!
if (DummyTicker)
return;
DebugTools.Assert(RunLevel == GameRunLevel.InRound);
Logger.InfoS("ticker", "Ending round!");
RunLevel = GameRunLevel.PostRound;
//Tell every client the round has ended.
var gamemodeTitle = Preset?.ModeTitle ?? string.Empty;
var roundEndText = text + $"\n{Preset?.GetRoundEndDescription() ?? string.Empty}";
//Get the timespan of the round.
var roundDuration = RoundDuration();
//Generate a list of basic player info to display in the end round summary.
var listOfPlayerInfo = new List<RoundEndMessageEvent.RoundEndPlayerInfo>();
// Grab the great big book of all the Minds, we'll need them for this.
var allMinds = Get<MindTrackerSystem>().AllMinds;
foreach (var mind in allMinds)
{
if (mind != null)
{
// Some basics assuming things fail
var userId = mind.OriginalOwnerUserId;
var playerOOCName = userId.ToString();
var connected = false;
var observer = mind.AllRoles.Any(role => role is ObserverRole);
// Continuing
if (_playerManager.TryGetSessionById(userId, out var ply))
{
connected = true;
}
PlayerData? contentPlayerData = null;
if (_playerManager.TryGetPlayerData(userId, out var playerData))
{
contentPlayerData = playerData.ContentData();
}
// Finish
var antag = mind.AllRoles.Any(role => role.Antagonist);
var playerIcName = string.Empty;
if (mind.CharacterName != null)
playerIcName = mind.CharacterName;
else if (mind.CurrentEntity != null)
playerIcName = IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(mind.CurrentEntity.Uid).EntityName;
var playerEndRoundInfo = new RoundEndMessageEvent.RoundEndPlayerInfo()
{
// Note that contentPlayerData?.Name sticks around after the player is disconnected.
// This is as opposed to ply?.Name which doesn't.
PlayerOOCName = contentPlayerData?.Name ?? "(IMPOSSIBLE: REGISTERED MIND WITH NO OWNER)",
// Character name takes precedence over current entity name
PlayerICName = playerIcName,
Role = antag
? mind.AllRoles.First(role => role.Antagonist).Name
: mind.AllRoles.FirstOrDefault()?.Name ?? Loc.GetString("game-ticker-unknown-role"),
Antag = antag,
Observer = observer,
Connected = connected
};
listOfPlayerInfo.Add(playerEndRoundInfo);
}
}
// This ordering mechanism isn't great (no ordering of minds) but functions
var listOfPlayerInfoFinal = listOfPlayerInfo.OrderBy(pi => pi.PlayerOOCName).ToArray();
RaiseNetworkEvent(new RoundEndMessageEvent(gamemodeTitle, roundEndText, roundDuration, listOfPlayerInfoFinal.Length, listOfPlayerInfoFinal));
}
public void RestartRound()
{
// If this game ticker is a dummy, do nothing!
if (DummyTicker)
return;
if (_updateOnRoundEnd)
{
_baseServer.Shutdown(Loc.GetString("game-ticker-shutdown-server-update"));
return;
}
Logger.InfoS("ticker", "Restarting round!");
SendServerMessage(Loc.GetString("game-ticker-restart-round"));
RoundNumberMetric.Inc();
RunLevel = GameRunLevel.PreRoundLobby;
LobbySong = _robustRandom.Pick(_lobbyMusicCollection.PickFiles).ToString();
ResettingCleanup();
PreRoundSetup();
if (!LobbyEnabled)
{
StartRound();
}
else
{
Preset = null;
if (_playerManager.PlayerCount == 0)
_roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
else
_roundStartTime = _gameTiming.CurTime + LobbyDuration;
SendStatusToAll();
ReqWindowAttentionAll();
}
}
/// <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()
{
// Move everybody currently in the server to lobby.
foreach (var player in _playerManager.ServerSessions)
{
PlayerJoinLobby(player);
}
// Delete the minds of everybody.
// TODO: Maybe move this into a separate manager?
foreach (var unCastData in _playerManager.GetAllPlayerData())
{
unCastData.ContentData()?.WipeMind();
}
// Delete all entities.
foreach (var entity in EntityManager.GetEntities().ToList())
{
// TODO: Maybe something less naive here?
// FIXME: Actually, definitely.
IoCManager.Resolve<IEntityManager>().DeleteEntity(entity.Uid);
}
_mapManager.Restart();
// Clear up any game rules.
foreach (var rule in _gameRules)
{
rule.Removed();
}
_gameRules.Clear();
// Round restart cleanup event, so entity systems can reset.
var ev = new RoundRestartCleanupEvent();
RaiseLocalEvent(ev);
// So clients' entity systems can clean up too...
RaiseNetworkEvent(ev, Filter.Broadcast());
_spawnedPositions.Clear();
_manifest.Clear();
DisallowLateJoin = false;
}
public bool DelayStart(TimeSpan time)
{
if (_runLevel != GameRunLevel.PreRoundLobby)
{
return false;
}
_roundStartTime += time;
RaiseNetworkEvent(new TickerLobbyCountdownEvent(_roundStartTime, Paused));
_chatManager.DispatchServerAnnouncement(Loc.GetString("game-ticker-delay-start", ("seconds",time.TotalSeconds)));
return true;
}
private void UpdateRoundFlow(float frameTime)
{
if (RunLevel == GameRunLevel.InRound)
{
RoundLengthMetric.Inc(frameTime);
}
if (RunLevel != GameRunLevel.PreRoundLobby ||
Paused ||
_roundStartTime > _gameTiming.CurTime ||
_roundStartCountdownHasNotStartedYetDueToNoPlayers)
{
return;
}
StartRound();
}
public TimeSpan RoundDuration()
{
return _gameTiming.RealTime.Subtract(_roundStartTimeSpan);
}
}
public enum GameRunLevel
{
PreRoundLobby = 0,
InRound = 1,
PostRound = 2
}
public class GameRunLevelChangedEvent
{
public GameRunLevel Old { get; }
public GameRunLevel New { get; }
public GameRunLevelChangedEvent(GameRunLevel old, GameRunLevel @new)
{
Old = old;
New = @new;
}
}
}