using Content.Server.Administration; using Content.Shared.Administration; using Content.Shared.GhostKick; using Robust.Server.Player; using Robust.Shared.Console; using Robust.Shared.Network; using Robust.Shared.Timing; namespace Content.Server.GhostKick; // Handles logic for "ghost kicking". // Basically we boot the client off the server without telling them, so the game shits itself. // Hilariously isn't it? public sealed class GhostKickManager { [Dependency] private readonly IServerNetManager _netManager = default!; public void Initialize() { _netManager.RegisterNetMessage(); } public void DoDisconnect(INetChannel channel, string reason) { Timer.Spawn(TimeSpan.FromMilliseconds(100), () => { if (!channel.IsConnected) return; // We do this so the client can set net.fakeloss 1 before getting ghosted. // This avoids it spamming messages at the server that cause warnings due to unconnected client. channel.SendMessage(new MsgGhostKick()); Timer.Spawn(TimeSpan.FromMilliseconds(100), () => { if (!channel.IsConnected) return; // Actually just remove the client entirely. channel.Disconnect(reason, false); }); }); } } [AdminCommand(AdminFlags.Moderator)] public sealed class GhostKickCommand : IConsoleCommand { public string Command => "ghostkick"; public string Description => "Kick a client from the server as if their network just dropped."; public string Help => "Usage: ghostkick [Reason]"; public void Execute(IConsoleShell shell, string argStr, string[] args) { if (args.Length < 1) { shell.WriteError("Need at least one argument"); return; } var playerName = args[0]; var reason = args.Length > 1 ? args[1] : "Ghost kicked by console"; var players = IoCManager.Resolve(); var ghostKick = IoCManager.Resolve(); if (!players.TryGetSessionByUsername(playerName, out var player)) { shell.WriteError($"Unable to find player: '{playerName}'."); return; } ghostKick.DoDisconnect(player.Channel, reason); } }