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InactivityTimeRestartRuleSystem.cs 3.5 KB

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  1. using System.Threading;
  2. using Content.Server.Chat.Managers;
  3. using Content.Server.GameTicking.Rules.Components;
  4. using Content.Shared.GameTicking.Components;
  5. using Robust.Server.Player;
  6. using Robust.Shared.Player;
  7. using Timer = Robust.Shared.Timing.Timer;
  8. namespace Content.Server.GameTicking.Rules;
  9. public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem<InactivityRuleComponent>
  10. {
  11. [Dependency] private readonly IChatManager _chatManager = default!;
  12. [Dependency] private readonly IPlayerManager _playerManager = default!;
  13. public override void Initialize()
  14. {
  15. base.Initialize();
  16. SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
  17. _playerManager.PlayerStatusChanged += PlayerStatusChanged;
  18. }
  19. public override void Shutdown()
  20. {
  21. base.Shutdown();
  22. _playerManager.PlayerStatusChanged -= PlayerStatusChanged;
  23. }
  24. protected override void Ended(EntityUid uid, InactivityRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
  25. {
  26. base.Ended(uid, component, gameRule, args);
  27. StopTimer(uid, component);
  28. }
  29. public void RestartTimer(EntityUid uid, InactivityRuleComponent? component = null)
  30. {
  31. if (!Resolve(uid, ref component))
  32. return;
  33. component.TimerCancel.Cancel();
  34. component.TimerCancel = new CancellationTokenSource();
  35. Timer.Spawn(component.InactivityMaxTime, () => TimerFired(uid, component), component.TimerCancel.Token);
  36. }
  37. public void StopTimer(EntityUid uid, InactivityRuleComponent? component = null)
  38. {
  39. if (!Resolve(uid, ref component))
  40. return;
  41. component.TimerCancel.Cancel();
  42. }
  43. private void TimerFired(EntityUid uid, InactivityRuleComponent? component = null)
  44. {
  45. if (!Resolve(uid, ref component))
  46. return;
  47. GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
  48. _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) component.RoundEndDelay.TotalSeconds)));
  49. Timer.Spawn(component.RoundEndDelay, () => GameTicker.RestartRound());
  50. }
  51. private void RunLevelChanged(GameRunLevelChangedEvent args)
  52. {
  53. var query = EntityQueryEnumerator<InactivityRuleComponent, GameRuleComponent>();
  54. while (query.MoveNext(out var uid, out var inactivity, out var gameRule))
  55. {
  56. if (!GameTicker.IsGameRuleActive(uid, gameRule))
  57. return;
  58. switch (args.New)
  59. {
  60. case GameRunLevel.InRound:
  61. RestartTimer(uid, inactivity);
  62. break;
  63. case GameRunLevel.PreRoundLobby:
  64. case GameRunLevel.PostRound:
  65. StopTimer(uid, inactivity);
  66. break;
  67. }
  68. }
  69. }
  70. private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
  71. {
  72. var query = EntityQueryEnumerator<InactivityRuleComponent, GameRuleComponent>();
  73. while (query.MoveNext(out var uid, out var inactivity, out var gameRule))
  74. {
  75. if (!GameTicker.IsGameRuleActive(uid, gameRule))
  76. return;
  77. if (GameTicker.RunLevel != GameRunLevel.InRound)
  78. {
  79. return;
  80. }
  81. if (_playerManager.PlayerCount == 0)
  82. {
  83. RestartTimer(uid, inactivity);
  84. }
  85. else
  86. {
  87. StopTimer(uid, inactivity);
  88. }
  89. }
  90. }
  91. }