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- using System.Linq;
- using System.Numerics;
- using Content.Server.Announcements;
- using Content.Server.Discord;
- using Content.Server.GameTicking.Events;
- using Content.Server.Ghost;
- using Content.Server.Maps;
- using Content.Server.Roles;
- using Content.Shared.CCVar;
- using Content.Shared.Database;
- using Content.Shared.GameTicking;
- using Content.Shared.Mind;
- using Content.Shared.Players;
- using Content.Shared.Preferences;
- using JetBrains.Annotations;
- using Prometheus;
- using Robust.Shared.Asynchronous;
- using Robust.Shared.Audio;
- using Robust.Shared.EntitySerialization;
- using Robust.Shared.EntitySerialization.Systems;
- using Robust.Shared.Map;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Network;
- using Robust.Shared.Player;
- using Robust.Shared.Random;
- using Robust.Shared.Utility;
- namespace Content.Server.GameTicking
- {
- public sealed partial class GameTicker
- {
- [Dependency] private readonly DiscordWebhook _discord = default!;
- [Dependency] private readonly RoleSystem _role = default!;
- [Dependency] private readonly ITaskManager _taskManager = default!;
- 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.");
- #if EXCEPTION_TOLERANCE
- [ViewVariables]
- private int _roundStartFailCount = 0;
- #endif
- [ViewVariables]
- private bool _startingRound;
- [ViewVariables]
- private GameRunLevel _runLevel;
- private RoundEndMessageEvent.RoundEndPlayerInfo[]? _replayRoundPlayerInfo;
- private string? _replayRoundText;
- [ViewVariables]
- public GameRunLevel RunLevel
- {
- get => _runLevel;
- private set
- {
- // Game admins can run `restartroundnow` while still in-lobby, which'd break things with this check.
- // if (_runLevel == value) return;
- var old = _runLevel;
- _runLevel = value;
- RaiseLocalEvent(new GameRunLevelChangedEvent(old, value));
- }
- }
- /// <summary>
- /// Returns true if the round's map is eligible to be updated.
- /// </summary>
- /// <returns></returns>
- public bool CanUpdateMap()
- {
- return RunLevel == GameRunLevel.PreRoundLobby &&
- _roundStartTime - RoundPreloadTime > _gameTiming.CurTime;
- }
- /// <summary>
- /// Loads all the maps for the given round.
- /// </summary>
- /// <remarks>
- /// Must be called before the runlevel is set to InRound.
- /// </remarks>
- private void LoadMaps()
- {
- if (_mapManager.MapExists(DefaultMap))
- return;
- AddGamePresetRules();
- var maps = new List<GameMapPrototype>();
- // the map might have been force-set by something
- // (i.e. votemap or forcemap)
- var mainStationMap = _gameMapManager.GetSelectedMap();
- if (mainStationMap == null)
- {
- // otherwise set the map using the config rules
- _gameMapManager.SelectMapByConfigRules();
- mainStationMap = _gameMapManager.GetSelectedMap();
- }
- // Small chance the above could return no map.
- // ideally SelectMapByConfigRules will always find a valid map
- if (mainStationMap != null)
- {
- maps.Add(mainStationMap);
- }
- else
- {
- throw new Exception("invalid config; couldn't select a valid station map!");
- }
- if (CurrentPreset?.MapPool != null &&
- _prototypeManager.TryIndex<GameMapPoolPrototype>(CurrentPreset.MapPool, out var pool) &&
- !pool.Maps.Contains(mainStationMap.ID))
- {
- var msg = Loc.GetString("game-ticker-start-round-invalid-map",
- ("map", mainStationMap.MapName),
- ("mode", Loc.GetString(CurrentPreset.ModeTitle)));
- Log.Debug(msg);
- SendServerMessage(msg);
- }
- // Let game rules dictate what maps we should load.
- RaiseLocalEvent(new LoadingMapsEvent(maps));
- if (maps.Count == 0)
- {
- _map.CreateMap(out var mapId, runMapInit: false);
- DefaultMap = mapId;
- return;
- }
- for (var i = 0; i < maps.Count; i++)
- {
- LoadGameMap(maps[i], out var mapId);
- DebugTools.Assert(!_map.IsInitialized(mapId));
- if (i == 0)
- DefaultMap = mapId;
- }
- }
- public PreGameMapLoad RaisePreLoad(
- GameMapPrototype proto,
- DeserializationOptions? opts = null,
- Vector2? offset = null,
- Angle? rot = null)
- {
- offset ??= proto.MaxRandomOffset != 0f
- ? _robustRandom.NextVector2(proto.MaxRandomOffset)
- : Vector2.Zero;
- rot ??= proto.RandomRotation
- ? _robustRandom.NextAngle()
- : Angle.Zero;
- opts ??= DeserializationOptions.Default;
- var ev = new PreGameMapLoad(proto, opts.Value, offset.Value, rot.Value);
- RaiseLocalEvent(ev);
- return ev;
- }
- /// <summary>
- /// Loads a new map, allowing systems interested in it to handle loading events.
- /// In the base game, this is required to be used if you want to load a station.
- /// This does not initialze maps, unles specified via the <see cref="DeserializationOptions"/>.
- /// </summary>
- /// <remarks>
- /// This is basically a wrapper around a <see cref="MapLoaderSystem"/> method that auto generate
- /// some <see cref="MapLoadOptions"/> using information in a prototype, and raise some events to allow content
- /// to modify the options and react to the map creation.
- /// </remarks>
- /// <param name="proto">Game map prototype to load in.</param>
- /// <param name="mapId">The id of the map that was loaded.</param>
- /// <param name="options">Entity loading options, including whether the maps should be initialized.</param>
- /// <param name="stationName">Name to assign to the loaded station.</param>
- /// <returns>All loaded entities and grids.</returns>
- public IReadOnlyList<EntityUid> LoadGameMap(
- GameMapPrototype proto,
- out MapId mapId,
- DeserializationOptions? options = null,
- string? stationName = null,
- Vector2? offset = null,
- Angle? rot = null)
- {
- var ev = RaisePreLoad(proto, options, offset, rot);
- if (ev.GameMap.IsGrid)
- {
- var mapUid = _map.CreateMap(out mapId);
- if (!_loader.TryLoadGrid(mapId,
- ev.GameMap.MapPath,
- out var grid,
- ev.Options,
- ev.Offset,
- ev.Rotation))
- {
- throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
- }
- _metaData.SetEntityName(mapUid, proto.MapName);
- var g = new List<EntityUid> {grid.Value.Owner};
- RaiseLocalEvent(new PostGameMapLoad(proto, mapId, g, stationName));
- return g;
- }
- if (!_loader.TryLoadMap(ev.GameMap.MapPath,
- out var map,
- out var grids,
- ev.Options,
- ev.Offset,
- ev.Rotation))
- {
- throw new Exception($"Failed to load game map {ev.GameMap.ID}");
- }
- mapId = map.Value.Comp.MapId;
- _metaData.SetEntityName(map.Value.Owner, proto.MapName);
- var gridUids = grids.Select(x => x.Owner).ToList();
- RaiseLocalEvent(new PostGameMapLoad(proto, mapId, gridUids, stationName));
- return gridUids;
- }
- /// <summary>
- /// Variant of <see cref="LoadGameMap"/> that attempts to assign the provided <see cref="MapId"/> to the
- /// loaded map.
- /// </summary>
- public IReadOnlyList<EntityUid> LoadGameMapWithId(
- GameMapPrototype proto,
- MapId mapId,
- DeserializationOptions? opts = null,
- string? stationName = null,
- Vector2? offset = null,
- Angle? rot = null)
- {
- var ev = RaisePreLoad(proto, opts, offset, rot);
- if (ev.GameMap.IsGrid)
- {
- var mapUid = _map.CreateMap(mapId);
- if (!_loader.TryLoadGrid(mapId,
- ev.GameMap.MapPath,
- out var grid,
- ev.Options,
- ev.Offset,
- ev.Rotation))
- {
- throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
- }
- _metaData.SetEntityName(mapUid, proto.MapName);
- var g = new List<EntityUid> {grid.Value.Owner};
- RaiseLocalEvent(new PostGameMapLoad(proto, mapId, g, stationName));
- return g;
- }
- if (!_loader.TryLoadMapWithId(
- mapId,
- ev.GameMap.MapPath,
- out var map,
- out var grids,
- ev.Options,
- ev.Offset,
- ev.Rotation))
- {
- throw new Exception($"Failed to load map");
- }
- _metaData.SetEntityName(map.Value.Owner, proto.MapName);
- var gridUids = grids.Select(x => x.Owner).ToList();
- RaiseLocalEvent(new PostGameMapLoad(proto, mapId, gridUids, stationName));
- return gridUids;
- }
- /// <summary>
- /// Variant of <see cref="LoadGameMap"/> that loads and then merges a game map onto an existing map.
- /// </summary>
- public IReadOnlyList<EntityUid> MergeGameMap(
- GameMapPrototype proto,
- MapId targetMap,
- DeserializationOptions? opts = null,
- string? stationName = null,
- Vector2? offset = null,
- Angle? rot = null)
- {
- // TODO MAP LOADING use a new event?
- // This is quite different from the other methods, which will actually create a **new** map.
- var ev = RaisePreLoad(proto, opts, offset, rot);
- if (ev.GameMap.IsGrid)
- {
- if (!_loader.TryLoadGrid(targetMap,
- ev.GameMap.MapPath,
- out var grid,
- ev.Options,
- ev.Offset,
- ev.Rotation))
- {
- throw new Exception($"Failed to load game-map grid {ev.GameMap.ID}");
- }
- var g = new List<EntityUid> {grid.Value.Owner};
- // TODO MAP LOADING use a new event?
- RaiseLocalEvent(new PostGameMapLoad(proto, targetMap, g, stationName));
- return g;
- }
- if (!_loader.TryMergeMap(targetMap,
- ev.GameMap.MapPath,
- out var grids,
- ev.Options,
- ev.Offset,
- ev.Rotation))
- {
- throw new Exception($"Failed to load map");
- }
- var gridUids = grids.Select(x => x.Owner).ToList();
- // TODO MAP LOADING use a new event?
- RaiseLocalEvent(new PostGameMapLoad(proto, targetMap, gridUids, stationName));
- return gridUids;
- }
- public int ReadyPlayerCount()
- {
- var total = 0;
- foreach (var (userId, status) in _playerGameStatuses)
- {
- if (LobbyEnabled && status == PlayerGameStatus.NotReadyToPlay)
- continue;
- if (!_playerManager.TryGetSessionById(userId, out _))
- continue;
- total++;
- }
- return total;
- }
- public void StartRound(bool force = false)
- {
- #if EXCEPTION_TOLERANCE
- try
- {
- #endif
- // If this game ticker is a dummy or the round is already being started, do nothing!
- if (DummyTicker || _startingRound)
- return;
- _startingRound = true;
- if (RoundId == 0)
- IncrementRoundNumber();
- ReplayStartRound();
- DebugTools.Assert(RunLevel == GameRunLevel.PreRoundLobby);
- _sawmill.Info("Starting round!");
- SendServerMessage(Loc.GetString("game-ticker-start-round"));
- var readyPlayers = new List<ICommonSession>();
- var readyPlayerProfiles = new Dictionary<NetUserId, HumanoidCharacterProfile>();
- var autoDeAdmin = _cfg.GetCVar(CCVars.AdminDeadminOnJoin);
- foreach (var (userId, status) in _playerGameStatuses)
- {
- if (LobbyEnabled && status != PlayerGameStatus.ReadyToPlay) continue;
- if (!_playerManager.TryGetSessionById(userId, out var session)) continue;
- if (autoDeAdmin && _adminManager.IsAdmin(session))
- {
- _adminManager.DeAdmin(session);
- }
- #if DEBUG
- DebugTools.Assert(_userDb.IsLoadComplete(session), $"Player was readied up but didn't have user DB data loaded yet??");
- #endif
- readyPlayers.Add(session);
- HumanoidCharacterProfile profile;
- if (_prefsManager.TryGetCachedPreferences(userId, out var preferences))
- {
- profile = (HumanoidCharacterProfile) preferences.SelectedCharacter;
- }
- else
- {
- profile = HumanoidCharacterProfile.Random();
- }
- readyPlayerProfiles.Add(userId, profile);
- }
- DebugTools.AssertEqual(readyPlayers.Count, ReadyPlayerCount());
- // Just in case it hasn't been loaded previously we'll try loading it.
- LoadMaps();
- // map has been selected so update the lobby info text
- // applies to players who didn't ready up
- UpdateInfoText();
- StartGamePresetRules();
- RoundLengthMetric.Set(0);
- var startingEvent = new RoundStartingEvent(RoundId);
- RaiseLocalEvent(startingEvent);
- var origReadyPlayers = readyPlayers.ToArray();
- if (!StartPreset(origReadyPlayers, force))
- {
- _startingRound = false;
- return;
- }
- // MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
- _map.InitializeMap(DefaultMap);
- SpawnPlayers(readyPlayers, readyPlayerProfiles, force);
- _roundStartDateTime = DateTime.UtcNow;
- RunLevel = GameRunLevel.InRound;
- RoundStartTimeSpan = _gameTiming.CurTime;
- SendStatusToAll();
- ReqWindowAttentionAll();
- UpdateLateJoinStatus();
- AnnounceRound();
- UpdateInfoText();
- SendRoundStartedDiscordMessage();
- #if EXCEPTION_TOLERANCE
- }
- catch (Exception e)
- {
- _roundStartFailCount++;
- if (RoundStartFailShutdownCount > 0 && _roundStartFailCount >= RoundStartFailShutdownCount)
- {
- _sawmill.Fatal($"Failed to start a round {_roundStartFailCount} time(s) in a row... Shutting down!");
- _runtimeLog.LogException(e, nameof(GameTicker));
- _baseServer.Shutdown("Restarting server");
- return;
- }
- _sawmill.Error($"Exception caught while trying to start the round! Restarting round...");
- _runtimeLog.LogException(e, nameof(GameTicker));
- _startingRound = false;
- RestartRound();
- return;
- }
- // Round started successfully! Reset counter...
- _roundStartFailCount = 0;
- #endif
- _startingRound = false;
- }
- private void RefreshLateJoinAllowed()
- {
- var refresh = new RefreshLateJoinAllowedEvent();
- RaiseLocalEvent(refresh);
- DisallowLateJoin = refresh.DisallowLateJoin;
- }
- public void EndRound(string text = "")
- {
- // If this game ticker is a dummy, do nothing!
- if (DummyTicker)
- return;
- DebugTools.Assert(RunLevel == GameRunLevel.InRound);
- _sawmill.Info("Ending round!");
- RunLevel = GameRunLevel.PostRound;
- try
- {
- ShowRoundEndScoreboard(text);
- }
- catch (Exception e)
- {
- Log.Error($"Error while showing round end scoreboard: {e}");
- }
- try
- {
- SendRoundEndDiscordMessage();
- }
- catch (Exception e)
- {
- Log.Error($"Error while sending round end Discord message: {e}");
- }
- }
- public void ShowRoundEndScoreboard(string text = "")
- {
- // Log end of round
- _adminLogger.Add(LogType.EmergencyShuttle, LogImpact.High, $"Round ended, showing summary");
- //Tell every client the round has ended.
- var gamemodeTitle = CurrentPreset != null ? Loc.GetString(CurrentPreset.ModeTitle) : string.Empty;
- // Let things add text here.
- var textEv = new RoundEndTextAppendEvent();
- RaiseLocalEvent(textEv);
- var roundEndText = $"{text}\n{textEv.Text}";
- //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 = EntityQueryEnumerator<MindComponent>();
- var pvsOverride = _cfg.GetCVar(CCVars.RoundEndPVSOverrides);
- while (allMinds.MoveNext(out var mindId, out var mind))
- {
- // TODO don't list redundant observer roles?
- // I.e., if a player was an observer ghost, then a hamster ghost role, maybe just list hamster and not
- // the observer role?
- var userId = mind.UserId ?? mind.OriginalOwnerUserId;
- var connected = false;
- var observer = _role.MindHasRole<ObserverRoleComponent>(mindId);
- // Continuing
- if (userId != null && _playerManager.ValidSessionId(userId.Value))
- {
- connected = true;
- }
- ContentPlayerData? contentPlayerData = null;
- if (userId != null && _playerManager.TryGetPlayerData(userId.Value, out var playerData))
- {
- contentPlayerData = playerData.ContentData();
- }
- // Finish
- var antag = _roles.MindIsAntagonist(mindId);
- var playerIcName = "Unknown";
- if (mind.CharacterName != null)
- playerIcName = mind.CharacterName;
- else if (mind.CurrentEntity != null && TryName(mind.CurrentEntity.Value, out var icName))
- playerIcName = icName;
- if (TryGetEntity(mind.OriginalOwnedEntity, out var entity) && pvsOverride)
- {
- _pvsOverride.AddGlobalOverride(GetNetEntity(entity.Value), recursive: true);
- }
- var roles = _roles.MindGetAllRoleInfo(mindId);
- 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,
- PlayerGuid = userId,
- PlayerNetEntity = GetNetEntity(entity),
- Role = antag
- ? roles.First(role => role.Antagonist).Name
- : roles.FirstOrDefault().Name ?? Loc.GetString("game-ticker-unknown-role"),
- Antag = antag,
- JobPrototypes = roles.Where(role => !role.Antagonist).Select(role => role.Prototype).ToArray(),
- AntagPrototypes = roles.Where(role => role.Antagonist).Select(role => role.Prototype).ToArray(),
- 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();
- var sound = RoundEndSoundCollection == null ? null : _audio.ResolveSound(new SoundCollectionSpecifier(RoundEndSoundCollection));
- var roundEndMessageEvent = new RoundEndMessageEvent(
- gamemodeTitle,
- roundEndText,
- roundDuration,
- RoundId,
- listOfPlayerInfoFinal.Length,
- listOfPlayerInfoFinal,
- sound
- );
- RaiseNetworkEvent(roundEndMessageEvent);
- RaiseLocalEvent(roundEndMessageEvent);
- _replayRoundPlayerInfo = listOfPlayerInfoFinal;
- _replayRoundText = roundEndText;
- }
- private async void SendRoundEndDiscordMessage()
- {
- try
- {
- if (_webhookIdentifier == null)
- return;
- var duration = RoundDuration();
- var content = Loc.GetString("discord-round-notifications-end",
- ("id", RoundId),
- ("hours", Math.Truncate(duration.TotalHours)),
- ("minutes", duration.Minutes),
- ("seconds", duration.Seconds));
- var payload = new WebhookPayload { Content = content };
- await _discord.CreateMessage(_webhookIdentifier.Value, payload);
- if (DiscordRoundEndRole == null)
- return;
- content = Loc.GetString("discord-round-notifications-end-ping", ("roleId", DiscordRoundEndRole));
- payload = new WebhookPayload { Content = content };
- payload.AllowedMentions.AllowRoleMentions();
- await _discord.CreateMessage(_webhookIdentifier.Value, payload);
- }
- catch (Exception e)
- {
- Log.Error($"Error while sending discord round end message:\n{e}");
- }
- }
- public void RestartRound()
- {
- // If this game ticker is a dummy, do nothing!
- if (DummyTicker)
- return;
- ReplayEndRound();
- // Handle restart for server update
- if (_serverUpdates.RoundEnded())
- return;
- _sawmill.Info("Restarting round!");
- SendServerMessage(Loc.GetString("game-ticker-restart-round"));
- RoundNumberMetric.Inc();
- PlayersJoinedRoundNormally = 0;
- RunLevel = GameRunLevel.PreRoundLobby;
- RandomizeLobbyBackground();
- ResettingCleanup();
- IncrementRoundNumber();
- SendRoundStartingDiscordMessage();
- if (!LobbyEnabled)
- {
- StartRound();
- }
- else
- {
- if (_playerManager.PlayerCount == 0)
- _roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
- else
- _roundStartTime = _gameTiming.CurTime + LobbyDuration;
- SendStatusToAll();
- UpdateInfoText();
- ReqWindowAttentionAll();
- }
- }
- private async void SendRoundStartingDiscordMessage()
- {
- try
- {
- if (_webhookIdentifier == null)
- return;
- var content = Loc.GetString("discord-round-notifications-new");
- var payload = new WebhookPayload { Content = content };
- await _discord.CreateMessage(_webhookIdentifier.Value, payload);
- }
- catch (Exception e)
- {
- Log.Error($"Error while sending discord round starting message:\n{e}");
- }
- }
- /// <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.Sessions)
- {
- PlayerJoinLobby(player);
- }
- // 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);
- EntityManager.FlushEntities();
- _mapManager.Restart();
- _banManager.Restart();
- _gameMapManager.ClearSelectedMap();
- // Clear up any game rules.
- ClearGameRules();
- CurrentPreset = null;
- _allPreviousGameRules.Clear();
- DisallowLateJoin = false;
- _playerGameStatuses.Clear();
- foreach (var session in _playerManager.Sessions)
- {
- _playerGameStatuses[session.UserId] = LobbyEnabled ? PlayerGameStatus.NotReadyToPlay : PlayerGameStatus.ReadyToPlay;
- }
- }
- 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 (_roundStartTime == TimeSpan.Zero ||
- RunLevel != GameRunLevel.PreRoundLobby ||
- Paused ||
- _roundStartTime - RoundPreloadTime > _gameTiming.CurTime ||
- _roundStartCountdownHasNotStartedYetDueToNoPlayers)
- {
- return;
- }
- if (_roundStartTime < _gameTiming.CurTime)
- {
- StartRound();
- }
- // Preload maps so we can start faster
- else if (_roundStartTime - RoundPreloadTime < _gameTiming.CurTime)
- {
- LoadMaps();
- }
- }
- private void AnnounceRound()
- {
- if (CurrentPreset == null) return;
- var options = _prototypeManager.EnumeratePrototypes<RoundAnnouncementPrototype>().ToList();
- if (options.Count == 0)
- return;
- var proto = _robustRandom.Pick(options);
- if (proto.Message != null)
- _chatSystem.DispatchGlobalAnnouncement(Loc.GetString(proto.Message), playSound: true);
- if (proto.Sound != null)
- _audio.PlayGlobal(proto.Sound, Filter.Broadcast(), true);
- }
- private async void SendRoundStartedDiscordMessage()
- {
- try
- {
- if (_webhookIdentifier == null)
- return;
- var mapName = _gameMapManager.GetSelectedMap()?.MapName ?? Loc.GetString("discord-round-notifications-unknown-map");
- var content = Loc.GetString("discord-round-notifications-started", ("id", RoundId), ("map", mapName));
- var payload = new WebhookPayload { Content = content };
- await _discord.CreateMessage(_webhookIdentifier.Value, payload);
- }
- catch (Exception e)
- {
- Log.Error($"Error while sending discord round start message:\n{e}");
- }
- }
- }
- public enum GameRunLevel
- {
- PreRoundLobby = 0,
- InRound = 1,
- PostRound = 2
- }
- public sealed class GameRunLevelChangedEvent
- {
- public GameRunLevel Old { get; }
- public GameRunLevel New { get; }
- public GameRunLevelChangedEvent(GameRunLevel old, GameRunLevel @new)
- {
- Old = old;
- New = @new;
- }
- }
- /// <summary>
- /// Event raised before maps are loaded in pre-round setup.
- /// Contains a list of game map prototypes to load; modify it if you want to load different maps,
- /// for example as part of a game rule.
- /// </summary>
- [PublicAPI]
- public sealed class LoadingMapsEvent : EntityEventArgs
- {
- public List<GameMapPrototype> Maps;
- public LoadingMapsEvent(List<GameMapPrototype> maps)
- {
- Maps = maps;
- }
- }
- /// <summary>
- /// Event raised before the game loads a given map.
- /// This event is mutable, and load options should be tweaked if necessary.
- /// </summary>
- /// <remarks>
- /// You likely want to subscribe to this after StationSystem.
- /// </remarks>
- [PublicAPI]
- public sealed class PreGameMapLoad(GameMapPrototype gameMap, DeserializationOptions options, Vector2 offset, Angle rotation) : EntityEventArgs
- {
- public readonly GameMapPrototype GameMap = gameMap;
- public DeserializationOptions Options = options;
- public Vector2 Offset = offset;
- public Angle Rotation = rotation;
- }
- /// <summary>
- /// Event raised after the game loads a given map.
- /// </summary>
- /// <remarks>
- /// You likely want to subscribe to this after StationSystem.
- /// </remarks>
- [PublicAPI]
- public sealed class PostGameMapLoad : EntityEventArgs
- {
- public readonly GameMapPrototype GameMap;
- public readonly MapId Map;
- public readonly IReadOnlyList<EntityUid> Grids;
- public readonly string? StationName;
- public PostGameMapLoad(GameMapPrototype gameMap, MapId map, IReadOnlyList<EntityUid> grids, string? stationName)
- {
- GameMap = gameMap;
- Map = map;
- Grids = grids;
- StationName = stationName;
- }
- }
- /// <summary>
- /// Event raised to refresh the late join status.
- /// If you want to disallow late joins, listen to this and call Disallow.
- /// </summary>
- public sealed class RefreshLateJoinAllowedEvent
- {
- public bool DisallowLateJoin { get; private set; } = false;
- public void Disallow()
- {
- DisallowLateJoin = true;
- }
- }
- /// <summary>
- /// Attempt event raised on round start.
- /// This can be listened to by GameRule systems to cancel round start if some condition is not met, like player count.
- /// </summary>
- public sealed class RoundStartAttemptEvent : CancellableEntityEventArgs
- {
- public ICommonSession[] Players { get; }
- public bool Forced { get; }
- public RoundStartAttemptEvent(ICommonSession[] players, bool forced)
- {
- Players = players;
- Forced = forced;
- }
- }
- /// <summary>
- /// Event raised before readied up players are spawned and given jobs by the GameTicker.
- /// You can use this to spawn people off-station, like in the case of nuke ops or wizard.
- /// Remove the players you spawned from the PlayerPool and call <see cref="GameTicker.PlayerJoinGame"/> on them.
- /// </summary>
- public sealed class RulePlayerSpawningEvent
- {
- /// <summary>
- /// Pool of players to be spawned.
- /// If you want to handle a specific player being spawned, remove it from this list and do what you need.
- /// </summary>
- /// <remarks>If you spawn a player by yourself from this event, don't forget to call <see cref="GameTicker.PlayerJoinGame"/> on them.</remarks>
- public List<ICommonSession> PlayerPool { get; }
- public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
- public bool Forced { get; }
- public RulePlayerSpawningEvent(List<ICommonSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
- {
- PlayerPool = playerPool;
- Profiles = profiles;
- Forced = forced;
- }
- }
- /// <summary>
- /// Event raised after players were assigned jobs by the GameTicker and have been spawned in.
- /// You can give on-station people special roles by listening to this event.
- /// </summary>
- public sealed class RulePlayerJobsAssignedEvent
- {
- public ICommonSession[] Players { get; }
- public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
- public bool Forced { get; }
- public RulePlayerJobsAssignedEvent(ICommonSession[] players, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
- {
- Players = players;
- Profiles = profiles;
- Forced = forced;
- }
- }
- /// <summary>
- /// Event raised to allow subscribers to add text to the round end summary screen.
- /// </summary>
- public sealed class RoundEndTextAppendEvent
- {
- private bool _doNewLine;
- /// <summary>
- /// Text to display in the round end summary screen.
- /// </summary>
- public string Text { get; private set; } = string.Empty;
- /// <summary>
- /// Invoke this method to add text to the round end summary screen.
- /// </summary>
- /// <param name="text"></param>
- public void AddLine(string text)
- {
- if (_doNewLine)
- Text += "\n";
- Text += text;
- _doNewLine = true;
- }
- }
- }
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