using System.Threading;
using System.Threading.Tasks;
using Content.Server.Players.PlayTimeTracking;
using Content.Server.Preferences.Managers;
using Robust.Server.Player;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Database;
/// <summary>
/// Manages per-user data that comes from the database. Ensures it is loaded efficiently on client connect,
/// and ensures data is loaded before allowing players to spawn or such.
/// </summary>
/// <remarks>
/// Actual loading code is handled by separate managers such as <see cref="IServerPreferencesManager"/>.
/// This manager is simply a centralized "is loading done" controller for other code to rely on.
/// </remarks>
public sealed class UserDbDataManager : IPostInjectInit
{
[Dependency] private readonly IServerPreferencesManager _prefs = default!;
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly IPlayTimeTrackingManager _playTimeTracking = default!;
private readonly Dictionary<NetUserId, UserData> _users = new();
private ISawmill _sawmill = default!;
// TODO: Ideally connected/disconnected would be subscribed to IPlayerManager directly,
// but this runs into ordering issues with game ticker.
public void ClientConnected(ICommonSession session)
_sawmill.Verbose($"Initiating load for user {session}");
DebugTools.Assert(!_users.ContainsKey(session.UserId), "We should not have any cached data on client connect.");
var cts = new CancellationTokenSource();
var task = Load(session, cts.Token);
var data = new UserData(cts, task);
_users.Add(session.UserId, data);
}
public void ClientDisconnected(ICommonSession session)
_users.Remove(session.UserId, out var data);
if (data == null)
throw new InvalidOperationException("Did not have cached data in ClientDisconnect!");
data.Cancel.Cancel();
data.Cancel.Dispose();
_prefs.OnClientDisconnected(session);
_playTimeTracking.ClientDisconnected(session);
private async Task Load(ICommonSession session, CancellationToken cancel)
// The task returned by this function is only ever observed by callers of WaitLoadComplete,
// which doesn't even happen currently if the lobby is enabled.
// As such, this task must NOT throw a non-cancellation error!
try
await Task.WhenAll(
_prefs.LoadData(session, cancel),
_playTimeTracking.LoadData(session, cancel));
cancel.ThrowIfCancellationRequested();
_prefs.FinishLoad(session);
_sawmill.Verbose($"Load complete for user {session}");
catch (OperationCanceledException)
_sawmill.Debug($"Load cancelled for user {session}");
// We can rethrow the cancellation.
// This will make the task returned by WaitLoadComplete() also return a cancellation.
throw;
catch (Exception e)
// Must catch all exceptions here, otherwise task may go unobserved.
_sawmill.Error($"Load of user data failed: {e}");
// Kick them from server, since something is hosed. Let them try again I guess.
session.Channel.Disconnect("Loading of server user data failed, this is a bug.");
// We throw a OperationCanceledException so users of WaitLoadComplete() always see cancellation here.
throw new OperationCanceledException("Load of user data cancelled due to unknown error");
/// Wait for all on-database data for a user to be loaded.
/// The task returned by this function may end up in a cancelled state
/// (throwing <see cref="OperationCanceledException"/>) if the user disconnects while loading or an error occurs.
/// <param name="session"></param>
/// <returns>
/// A task that completes when all on-database data for a user has finished loading.
/// </returns>
public Task WaitLoadComplete(ICommonSession session)
return _users[session.UserId].Task;
public bool IsLoadComplete(ICommonSession session)
return GetLoadTask(session).IsCompletedSuccessfully;
public Task GetLoadTask(ICommonSession session)
void IPostInjectInit.PostInject()
_sawmill = _logManager.GetSawmill("userdb");
private sealed record UserData(CancellationTokenSource Cancel, Task Task);