Clean up station events synchronization code.

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This commit is contained in:
Pieter-Jan Briers
2020-12-23 16:59:50 +01:00
parent a5151af4c1
commit 2e6ab15a2a
6 changed files with 83 additions and 55 deletions

View File

@@ -1,11 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Content.Server.GameTicking;
using Content.Server.Interfaces.GameTicking;
using Content.Server.StationEvents;
using Content.Shared;
using Content.Shared.GameTicking;
using Content.Shared.Network.NetMessages;
using JetBrains.Annotations;
using Robust.Server.Console;
using Robust.Server.Interfaces.Player;
@@ -17,7 +19,6 @@ using Robust.Shared.Interfaces.Reflection;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using static Content.Shared.StationEvents.SharedStationEvent;
namespace Content.Server.GameObjects.EntitySystems.StationEvents
{
@@ -29,6 +30,9 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IGameTicker _gameTicker = default!;
[Dependency] private readonly IConGroupController _conGroupController = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public StationEvent CurrentEvent { get; private set; }
public IReadOnlyCollection<StationEvent> StationEvents => _stationEvents;
@@ -170,30 +174,27 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
// Can't just check debug / release for a default given mappers need to use release mode
// As such we'll always pause it by default.
_configurationManager.OnValueChanged(CCVars.EventsEnabled, value => Enabled = value, true);
_netManager.RegisterNetMessage<MsgGetStationEvents>(nameof(MsgGetStationEvents), GetEventReceived);
_netManager.RegisterNetMessage<MsgRequestStationEvents>(nameof(MsgRequestStationEvents), RxRequest);
_netManager.RegisterNetMessage<MsgStationEvents>(nameof(MsgStationEvents));
}
private void GetEventReceived(MsgGetStationEvents msg)
private void RxRequest(MsgRequestStationEvents msg)
{
var player = _playerManager.GetSessionByChannel(msg.MsgChannel);
SendEvents(player);
if (_playerManager.TryGetSessionByChannel(msg.MsgChannel, out var player))
SendEvents(player);
}
private void SendEvents(IPlayerSession player)
{
if (!IoCManager.Resolve<IConGroupController>().CanCommand(player, "events"))
if (!_conGroupController.CanCommand(player, "events"))
return;
var newMsg = _netManager.CreateNetMessage<MsgGetStationEvents>();
newMsg.Events = new List<string>();
foreach (var e in StationEvents)
{
newMsg.Events.Add(e.Name);
}
var newMsg = _netManager.CreateNetMessage<MsgStationEvents>();
newMsg.Events = StationEvents.Select(e => e.Name).ToArray();
_netManager.ServerSendMessage(newMsg, player.ConnectedClient);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
@@ -254,9 +255,8 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
/// </summary>
private void ResetTimer()
{
var robustRandom = IoCManager.Resolve<IRobustRandom>();
// 5 - 15 minutes. TG does 3-10 but that's pretty frequent
_timeUntilNextEvent = robustRandom.Next(300, 900);
_timeUntilNextEvent = _random.Next(300, 900);
}
/// <summary>
@@ -277,8 +277,7 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
sumOfWeights += (int) stationEvent.Weight;
}
var robustRandom = IoCManager.Resolve<IRobustRandom>();
sumOfWeights = robustRandom.Next(sumOfWeights);
sumOfWeights = _random.Next(sumOfWeights);
foreach (var stationEvent in availableEvents)
{
@@ -301,12 +300,12 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
private List<StationEvent> AvailableEvents(bool ignoreEarliestStart = false)
{
TimeSpan currentTime;
var playerCount = IoCManager.Resolve<IPlayerManager>().PlayerCount;
var playerCount = _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
if (!ignoreEarliestStart)
{
currentTime = IoCManager.Resolve<IGameTiming>().CurTime;
currentTime = _gameTiming.CurTime;
}
else
{