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