Play time tracking: Job timers 3: more titles: when the (#9978)

Co-authored-by: Veritius <veritiusgaming@gmail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Pieter-Jan Briers
2022-08-07 08:00:42 +02:00
committed by GitHub
parent 6b94db0336
commit e852ada6c8
91 changed files with 5044 additions and 247 deletions

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using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.Database;
using Content.Shared.CCVar;
using Content.Shared.Players.PlayTimeTracking;
using Robust.Server.Player;
using Robust.Shared.Asynchronous;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.Exceptions;
using Robust.Shared.Network;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Players.PlayTimeTracking;
public delegate void CalcPlayTimeTrackersCallback(IPlayerSession player, HashSet<string> trackers);
/// <summary>
/// Tracks play time for players, across all roles.
/// </summary>
/// <remarks>
/// <para>
/// Play time is tracked in distinct "trackers" (defined in <see cref="PlayTimeTrackerPrototype"/>).
/// Most jobs correspond to one such tracker, but there are also more trackers like <c>"Overall"</c> which tracks cumulative playtime across all roles.
/// </para>
/// <para>
/// To actually figure out what trackers are active, <see cref="CalcTrackers"/> is invoked in a "refresh".
/// The next time the trackers are refreshed, these trackers all get the time since the last refresh added.
/// Refreshes are triggered by <see cref="QueueRefreshTrackers"/>, and should be raised through events such as players' roles changing.
/// </para>
/// <para>
/// Because the calculation system does not persistently keep ticking timers,
/// APIs like <see cref="GetPlayTimeForTracker"/> will not see live-updating information.
/// A light-weight form of refresh is a "flush" through <see cref="FlushTracker"/>.
/// This will not cause active trackers to be re-calculated like a refresh,
/// but it will ensure stored play time info is up to date.
/// </para>
/// <para>
/// Trackers are auto-saved to DB on a cvar-configured interval. This interval is independent of refreshes,
/// but does do a flush to get the latest info.
/// Some things like round restarts and player disconnects cause immediate saving of one or all sessions.
/// </para>
/// <para>
/// Tracker data is loaded from the database when the client connects as part of <see cref="UserDbDataManager"/>.
/// </para>
/// <para>
/// Timing logic in this manager is ran **out** of simulation.
/// This means that we use real time, not simulation time, for timing everything here.
/// </para>
/// <para>
/// Operations like refreshing and sending play time info to clients are deferred until the next frame (note: not tick).
/// </para>
/// </remarks>
public sealed class PlayTimeTrackingManager
{
[Dependency] private readonly IServerDbManager _db = default!;
[Dependency] private readonly IServerNetManager _net = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ITaskManager _task = default!;
[Dependency] private readonly IRuntimeLog _runtimeLog = default!;
private ISawmill _sawmill = default!;
// List of players that need some kind of update (refresh timers or resend).
private ValueList<IPlayerSession> _playersDirty;
// DB auto-saving logic.
private TimeSpan _saveInterval;
private TimeSpan _lastSave;
// List of pending DB save operations.
// We must block server shutdown on these to avoid losing data.
private readonly List<Task> _pendingSaveTasks = new();
private readonly Dictionary<IPlayerSession, PlayTimeData> _playTimeData = new();
public event CalcPlayTimeTrackersCallback? CalcTrackers;
public void Initialize()
{
_sawmill = Logger.GetSawmill("play_time");
_net.RegisterNetMessage<MsgPlayTime>();
_cfg.OnValueChanged(CCVars.PlayTimeSaveInterval, f => _saveInterval = TimeSpan.FromSeconds(f), true);
}
public void Shutdown()
{
Save();
_task.BlockWaitOnTask(Task.WhenAll(_pendingSaveTasks));
}
public void Update()
{
// NOTE: This is run **out** of simulation. This is intentional.
UpdateDirtyPlayers();
if (_timing.RealTime < _lastSave + _saveInterval)
return;
Save();
}
private void UpdateDirtyPlayers()
{
if (_playersDirty.Count == 0)
return;
var time = _timing.RealTime;
foreach (var player in _playersDirty)
{
if (!_playTimeData.TryGetValue(player, out var data))
continue;
DebugTools.Assert(data.IsDirty);
if (data.NeedRefreshTackers)
{
RefreshSingleTracker(player, data, time);
data.NeedRefreshTackers = true;
}
if (data.NeedSendTimers)
{
SendPlayTimes(player);
data.NeedSendTimers = false;
}
data.IsDirty = false;
}
_playersDirty.Clear();
}
private void RefreshSingleTracker(IPlayerSession dirty, PlayTimeData data, TimeSpan time)
{
DebugTools.Assert(data.Initialized);
FlushSingleTracker(data, time);
data.NeedRefreshTackers = false;
data.ActiveTrackers.Clear();
// Fetch new trackers.
// Inside try catch to avoid state corruption from bad callback code.
try
{
CalcTrackers?.Invoke(dirty, data.ActiveTrackers);
}
catch (Exception e)
{
_runtimeLog.LogException(e, "PlayTime CalcTrackers");
data.ActiveTrackers.Clear();
}
}
/// <summary>
/// Flush all trackers for all players.
/// </summary>
/// <seealso cref="FlushTracker"/>
public void FlushAllTrackers()
{
var time = _timing.RealTime;
foreach (var data in _playTimeData.Values)
{
FlushSingleTracker(data, time);
}
}
/// <summary>
/// Flush time tracker information for a player,
/// so APIs like <see cref="GetPlayTimeForTracker"/> return up-to-date info.
/// </summary>
/// <seealso cref="FlushAllTrackers"/>
public void FlushTracker(IPlayerSession player)
{
var time = _timing.RealTime;
var data = _playTimeData[player];
FlushSingleTracker(data, time);
}
private static void FlushSingleTracker(PlayTimeData data, TimeSpan time)
{
var delta = time - data.LastUpdate;
data.LastUpdate = time;
// Flush active trackers into semi-permanent storage.
foreach (var active in data.ActiveTrackers)
{
AddTimeToTracker(data, active, delta);
}
}
private void SendPlayTimes(IPlayerSession pSession)
{
var roles = GetTrackerTimes(pSession);
var msg = new MsgPlayTime
{
Trackers = roles
};
_net.ServerSendMessage(msg, pSession.ConnectedClient);
}
/// <summary>
/// Save all modified time trackers for all players to the database.
/// </summary>
public async void Save()
{
FlushAllTrackers();
_lastSave = _timing.RealTime;
TrackPending(DoSaveAsync());
}
/// <summary>
/// Save all modified time trackers for a player to the database.
/// </summary>
public async void SaveSession(IPlayerSession session)
{
// This causes all trackers to refresh, ah well.
FlushAllTrackers();
TrackPending(DoSaveSessionAsync(session));
}
/// <summary>
/// Track a database save task to make sure we block server shutdown on it.
/// </summary>
private async void TrackPending(Task task)
{
_pendingSaveTasks.Add(task);
try
{
await task;
}
finally
{
_pendingSaveTasks.Remove(task);
}
}
private async Task DoSaveAsync()
{
var log = new List<PlayTimeUpdate>();
foreach (var (player, data) in _playTimeData)
{
foreach (var tracker in data.DbTrackersDirty)
{
log.Add(new PlayTimeUpdate(player.UserId, tracker, data.TrackerTimes[tracker]));
}
data.DbTrackersDirty.Clear();
}
if (log.Count == 0)
return;
// NOTE: we do replace updates here, not incremental additions.
// This means that if you're playing on two servers at the same time, they'll step on each other's feet.
// This is considered fine.
await _db.UpdatePlayTimes(log);
_sawmill.Debug($"Saved {log.Count} trackers");
}
private async Task DoSaveSessionAsync(IPlayerSession session)
{
var log = new List<PlayTimeUpdate>();
var data = _playTimeData[session];
foreach (var tracker in data.DbTrackersDirty)
{
log.Add(new PlayTimeUpdate(session.UserId, tracker, data.TrackerTimes[tracker]));
}
data.DbTrackersDirty.Clear();
// NOTE: we do replace updates here, not incremental additions.
// This means that if you're playing on two servers at the same time, they'll step on each other's feet.
// This is considered fine.
await _db.UpdatePlayTimes(log);
_sawmill.Debug($"Saved {log.Count} trackers for {session.Name}");
}
public async Task LoadData(IPlayerSession session, CancellationToken cancel)
{
var data = new PlayTimeData();
_playTimeData.Add(session, data);
var playTimes = await _db.GetPlayTimes(session.UserId);
cancel.ThrowIfCancellationRequested();
foreach (var timer in playTimes)
{
data.TrackerTimes.Add(timer.Tracker, timer.TimeSpent);
}
data.Initialized = true;
QueueRefreshTrackers(session);
QueueSendTimers(session);
}
public void ClientDisconnected(IPlayerSession session)
{
SaveSession(session);
_playTimeData.Remove(session);
}
public void AddTimeToTracker(IPlayerSession id, string tracker, TimeSpan time)
{
if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
throw new InvalidOperationException("Play time info is not yet loaded for this player!");
AddTimeToTracker(data, tracker, time);
}
private static void AddTimeToTracker(PlayTimeData data, string tracker, TimeSpan time)
{
ref var timer = ref CollectionsMarshal.GetValueRefOrAddDefault(data.TrackerTimes, tracker, out _);
timer += time;
data.DbTrackersDirty.Add(tracker);
}
public void AddTimeToOverallPlaytime(IPlayerSession id, TimeSpan time)
{
AddTimeToTracker(id, PlayTimeTrackingShared.TrackerOverall, time);
}
public TimeSpan GetOverallPlaytime(IPlayerSession id)
{
return GetPlayTimeForTracker(id, PlayTimeTrackingShared.TrackerOverall);
}
public Dictionary<string, TimeSpan> GetTrackerTimes(IPlayerSession id)
{
if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
throw new InvalidOperationException("Play time info is not yet loaded for this player!");
return data.TrackerTimes;
}
public TimeSpan GetPlayTimeForTracker(IPlayerSession id, string tracker)
{
if (!_playTimeData.TryGetValue(id, out var data) || !data.Initialized)
throw new InvalidOperationException("Play time info is not yet loaded for this player!");
return data.TrackerTimes.GetValueOrDefault(tracker);
}
/// <summary>
/// Queue for play time trackers to be refreshed on a player, in case the set of active trackers may have changed.
/// </summary>
public void QueueRefreshTrackers(IPlayerSession player)
{
if (DirtyPlayer(player) is { } data)
data.NeedRefreshTackers = true;
}
/// <summary>
/// Queue for play time information to be sent to a client, for showing in UIs etc.
/// </summary>
public void QueueSendTimers(IPlayerSession player)
{
if (DirtyPlayer(player) is { } data)
data.NeedSendTimers = true;
}
private PlayTimeData? DirtyPlayer(IPlayerSession player)
{
if (!_playTimeData.TryGetValue(player, out var data) || !data.Initialized)
return null;
if (!data.IsDirty)
{
data.IsDirty = true;
_playersDirty.Add(player);
}
return data;
}
/// <summary>
/// Play time info for a particular player.
/// </summary>
private sealed class PlayTimeData
{
// Queued update flags
public bool IsDirty;
public bool NeedRefreshTackers;
public bool NeedSendTimers;
// Active tracking info
public readonly HashSet<string> ActiveTrackers = new();
public TimeSpan LastUpdate;
// Stored tracked time info.
/// <summary>
/// Have we finished retrieving our data from the DB?
/// </summary>
public bool Initialized;
public readonly Dictionary<string, TimeSpan> TrackerTimes = new();
/// <summary>
/// Set of trackers which are different from their DB values and need to be saved to DB.
/// </summary>
public readonly HashSet<string> DbTrackersDirty = new();
}
}

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using System.Linq;
using Content.Server.Afk;
using Content.Server.Afk.Events;
using Content.Server.GameTicking;
using Content.Server.Roles;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Content.Shared.Players.PlayTimeTracking;
using Content.Shared.Roles;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Server.Players.PlayTimeTracking;
/// <summary>
/// Connects <see cref="PlayTimeTrackingManager"/> to the simulation state. Reports trackers and such.
/// </summary>
public sealed class PlayTimeTrackingSystem : EntitySystem
{
[Dependency] private readonly IAfkManager _afk = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IPrototypeManager _prototypes = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly PlayTimeTrackingManager _tracking = default!;
public override void Initialize()
{
base.Initialize();
_tracking.CalcTrackers += CalcTrackers;
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundEnd);
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<RoleAddedEvent>(OnRoleAdd);
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleRemove);
SubscribeLocalEvent<AFKEvent>(OnAFK);
SubscribeLocalEvent<UnAFKEvent>(OnUnAFK);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<PlayerJoinedLobbyEvent>(OnPlayerJoinedLobby);
}
public override void Shutdown()
{
base.Shutdown();
_tracking.CalcTrackers -= CalcTrackers;
}
private void CalcTrackers(IPlayerSession player, HashSet<string> trackers)
{
if (_afk.IsAfk(player))
return;
if (!IsPlayerAlive(player))
return;
trackers.Add(PlayTimeTrackingShared.TrackerOverall);
trackers.UnionWith(GetTimedRoles(player));
}
private bool IsPlayerAlive(IPlayerSession session)
{
var attached = session.AttachedEntity;
if (attached == null)
return false;
if (!TryComp<MobStateComponent>(attached, out var state))
return false;
return state.CurrentState is DamageState.Alive or DamageState.Critical;
}
public IEnumerable<string> GetTimedRoles(Mind.Mind mind)
{
foreach (var role in mind.AllRoles)
{
if (role is not IRoleTimer timer)
continue;
yield return _prototypes.Index<PlayTimeTrackerPrototype>(timer.Timer).ID;
}
}
private IEnumerable<string> GetTimedRoles(IPlayerSession session)
{
var contentData = _playerManager.GetPlayerData(session.UserId).ContentData();
if (contentData?.Mind == null)
return Enumerable.Empty<string>();
return GetTimedRoles(contentData.Mind);
}
private void OnRoleRemove(RoleRemovedEvent ev)
{
if (ev.Mind.Session == null)
return;
_tracking.QueueRefreshTrackers(ev.Mind.Session);
}
private void OnRoleAdd(RoleAddedEvent ev)
{
if (ev.Mind.Session == null)
return;
_tracking.QueueRefreshTrackers(ev.Mind.Session);
}
private void OnRoundEnd(RoundRestartCleanupEvent ev)
{
_tracking.Save();
}
private void OnUnAFK(ref UnAFKEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Session);
}
private void OnAFK(ref AFKEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Session);
}
private void OnPlayerAttached(PlayerAttachedEvent ev)
{
_tracking.QueueRefreshTrackers(ev.Player);
}
private void OnPlayerDetached(PlayerDetachedEvent ev)
{
// This doesn't fire if the player doesn't leave their body. I guess it's fine?
_tracking.QueueRefreshTrackers(ev.Player);
}
private void OnMobStateChanged(MobStateChangedEvent ev)
{
if (!TryComp(ev.Entity, out ActorComponent? actor))
return;
_tracking.QueueRefreshTrackers(actor.PlayerSession);
}
private void OnPlayerJoinedLobby(PlayerJoinedLobbyEvent ev)
{
_tracking.QueueRefreshTrackers(ev.PlayerSession);
// Send timers to client when they join lobby, so the UIs are up-to-date.
_tracking.QueueSendTimers(ev.PlayerSession);
}
public bool IsAllowed(IPlayerSession player, string role)
{
if (!_prototypes.TryIndex<JobPrototype>(role, out var job) ||
job.Requirements == null ||
!_cfg.GetCVar(CCVars.GameRoleTimers))
return true;
var playTimes = _tracking.GetTrackerTimes(player);
return JobRequirements.TryRequirementsMet(job, playTimes, out _, _prototypes);
}
public HashSet<string> GetDisallowedJobs(IPlayerSession player)
{
var roles = new HashSet<string>();
if (!_cfg.GetCVar(CCVars.GameRoleTimers))
return roles;
var playTimes = _tracking.GetTrackerTimes(player);
foreach (var job in _prototypes.EnumeratePrototypes<JobPrototype>())
{
if (job.Requirements != null)
{
foreach (var requirement in job.Requirements)
{
if (JobRequirements.TryRequirementMet(requirement, playTimes, out _, _prototypes))
continue;
goto NoRole;
}
}
roles.Add(job.ID);
NoRole:;
}
return roles;
}
public void RemoveDisallowedJobs(NetUserId userId, ref List<string> jobs)
{
if (!_cfg.GetCVar(CCVars.GameRoleTimers))
return;
var player = _playerManager.GetSessionByUserId(userId);
var playTimes = _tracking.GetTrackerTimes(player);
for (var i = 0; i < jobs.Count; i++)
{
var job = jobs[i];
if (!_prototypes.TryIndex<JobPrototype>(job, out var jobber) ||
jobber.Requirements == null ||
jobber.Requirements.Count == 0)
continue;
foreach (var requirement in jobber.Requirements)
{
if (JobRequirements.TryRequirementMet(requirement, playTimes, out _, _prototypes))
continue;
jobs.RemoveSwap(i);
i--;
}
}
}
public void PlayerRolesChanged(IPlayerSession player)
{
_tracking.QueueRefreshTrackers(player);
}
}