Files
OldThink/Content.Server/_White/JoinQueue/JoinQueueManager.cs

133 lines
4.0 KiB
C#

using System.Linq;
using Content.Server.Connection;
using Content.Shared.CCVar;
using Content.Shared._White;
using Content.Shared._White.JoinQueue;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server._White.JoinQueue;
/// <summary>
/// Manages new player connections when the server is full and queues them up, granting access when a slot becomes free
/// </summary>
public sealed class JoinQueueManager
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IConnectionManager _connectionManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IServerNetManager _netManager = default!;
/// <summary>
/// Queue of active player sessions
/// </summary>
private readonly List<ICommonSession> _queue = new(); // Real Queue class can't delete disconnected users
private bool _isEnabled;
public int PlayerInQueueCount => _queue.Count;
public int ActualPlayersCount => _playerManager.PlayerCount - PlayerInQueueCount; // Now it's only real value with actual players count that in game
public void Initialize()
{
_netManager.RegisterNetMessage<MsgQueueUpdate>();
_cfg.OnValueChanged(WhiteCVars.QueueEnabled, OnQueueCVarChanged, true);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
private void OnQueueCVarChanged(bool value)
{
_isEnabled = value;
if (value)
return;
foreach (var session in _queue)
{
session.Channel.Disconnect("Queue was disabled");
}
}
private async void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
switch (e.NewStatus)
{
case SessionStatus.Connected:
{
if (!_isEnabled)
{
SendToGame(e.Session);
return;
}
var isPrivileged = await _connectionManager.HavePrivilegedJoin(e.Session.UserId);
var haveFreeSlot = _playerManager.PlayerCount < _cfg.GetCVar(CCVars.SoftMaxPlayers);
if (isPrivileged || haveFreeSlot)
{
SendToGame(e.Session);
return;
}
_queue.Add(e.Session);
ProcessQueue(false);
break;
}
case SessionStatus.Disconnected:
{
_queue.Remove(e.Session);
ProcessQueue(true);
break;
}
}
}
/// <summary>
/// If possible, takes the first player in the queue and sends him into the game
/// </summary>
private void ProcessQueue(bool isDisconnect)
{
var players = ActualPlayersCount;
if (isDisconnect)
players--; // Decrease currently disconnected session but that has not yet been deleted
var haveFreeSlot = players < _cfg.GetCVar(CCVars.SoftMaxPlayers);
var queueContains = _queue.Count > 0;
if ((!_isEnabled || haveFreeSlot) && queueContains)
{
var session = _queue.First();
_queue.Remove(session);
SendToGame(session);
}
SendUpdateMessages();
}
/// <summary>
/// Sends messages to all players in the queue with the current state of the queue
/// </summary>
private void SendUpdateMessages()
{
for (var i = 0; i < _queue.Count; i++)
{
_queue[i].Channel.SendMessage(new MsgQueueUpdate
{
Total = _queue.Count,
Position = i + 1,
});
}
}
/// <summary>
/// Letting player's session into game, change player state
/// </summary>
private void SendToGame(ICommonSession s)
{
Timer.Spawn(0, () => _playerManager.JoinGame(s));
}
}