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using System;
using System.Net;
using Robust.Client.Configuration;
using Robust.Client.GameObjects;
using Robust.Client.GameStates;
using Robust.Client.Player;
using Robust.Client.Utility;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client
{
/// <inheritdoc />
public sealed partial class BaseClient : IBaseClient, IPostInjectInit
{
[Dependency] private IClientNetManager _net = default!;
[Dependency] private IPlayerManager _playMan = default!;
[Dependency] private IClientNetConfigurationManager _configManager = default!;
[Dependency] private IClientEntityManager _entityManager = default!;
[Dependency] private IDiscordRichPresence _discord = default!;
[Dependency] private IGameTiming _timing = default!;
[Dependency] private IClientGameStateManager _gameStates = default!;
[Dependency] private ILogManager _logMan = default!;
/// <inheritdoc />
public ushort DefaultPort { get; } = 1212;
/// <inheritdoc />
public ClientRunLevel RunLevel { get; private set; }
/// <inheritdoc />
public ServerInfo? GameInfo { get; private set; }
/// <inheritdoc />
public string? PlayerNameOverride { get; set; }
public string? LastDisconnectReason { get; private set; }
private (TimeSpan, GameTick) _timeBase;
private ISawmill _logger = default!;
/// <inheritdoc />
public void Initialize()
{
_net.Connected += OnConnected;
_net.ConnectFailed += OnConnectFailed;
_net.Disconnect += OnNetDisconnect;
_net.RegisterNetMessage<MsgSyncTimeBase>(
SyncTimeBase,
NetMessageAccept.Handshake | NetMessageAccept.Client);
_configManager.OnValueChanged(CVars.NetTickrate, TickRateChanged, invokeImmediately: true);
_configManager.OnValueChanged(CVars.GameTimeScale, TimeScaleChanged, invokeImmediately: true);
_playMan.Initialize(0);
_playMan.PlayerListUpdated += OnPlayerListUpdated;
Reset();
}
private void OnPlayerListUpdated()
{
var serverPlayers = _playMan.PlayerCount;
if (_net.ServerChannel != null && GameInfo != null && _net.IsConnected)
_discord.Update(GameInfo.ServerName, _net.ServerChannel.UserName, GameInfo.ServerMaxPlayers.ToString(), serverPlayers.ToString());
}
private void SyncTimeBase(MsgSyncTimeBase message)
{
_logger.Debug($"Synchronized time base: {message.Tick}: {message.Time}");
if (RunLevel >= ClientRunLevel.Connected)
_timing.TimeBase = (message.Time, message.Tick);
else
_timeBase = (message.Time, message.Tick);
}
private void TickRateChanged(int tickrate, in CVarChangeInfo info)
{
if (GameInfo != null)
{
GameInfo.TickRate = (ushort) tickrate;
}
_timing.SetTickRateAt((ushort) tickrate, info.TickChanged);
_logger.Info($"Tickrate changed to: {tickrate} on tick {_timing.CurTick}");
}
private void TimeScaleChanged(float timeScale, in CVarChangeInfo info)
{
if (!GameTiming.IsTimescaleValid(timeScale))
{
_logger.Error($"Invalid time scale set: {timeScale}, ignoring");
return;
}
_timing.TimeScale = timeScale;
_logger.Info($"Tickrate changed to: {timeScale} on tick {_timing.CurTick}");
}
/// <inheritdoc />
public void ConnectToServer(DnsEndPoint endPoint)
{
if (RunLevel == ClientRunLevel.Connecting)
{
_net.Reset("Client mashing that connect button.");
Reset();
}
DebugTools.Assert(RunLevel < ClientRunLevel.Connecting);
DebugTools.Assert(!_net.IsConnected);
OnRunLevelChanged(ClientRunLevel.Connecting);
_net.ClientConnect(endPoint.Host, endPoint.Port,
PlayerNameOverride ?? _configManager.GetCVar(CVars.PlayerName));
}
/// <inheritdoc />
public void DisconnectFromServer(string reason)
{
_net.ClientDisconnect(reason);
}
/// <inheritdoc />
public void StartSinglePlayer()
{
DebugTools.Assert(RunLevel < ClientRunLevel.Connecting);
DebugTools.Assert(!_net.IsConnected);
var name = PlayerNameOverride ?? _configManager.GetCVar(CVars.PlayerName);
_playMan.SetupSinglePlayer(name);
OnRunLevelChanged(ClientRunLevel.SinglePlayerGame);
_playMan.JoinGame(_playMan.LocalSession!);
GameStartedSetup();
}
/// <inheritdoc />
public void StopSinglePlayer()
{
DebugTools.Assert(RunLevel == ClientRunLevel.SinglePlayerGame);
DebugTools.Assert(!_net.IsConnected);
GameStoppedReset();
}
/// <inheritdoc />
public event EventHandler<RunLevelChangedEventArgs>? RunLevelChanged;
public event EventHandler<PlayerEventArgs>? PlayerJoinedServer;
public event EventHandler<PlayerEventArgs>? PlayerJoinedGame;
public event EventHandler<PlayerEventArgs>? PlayerLeaveServer;
private void OnConnected(object? sender, NetChannelArgs args)
{
_configManager.SyncWithServer();
_configManager.ReceivedInitialNwVars += OnReceivedClientData;
}
private void OnReceivedClientData(object? sender, EventArgs e)
{
_configManager.ReceivedInitialNwVars -= OnReceivedClientData;
var info = GameInfo;
var serverName = _configManager.GetCVar<string>("game.hostname");
if (info == null)
{
GameInfo = info = new ServerInfo(serverName);
}
else
{
info.ServerName = serverName;
}
var channel = _net.ServerChannel!;
// start up player management
_playMan.SetupMultiplayer(channel);
_playMan.PlayerStatusChanged += OnStatusChanged;
var serverPlayers = _playMan.PlayerCount;
_discord.Update(info.ServerName, channel.UserName, info.ServerMaxPlayers.ToString(), serverPlayers.ToString());
}
/// <summary>
/// Player session is fully built, player is an active member of the server. Player is prepared to start
/// receiving states when they join the lobby.
/// </summary>
/// <param name="session">Session of the player.</param>
private void OnPlayerJoinedServer(ICommonSession session)
{
DebugTools.Assert(RunLevel < ClientRunLevel.Connected);
OnRunLevelChanged(ClientRunLevel.Connected);
GameStartedSetup();
PlayerJoinedServer?.Invoke(this, new PlayerEventArgs(session));
}
/// <summary>
/// Player is joining the game
/// </summary>
/// <param name="session">Session of the player.</param>
private void OnPlayerJoinedGame(ICommonSession session)
{
DebugTools.Assert(RunLevel >= ClientRunLevel.Connected);
OnRunLevelChanged(ClientRunLevel.InGame);
PlayerJoinedGame?.Invoke(this, new PlayerEventArgs(session));
}
private void Reset()
{
_configManager.ReceivedInitialNwVars -= OnReceivedClientData;
_playMan.PlayerStatusChanged -= OnStatusChanged;
_configManager.ClearReceivedInitialNwVars();
OnRunLevelChanged(ClientRunLevel.Initialize);
}
private void OnConnectFailed(object? sender, NetConnectFailArgs args)
{
DebugTools.Assert(RunLevel == ClientRunLevel.Connecting);
Reset();
}
private void OnNetDisconnect(object? sender, NetDisconnectedArgs args)
{
DebugTools.Assert(RunLevel > ClientRunLevel.Initialize);
// Don't invoke PlayerLeaveServer if PlayerJoinedServer & GameStartedSetup hasn't been called yet.
if (RunLevel > ClientRunLevel.Connecting)
PlayerLeaveServer?.Invoke(this, new PlayerEventArgs(_playMan.LocalSession));
LastDisconnectReason = args.Reason;
GameStoppedReset();
}
private void GameStartedSetup()
{
_entityManager.Startup();
_timing.ResetSimTime(_timeBase);
_timing.Paused = false;
}
private void GameStoppedReset()
{
_configManager.FlushMessages();
_gameStates.Reset();
_playMan.Shutdown();
_entityManager.Shutdown();
_discord.ClearPresence();
Reset();
}
private void OnStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.Session != _playMan.LocalSession)
return;
// player finished fully connecting to the server.
// OldStatus is used here because it can go from connecting-> connected or connecting-> ingame
if (e.OldStatus == SessionStatus.Connecting)
OnPlayerJoinedServer(e.Session);
else if (e.NewStatus == SessionStatus.InGame)
OnPlayerJoinedGame(e.Session);
}
private void OnRunLevelChanged(ClientRunLevel newRunLevel)
{
_logger.Debug($"Runlevel changed to: {newRunLevel}");
var args = new RunLevelChangedEventArgs(RunLevel, newRunLevel);
RunLevel = newRunLevel;
RunLevelChanged?.Invoke(this, args);
}
void IPostInjectInit.PostInject()
{
_logger = _logMan.GetSawmill("client");
}
}
/// <summary>
/// Enumeration of the run levels of the BaseClient.
/// </summary>
/// <seealso cref="ClientRunLevelExt"/>
public enum ClientRunLevel : byte
{
Error = 0,
/// <summary>
/// The client has not started connecting to a server (on main menu).
/// </summary>
Initialize,
/// <summary>
/// The client started connecting to the server, and is in the process of building the session.
/// </summary>
Connecting,
/// <summary>
/// The client has successfully finished connecting to the server.
/// </summary>
Connected,
/// <summary>
/// The client is now in the game, moving around.
/// </summary>
InGame,
/// <summary>
/// The client is now in singleplayer mode, in-game.
/// </summary>
SinglePlayerGame,
}
/// <summary>
/// Helper functions for working with <see cref="ClientRunLevel"/>.
/// </summary>
public static class ClientRunLevelExt
{
/// <summary>
/// Check if a <see cref="ClientRunLevel"/> is <see cref="ClientRunLevel.InGame"/>
/// or <see cref="ClientRunLevel.SinglePlayerGame"/>.
/// </summary>
public static bool IsInGameLike(this ClientRunLevel runLevel)
{
return runLevel is ClientRunLevel.InGame or ClientRunLevel.SinglePlayerGame;
}
}
/// <summary>
/// Event arguments for when something changed with the player.
/// </summary>
public sealed class PlayerEventArgs : EventArgs
{
/// <summary>
/// The session that triggered the event.
/// </summary>
private ICommonSession? Session { get; }
/// <summary>
/// Constructs a new instance of the class.
/// </summary>
public PlayerEventArgs(ICommonSession? session)
{
Session = session;
}
}
/// <summary>
/// Event arguments for when the RunLevel has changed in the BaseClient.
/// </summary>
public sealed class RunLevelChangedEventArgs : EventArgs
{
/// <summary>
/// RunLevel that the BaseClient switched from.
/// </summary>
public ClientRunLevel OldLevel { get; }
/// <summary>
/// RunLevel that the BaseClient switched to.
/// </summary>
public ClientRunLevel NewLevel { get; }
/// <summary>
/// Constructs a new instance of the class.
/// </summary>
public RunLevelChangedEventArgs(ClientRunLevel oldLevel, ClientRunLevel newLevel)
{
OldLevel = oldLevel;
NewLevel = newLevel;
}
}
/// <summary>
/// Info about the server and player that is sent to the client while connecting.
/// </summary>
public sealed class ServerInfo
{
public ServerInfo(string serverName)
{
ServerName = serverName;
}
/// <summary>
/// Current name of the server.
/// </summary>
public string ServerName { get; set; }
/// <summary>
/// Max number of players that are allowed in the server at one time.
/// </summary>
public int ServerMaxPlayers { get; set; }
public uint TickRate { get; internal set; }
}
}