Files
OpenRA/OpenRA.Mods.Common/ServerTraits/LobbyCommands.cs
Paul Chote 0bbb32e8ac Rework MapPreview custom rule handling.
The previous asynchronous approach did not work particularly well,
leading to large janks when switching to custom maps or opening the
mission browser.

This commit introduces two key changes:

 * Rule loading for WorldActorInfo and PlayerActorInfo is made
   synchronous, in preparation for the next commit which will
   significantly optimize this path.
 * The full ruleset loading, which is required for map validation,
   is moved to the server-side and managed by a new ServerMapStatusCache.
   The previous syntax check is expanded to include the ability to run
   lint tests.
2021-04-21 18:57:44 +02:00

1157 lines
34 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Mods.Common.Traits;
using OpenRA.Mods.Common.Widgets.Logic;
using OpenRA.Network;
using OpenRA.Primitives;
using OpenRA.Server;
using OpenRA.Traits;
using S = OpenRA.Server.Server;
namespace OpenRA.Mods.Common.Server
{
public class LobbyCommands : ServerTrait, IInterpretCommand, INotifyServerStart, INotifyServerEmpty, IClientJoined
{
readonly IDictionary<string, Func<S, Connection, Session.Client, string, bool>> commandHandlers = new Dictionary<string, Func<S, Connection, Session.Client, string, bool>>
{
{ "state", State },
{ "startgame", StartGame },
{ "slot", Slot },
{ "allow_spectators", AllowSpectators },
{ "spectate", Specate },
{ "slot_close", SlotClose },
{ "slot_open", SlotOpen },
{ "slot_bot", SlotBot },
{ "map", Map },
{ "option", Option },
{ "assignteams", AssignTeams },
{ "kick", Kick },
{ "make_admin", MakeAdmin },
{ "make_spectator", MakeSpectator },
{ "name", Name },
{ "faction", Faction },
{ "team", Team },
{ "handicap", Handicap },
{ "spawn", Spawn },
{ "clear_spawn", ClearPlayerSpawn },
{ "color", PlayerColor },
{ "sync_lobby", SyncLobby }
};
static bool ValidateSlotCommand(S server, Connection conn, Session.Client client, string arg, bool requiresHost)
{
lock (server.LobbyInfo)
{
if (!server.LobbyInfo.Slots.ContainsKey(arg))
{
Log.Write("server", "Invalid slot: {0}", arg);
return false;
}
if (requiresHost && !client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can do that.");
return false;
}
return true;
}
}
public static bool ValidateCommand(S server, Connection conn, Session.Client client, string cmd)
{
lock (server.LobbyInfo)
{
// Kick command is always valid for the host
if (cmd.StartsWith("kick "))
return true;
if (server.State == ServerState.GameStarted)
{
server.SendOrderTo(conn, "Message", "Cannot change state when game started. ({0})".F(cmd));
return false;
}
else if (client.State == Session.ClientState.Ready && !(cmd.StartsWith("state") || cmd == "startgame"))
{
server.SendOrderTo(conn, "Message", "Cannot change state when marked as ready.");
return false;
}
return true;
}
}
public bool InterpretCommand(S server, Connection conn, Session.Client client, string cmd)
{
if (server == null || conn == null || client == null || !ValidateCommand(server, conn, client, cmd))
return false;
var cmdName = cmd.Split(' ').First();
var cmdValue = cmd.Split(' ').Skip(1).JoinWith(" ");
if (!commandHandlers.TryGetValue(cmdName, out var a))
return false;
return a(server, conn, client, cmdValue);
}
static void CheckAutoStart(S server)
{
lock (server.LobbyInfo)
{
var nonBotPlayers = server.LobbyInfo.NonBotPlayers;
// Are all players and admin (could be spectating) ready?
if (nonBotPlayers.Any(c => c.State != Session.ClientState.Ready) ||
server.LobbyInfo.Clients.First(c => c.IsAdmin).State != Session.ClientState.Ready)
return;
// Does server have at least 2 human players?
if (!server.LobbyInfo.GlobalSettings.EnableSingleplayer && nonBotPlayers.Count() < 2)
return;
// Are the map conditions satisfied?
if (server.LobbyInfo.Slots.Any(sl => sl.Value.Required && server.LobbyInfo.ClientInSlot(sl.Key) == null))
return;
if (LobbyUtils.InsufficientEnabledSpawnPoints(server.Map, server.LobbyInfo))
return;
server.StartGame();
}
}
static bool State(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!Enum<Session.ClientState>.TryParse(s, false, out var state))
{
server.SendOrderTo(conn, "Message", "Malformed state command");
return true;
}
client.State = state;
Log.Write("server", "Player @{0} is {1}", conn.Socket.RemoteEndPoint, client.State);
server.SyncLobbyClients();
CheckAutoStart(server);
return true;
}
}
static bool StartGame(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can start the game.");
return true;
}
if (server.LobbyInfo.Slots.Any(sl => sl.Value.Required &&
server.LobbyInfo.ClientInSlot(sl.Key) == null))
{
server.SendOrderTo(conn, "Message", "Unable to start the game until required slots are full.");
return true;
}
if (!server.LobbyInfo.GlobalSettings.EnableSingleplayer && server.LobbyInfo.NonBotPlayers.Count() < 2)
{
server.SendOrderTo(conn, "Message", server.TwoHumansRequiredText);
return true;
}
if (LobbyUtils.InsufficientEnabledSpawnPoints(server.Map, server.LobbyInfo))
{
server.SendOrderTo(conn, "Message", "Unable to start the game until more spawn points are enabled.");
return true;
}
server.StartGame();
return true;
}
}
static bool Slot(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!server.LobbyInfo.Slots.ContainsKey(s))
{
Log.Write("server", "Invalid slot: {0}", s);
return false;
}
var slot = server.LobbyInfo.Slots[s];
if (slot.Closed || server.LobbyInfo.ClientInSlot(s) != null)
return false;
// If the previous slot had a locked spawn then we must not carry that to the new slot
var oldSlot = client.Slot != null ? server.LobbyInfo.Slots[client.Slot] : null;
if (oldSlot != null && oldSlot.LockSpawn)
client.SpawnPoint = 0;
client.Slot = s;
S.SyncClientToPlayerReference(client, server.Map.Players.Players[s]);
if (!slot.LockColor)
client.PreferredColor = client.Color = SanitizePlayerColor(server, client.Color, client.Index, conn);
server.SyncLobbyClients();
CheckAutoStart(server);
return true;
}
}
static bool AllowSpectators(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (bool.TryParse(s, out server.LobbyInfo.GlobalSettings.AllowSpectators))
{
server.SyncLobbyGlobalSettings();
return true;
}
server.SendOrderTo(conn, "Message", "Malformed allow_spectate command");
return true;
}
}
static bool Specate(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (server.LobbyInfo.GlobalSettings.AllowSpectators || client.IsAdmin)
{
client.Slot = null;
client.SpawnPoint = 0;
client.Team = 0;
client.Handicap = 0;
client.Color = Color.White;
server.SyncLobbyClients();
CheckAutoStart(server);
return true;
}
return false;
}
}
static bool SlotClose(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!ValidateSlotCommand(server, conn, client, s, true))
return false;
// kick any player that's in the slot
var occupant = server.LobbyInfo.ClientInSlot(s);
if (occupant != null)
{
if (occupant.Bot != null)
{
server.LobbyInfo.Clients.Remove(occupant);
server.SyncLobbyClients();
var ping = server.LobbyInfo.PingFromClient(occupant);
if (ping != null)
{
server.LobbyInfo.ClientPings.Remove(ping);
server.SyncClientPing();
}
}
else
{
var occupantConn = server.Conns.FirstOrDefault(c => c.PlayerIndex == occupant.Index);
if (occupantConn != null)
{
server.SendOrderTo(occupantConn, "ServerError", "Your slot was closed by the host.");
server.DropClient(occupantConn);
}
}
}
server.LobbyInfo.Slots[s].Closed = true;
server.SyncLobbySlots();
return true;
}
}
static bool SlotOpen(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!ValidateSlotCommand(server, conn, client, s, true))
return false;
var slot = server.LobbyInfo.Slots[s];
slot.Closed = false;
server.SyncLobbySlots();
// Slot may have a bot in it
var occupant = server.LobbyInfo.ClientInSlot(s);
if (occupant != null && occupant.Bot != null)
{
server.LobbyInfo.Clients.Remove(occupant);
var ping = server.LobbyInfo.PingFromClient(occupant);
if (ping != null)
{
server.LobbyInfo.ClientPings.Remove(ping);
server.SyncClientPing();
}
}
server.SyncLobbyClients();
return true;
}
}
static bool SlotBot(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
var parts = s.Split(' ');
if (parts.Length < 3)
{
server.SendOrderTo(conn, "Message", "Malformed slot_bot command");
return true;
}
if (!ValidateSlotCommand(server, conn, client, parts[0], true))
return false;
var slot = server.LobbyInfo.Slots[parts[0]];
var bot = server.LobbyInfo.ClientInSlot(parts[0]);
if (!Exts.TryParseIntegerInvariant(parts[1], out var controllerClientIndex))
{
Log.Write("server", "Invalid bot controller client index: {0}", parts[1]);
return false;
}
// Invalid slot
if (bot != null && bot.Bot == null)
{
server.SendOrderTo(conn, "Message", "Can't add bots to a slot with another client.");
return true;
}
var botType = parts[2];
var botInfo = server.Map.PlayerActorInfo.TraitInfos<IBotInfo>()
.FirstOrDefault(b => b.Type == botType);
if (botInfo == null)
{
server.SendOrderTo(conn, "Message", "Invalid bot type.");
return true;
}
slot.Closed = false;
if (bot == null)
{
// Create a new bot
bot = new Session.Client()
{
Index = server.ChooseFreePlayerIndex(),
Name = botInfo.Name,
Bot = botType,
Slot = parts[0],
Faction = "Random",
SpawnPoint = 0,
Team = 0,
Handicap = 0,
State = Session.ClientState.NotReady,
BotControllerClientIndex = controllerClientIndex
};
// Pick a random color for the bot
var validator = server.ModData.Manifest.Get<ColorValidator>();
var terrainColors = server.ModData.DefaultTerrainInfo[server.Map.TileSet].RestrictedPlayerColors;
var playerColors = server.LobbyInfo.Clients.Select(c => c.Color)
.Concat(server.Map.Players.Players.Values.Select(p => p.Color));
bot.Color = bot.PreferredColor = validator.RandomPresetColor(server.Random, terrainColors, playerColors);
server.LobbyInfo.Clients.Add(bot);
}
else
{
// Change the type of the existing bot
bot.Name = botInfo.Name;
bot.Bot = botType;
}
S.SyncClientToPlayerReference(bot, server.Map.Players.Players[parts[0]]);
server.SyncLobbyClients();
server.SyncLobbySlots();
return true;
}
}
static bool Map(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can change the map.");
return true;
}
var lastMap = server.LobbyInfo.GlobalSettings.Map;
Action<MapPreview> selectMap = map =>
{
lock (server.LobbyInfo)
{
// Make sure the map hasn't changed in the meantime
if (server.LobbyInfo.GlobalSettings.Map != lastMap)
return;
server.LobbyInfo.GlobalSettings.Map = map.Uid;
var oldSlots = server.LobbyInfo.Slots.Keys.ToArray();
server.Map = server.ModData.MapCache[server.LobbyInfo.GlobalSettings.Map];
server.LobbyInfo.GlobalSettings.MapStatus = server.MapStatusCache[server.Map];
server.LobbyInfo.Slots = server.Map.Players.Players
.Select(p => MakeSlotFromPlayerReference(p.Value))
.Where(ss => ss != null)
.ToDictionary(ss => ss.PlayerReference, ss => ss);
LoadMapSettings(server, server.LobbyInfo.GlobalSettings, server.Map);
// Reset client states
var selectableFactions = server.Map.WorldActorInfo.TraitInfos<FactionInfo>()
.Where(f => f.Selectable)
.Select(f => f.InternalName)
.ToList();
foreach (var c in server.LobbyInfo.Clients)
{
c.State = Session.ClientState.Invalid;
if (!selectableFactions.Contains(c.Faction))
c.Faction = "Random";
}
// Reassign players into new slots based on their old slots:
// - Observers remain as observers
// - Players who now lack a slot are made observers
// - Bots who now lack a slot are dropped
// - Bots who are not defined in the map rules are dropped
var botTypes = server.Map.PlayerActorInfo.TraitInfos<IBotInfo>().Select(t => t.Type);
var slots = server.LobbyInfo.Slots.Keys.ToArray();
var i = 0;
foreach (var os in oldSlots)
{
var c = server.LobbyInfo.ClientInSlot(os);
if (c == null)
continue;
c.SpawnPoint = 0;
c.Slot = i < slots.Length ? slots[i++] : null;
if (c.Slot != null)
{
// Remove Bot from slot if slot forbids bots
if (c.Bot != null && (!server.Map.Players.Players[c.Slot].AllowBots || !botTypes.Contains(c.Bot)))
server.LobbyInfo.Clients.Remove(c);
S.SyncClientToPlayerReference(c, server.Map.Players.Players[c.Slot]);
}
else if (c.Bot != null)
server.LobbyInfo.Clients.Remove(c);
else
c.Color = Color.White;
}
// Validate if color is allowed and get an alternative if it isn't
foreach (var c in server.LobbyInfo.Clients)
if (c.Slot != null && !server.LobbyInfo.Slots[c.Slot].LockColor)
c.Color = c.PreferredColor = SanitizePlayerColor(server, c.Color, c.Index, conn);
server.LobbyInfo.DisabledSpawnPoints.Clear();
server.SyncLobbyInfo();
server.SendMessage("{0} changed the map to {1}.".F(client.Name, server.Map.Title));
if ((server.LobbyInfo.GlobalSettings.MapStatus & Session.MapStatus.UnsafeCustomRules) != 0)
server.SendMessage("This map contains custom rules. Game experience may change.");
if (!server.LobbyInfo.GlobalSettings.EnableSingleplayer)
server.SendMessage(server.TwoHumansRequiredText);
else if (server.Map.Players.Players.Where(p => p.Value.Playable).All(p => !p.Value.AllowBots))
server.SendMessage("Bots have been disabled on this map.");
var briefing = MissionBriefingOrDefault(server);
if (briefing != null)
server.SendMessage(briefing);
}
};
Action queryFailed = () => server.SendOrderTo(conn, "Message", "Map was not found on server.");
var m = server.ModData.MapCache[s];
if (m.Status == MapStatus.Available || m.Status == MapStatus.DownloadAvailable)
selectMap(m);
else if (server.Settings.QueryMapRepository)
{
server.SendOrderTo(conn, "Message", "Searching for map on the Resource Center...");
var mapRepository = server.ModData.Manifest.Get<WebServices>().MapRepository;
server.ModData.MapCache.QueryRemoteMapDetails(mapRepository, new[] { s }, selectMap, queryFailed);
}
else
queryFailed();
return true;
}
}
static bool Option(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can change the configuration.");
return true;
}
var allOptions = server.Map.PlayerActorInfo.TraitInfos<ILobbyOptions>()
.Concat(server.Map.WorldActorInfo.TraitInfos<ILobbyOptions>())
.SelectMany(t => t.LobbyOptions(server.Map));
// Overwrite keys with duplicate ids
var options = new Dictionary<string, LobbyOption>();
foreach (var o in allOptions)
options[o.Id] = o;
var split = s.Split(' ');
if (split.Length < 2 || !options.TryGetValue(split[0], out var option) ||
!option.Values.ContainsKey(split[1]))
{
server.SendOrderTo(conn, "Message", "Invalid configuration command.");
return true;
}
if (option.IsLocked)
{
server.SendOrderTo(conn, "Message", "{0} cannot be changed.".F(option.Name));
return true;
}
var oo = server.LobbyInfo.GlobalSettings.LobbyOptions[option.Id];
if (oo.Value == split[1])
return true;
oo.Value = oo.PreferredValue = split[1];
server.SyncLobbyGlobalSettings();
server.SendMessage(option.ValueChangedMessage(client.Name, split[1]));
foreach (var c in server.LobbyInfo.Clients)
c.State = Session.ClientState.NotReady;
server.SyncLobbyClients();
return true;
}
}
static bool AssignTeams(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can set that option.");
return true;
}
if (!Exts.TryParseIntegerInvariant(s, out var teamCount))
{
server.SendOrderTo(conn, "Message", "Number of teams could not be parsed: {0}".F(s));
return true;
}
var maxTeams = (server.LobbyInfo.Clients.Count(c => c.Slot != null) + 1) / 2;
teamCount = teamCount.Clamp(0, maxTeams);
var clients = server.LobbyInfo.Slots
.Select(slot => server.LobbyInfo.ClientInSlot(slot.Key))
.Where(c => c != null && !server.LobbyInfo.Slots[c.Slot].LockTeam);
var assigned = 0;
var clientCount = clients.Count();
foreach (var player in clients)
{
// Free for all
if (teamCount == 0)
player.Team = 0;
// Humans vs Bots
else if (teamCount == 1)
player.Team = player.Bot == null ? 1 : 2;
else
player.Team = assigned++ * teamCount / clientCount + 1;
}
server.SyncLobbyClients();
return true;
}
}
static bool Kick(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can kick players.");
return true;
}
var split = s.Split(' ');
if (split.Length < 2)
{
server.SendOrderTo(conn, "Message", "Malformed kick command");
return true;
}
Exts.TryParseIntegerInvariant(split[0], out var kickClientID);
var kickConn = server.Conns.SingleOrDefault(c => server.GetClient(c) != null && server.GetClient(c).Index == kickClientID);
if (kickConn == null)
{
server.SendOrderTo(conn, "Message", "No-one in that slot.");
return true;
}
var kickClient = server.GetClient(kickConn);
if (server.State == ServerState.GameStarted && !kickClient.IsObserver)
{
server.SendOrderTo(conn, "Message", "Only spectators can be kicked after the game has started.");
return true;
}
Log.Write("server", "Kicking client {0}.", kickClientID);
server.SendMessage("{0} kicked {1} from the server.".F(client.Name, kickClient.Name));
server.SendOrderTo(kickConn, "ServerError", "You have been kicked from the server.");
server.DropClient(kickConn);
bool.TryParse(split[1], out var tempBan);
if (tempBan)
{
Log.Write("server", "Temporarily banning client {0} ({1}).", kickClientID, kickClient.IPAddress);
server.SendMessage("{0} temporarily banned {1} from the server.".F(client.Name, kickClient.Name));
server.TempBans.Add(kickClient.IPAddress);
}
server.SyncLobbyClients();
server.SyncLobbySlots();
return true;
}
}
static bool MakeAdmin(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only admins can transfer admin to another player.");
return true;
}
Exts.TryParseIntegerInvariant(s, out var newAdminId);
var newAdminConn = server.Conns.SingleOrDefault(c => server.GetClient(c) != null && server.GetClient(c).Index == newAdminId);
if (newAdminConn == null)
{
server.SendOrderTo(conn, "Message", "No-one in that slot.");
return true;
}
var newAdminClient = server.GetClient(newAdminConn);
client.IsAdmin = false;
newAdminClient.IsAdmin = true;
var bots = server.LobbyInfo.Slots
.Select(slot => server.LobbyInfo.ClientInSlot(slot.Key))
.Where(c => c != null && c.Bot != null);
foreach (var b in bots)
b.BotControllerClientIndex = newAdminId;
server.SendMessage("{0} is now the admin.".F(newAdminClient.Name));
Log.Write("server", "{0} is now the admin.".F(newAdminClient.Name));
server.SyncLobbyClients();
return true;
}
}
static bool MakeSpectator(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can move players to spectators.");
return true;
}
Exts.TryParseIntegerInvariant(s, out var targetId);
var targetConn = server.Conns.SingleOrDefault(c => server.GetClient(c) != null && server.GetClient(c).Index == targetId);
if (targetConn == null)
{
server.SendOrderTo(conn, "Message", "No-one in that slot.");
return true;
}
var targetClient = server.GetClient(targetConn);
targetClient.Slot = null;
targetClient.SpawnPoint = 0;
targetClient.Team = 0;
targetClient.Handicap = 0;
targetClient.Color = Color.White;
targetClient.State = Session.ClientState.NotReady;
server.SendMessage("{0} moved {1} to spectators.".F(client.Name, targetClient.Name));
Log.Write("server", "{0} moved {1} to spectators.".F(client.Name, targetClient.Name));
server.SyncLobbyClients();
CheckAutoStart(server);
return true;
}
}
static bool Name(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
var sanitizedName = Settings.SanitizedPlayerName(s);
if (sanitizedName == client.Name)
return true;
Log.Write("server", "Player@{0} is now known as {1}.", conn.Socket.RemoteEndPoint, sanitizedName);
server.SendMessage("{0} is now known as {1}.".F(client.Name, sanitizedName));
client.Name = sanitizedName;
server.SyncLobbyClients();
return true;
}
}
static bool Faction(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
var parts = s.Split(' ');
var targetClient = server.LobbyInfo.ClientWithIndex(Exts.ParseIntegerInvariant(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && !client.IsAdmin)
return true;
// Map has disabled faction changes
if (server.LobbyInfo.Slots[targetClient.Slot].LockFaction)
return true;
var factions = server.Map.WorldActorInfo.TraitInfos<FactionInfo>()
.Where(f => f.Selectable).Select(f => f.InternalName);
if (!factions.Contains(parts[1]))
{
server.SendOrderTo(conn, "Message", "Invalid faction selected: {0}".F(parts[1]));
server.SendOrderTo(conn, "Message", "Supported values: {0}".F(factions.JoinWith(", ")));
return true;
}
targetClient.Faction = parts[1];
server.SyncLobbyClients();
return true;
}
}
static bool Team(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
var parts = s.Split(' ');
var targetClient = server.LobbyInfo.ClientWithIndex(Exts.ParseIntegerInvariant(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && !client.IsAdmin)
return true;
// Map has disabled team changes
if (server.LobbyInfo.Slots[targetClient.Slot].LockTeam)
return true;
if (!Exts.TryParseIntegerInvariant(parts[1], out var team))
{
Log.Write("server", "Invalid team: {0}", s);
return false;
}
targetClient.Team = team;
server.SyncLobbyClients();
return true;
}
}
static bool Handicap(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
var parts = s.Split(' ');
var targetClient = server.LobbyInfo.ClientWithIndex(Exts.ParseIntegerInvariant(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && !client.IsAdmin)
return true;
// Map has disabled handicap changes
if (server.LobbyInfo.Slots[targetClient.Slot].LockHandicap)
return true;
if (!Exts.TryParseIntegerInvariant(parts[1], out var handicap))
{
Log.Write("server", "Invalid handicap: {0}", s);
return false;
}
// Handicaps may be set between 0 - 95% in steps of 5%
var options = Enumerable.Range(0, 20).Select(i => 5 * i);
if (!options.Contains(handicap))
{
Log.Write("server", "Invalid handicap: {0}", s);
return false;
}
targetClient.Handicap = handicap;
server.SyncLobbyClients();
return true;
}
}
static bool ClearPlayerSpawn(S server, Connection conn, Session.Client client, string s)
{
var spawnPoint = Exts.ParseIntegerInvariant(s);
if (spawnPoint == 0)
return true;
var existingClient = server.LobbyInfo.Clients.FirstOrDefault(cc => cc.SpawnPoint == spawnPoint);
if (client != existingClient && !client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only admins can clear spawn points.");
return true;
}
// Clearing a selected spawn point removes the player
if (existingClient != null)
{
// Prevent a map-defined lock spawn from being affected
if (existingClient.Slot != null && server.LobbyInfo.Slots[existingClient.Slot].LockSpawn)
return true;
existingClient.SpawnPoint = 0;
if (existingClient.State == Session.ClientState.Ready)
existingClient.State = Session.ClientState.NotReady;
server.SyncLobbyClients();
return true;
}
// Clearing an empty spawn point prevents it from being selected
// Clearing a disabled spawn restores it for use
if (!server.LobbyInfo.DisabledSpawnPoints.Contains(spawnPoint))
server.LobbyInfo.DisabledSpawnPoints.Add(spawnPoint);
else
server.LobbyInfo.DisabledSpawnPoints.Remove(spawnPoint);
server.SyncLobbyInfo();
return true;
}
static bool Spawn(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
var parts = s.Split(' ');
var targetClient = server.LobbyInfo.ClientWithIndex(Exts.ParseIntegerInvariant(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && !client.IsAdmin)
return true;
// Spectators don't need a spawnpoint
if (targetClient.Slot == null)
return true;
// Map has disabled spawn changes
if (server.LobbyInfo.Slots[targetClient.Slot].LockSpawn)
return true;
if (!Exts.TryParseIntegerInvariant(parts[1], out var spawnPoint)
|| spawnPoint < 0 || spawnPoint > server.Map.SpawnPoints.Length)
{
Log.Write("server", "Invalid spawn point: {0}", parts[1]);
return true;
}
if (server.LobbyInfo.Clients.Where(cc => cc != client).Any(cc => (cc.SpawnPoint == spawnPoint) && (cc.SpawnPoint != 0)))
{
server.SendOrderTo(conn, "Message", "You cannot occupy the same spawn point as another player.");
return true;
}
// Check if any other slot has locked the requested spawn
if (spawnPoint > 0)
{
var spawnLockedByAnotherSlot = server.LobbyInfo.Slots.Where(ss => ss.Value.LockSpawn).Any(ss =>
{
var pr = PlayerReferenceForSlot(server, ss.Value);
return pr != null && pr.Spawn == spawnPoint;
});
if (spawnLockedByAnotherSlot)
{
server.SendOrderTo(conn, "Message", "The spawn point is locked to another player slot.");
return true;
}
}
targetClient.SpawnPoint = spawnPoint;
server.SyncLobbyClients();
return true;
}
}
static bool PlayerColor(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
var parts = s.Split(' ');
var targetClient = server.LobbyInfo.ClientWithIndex(Exts.ParseIntegerInvariant(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && !client.IsAdmin)
return true;
// Spectator or map has disabled color changes
if (targetClient.Slot == null || server.LobbyInfo.Slots[targetClient.Slot].LockColor)
return true;
// Validate if color is allowed and get an alternative it isn't
var newColor = FieldLoader.GetValue<Color>("(value)", parts[1]);
targetClient.Color = SanitizePlayerColor(server, newColor, targetClient.Index, conn);
// Only update player's preferred color if new color is valid
if (newColor == targetClient.Color)
targetClient.PreferredColor = targetClient.Color;
server.SyncLobbyClients();
return true;
}
}
static bool SyncLobby(S server, Connection conn, Session.Client client, string s)
{
lock (server.LobbyInfo)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can set lobby info");
return true;
}
try
{
server.LobbyInfo = Session.Deserialize(s);
server.SyncLobbyInfo();
}
catch (Exception)
{
server.SendOrderTo(conn, "Message", "Invalid Lobby Info Sent");
}
return true;
}
}
public void ServerStarted(S server)
{
lock (server.LobbyInfo)
{
// Remote maps are not supported for the initial map
var uid = server.LobbyInfo.GlobalSettings.Map;
server.Map = server.ModData.MapCache[uid];
if (server.Map.Status != MapStatus.Available)
throw new InvalidOperationException("Map {0} not found".F(uid));
server.LobbyInfo.Slots = server.Map.Players.Players
.Select(p => MakeSlotFromPlayerReference(p.Value))
.Where(s => s != null)
.ToDictionary(s => s.PlayerReference, s => s);
LoadMapSettings(server, server.LobbyInfo.GlobalSettings, server.Map);
}
}
static Session.Slot MakeSlotFromPlayerReference(PlayerReference pr)
{
if (!pr.Playable)
return null;
return new Session.Slot
{
PlayerReference = pr.Name,
Closed = false,
AllowBots = pr.AllowBots,
LockFaction = pr.LockFaction,
LockColor = pr.LockColor,
LockTeam = pr.LockTeam,
LockHandicap = pr.LockHandicap,
LockSpawn = pr.LockSpawn,
Required = pr.Required,
};
}
public static void LoadMapSettings(S server, Session.Global gs, MapPreview map)
{
lock (server.LobbyInfo)
{
var options = map.PlayerActorInfo.TraitInfos<ILobbyOptions>()
.Concat(map.WorldActorInfo.TraitInfos<ILobbyOptions>())
.SelectMany(t => t.LobbyOptions(map));
foreach (var o in options)
{
var value = o.DefaultValue;
var preferredValue = o.DefaultValue;
if (gs.LobbyOptions.TryGetValue(o.Id, out var state))
{
// Propagate old state on map change
if (!o.IsLocked)
{
if (o.Values.Keys.Contains(state.PreferredValue))
value = state.PreferredValue;
else if (o.Values.Keys.Contains(state.Value))
value = state.Value;
}
preferredValue = state.PreferredValue;
}
else
state = new Session.LobbyOptionState();
state.IsLocked = o.IsLocked;
state.Value = value;
state.PreferredValue = preferredValue;
gs.LobbyOptions[o.Id] = state;
}
}
}
static Color SanitizePlayerColor(S server, Color askedColor, int playerIndex, Connection connectionToEcho = null)
{
lock (server.LobbyInfo)
{
var validator = server.ModData.Manifest.Get<ColorValidator>();
var askColor = askedColor;
Action<string> onError = message =>
{
if (connectionToEcho != null)
server.SendOrderTo(connectionToEcho, "Message", message);
};
var terrainColors = server.ModData.DefaultTerrainInfo[server.Map.TileSet].RestrictedPlayerColors;
var playerColors = server.LobbyInfo.Clients.Where(c => c.Index != playerIndex).Select(c => c.Color)
.Concat(server.Map.Players.Players.Values.Select(p => p.Color)).ToList();
return validator.MakeValid(askColor, server.Random, terrainColors, playerColors, onError);
}
}
static string MissionBriefingOrDefault(S server)
{
var missionData = server.Map.WorldActorInfo.TraitInfoOrDefault<MissionDataInfo>();
if (missionData != null && !string.IsNullOrEmpty(missionData.Briefing))
return missionData.Briefing.Replace("\\n", "\n");
return null;
}
public void ClientJoined(S server, Connection conn)
{
lock (server.LobbyInfo)
{
var client = server.GetClient(conn);
// Validate whether color is allowed and get an alternative if it isn't
if (client.Slot != null && !server.LobbyInfo.Slots[client.Slot].LockColor)
client.Color = SanitizePlayerColor(server, client.Color, client.Index);
// Report any custom map details
// HACK: this isn't the best place for this to live, but if we move it somewhere else
// then we need a larger hack to hook the map change event.
var briefing = MissionBriefingOrDefault(server);
if (briefing != null)
server.SendOrderTo(conn, "Message", briefing);
}
}
void INotifyServerEmpty.ServerEmpty(S server)
{
lock (server.LobbyInfo)
{
// Expire any temporary bans
server.TempBans.Clear();
// Re-enable spectators
server.LobbyInfo.GlobalSettings.AllowSpectators = true;
// Reset player slots
server.LobbyInfo.Slots = server.Map.Players.Players
.Select(p => MakeSlotFromPlayerReference(p.Value))
.Where(ss => ss != null)
.ToDictionary(ss => ss.PlayerReference, ss => ss);
}
}
public static PlayerReference PlayerReferenceForSlot(S server, Session.Slot slot)
{
if (slot == null)
return null;
return server.Map.Players.Players[slot.PlayerReference];
}
}
}