Files
OpenRA/OpenRA.Mods.Common/ServerTraits/LobbyCommands.cs
teinarss 1c0aa24640 Added a player action dropdown.
Adds options for:
 - handling kick
 - transferring admin
 - move to spectator
2018-07-05 23:22:09 +01:00

976 lines
29 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2018 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.Graphics;
using OpenRA.Mods.Common.Traits;
using OpenRA.Network;
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 },
{ "spawn", Spawn },
{ "color", Color },
{ "sync_lobby", SyncLobby }
};
static bool ValidateSlotCommand(S server, Connection conn, Session.Client client, string arg, bool requiresHost)
{
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)
{
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(" ");
Func<S, Connection, Session.Client, string, bool> a;
if (!commandHandlers.TryGetValue(cmdName, out a))
return false;
return a(server, conn, client, cmdValue);
}
static void CheckAutoStart(S server)
{
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;
server.StartGame();
}
static bool State(S server, Connection conn, Session.Client client, string s)
{
var state = Session.ClientState.Invalid;
if (!Enum<Session.ClientState>.TryParse(s, false, out 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)
{
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;
}
server.StartGame();
return true;
}
static bool Slot(S server, Connection conn, Session.Client client, string s)
{
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)
{
if (bool.TryParse(s, out server.LobbyInfo.GlobalSettings.AllowSpectators))
{
server.SyncLobbyGlobalSettings();
return true;
}
else
{
server.SendOrderTo(conn, "Message", "Malformed allow_spectate command");
return true;
}
}
static bool Specate(S server, Connection conn, Session.Client client, string s)
{
if (server.LobbyInfo.GlobalSettings.AllowSpectators || client.IsAdmin)
{
client.Slot = null;
client.SpawnPoint = 0;
client.Team = 0;
client.Color = HSLColor.FromRGB(255, 255, 255);
server.SyncLobbyClients();
CheckAutoStart(server);
return true;
}
else
return false;
}
static bool SlotClose(S server, Connection conn, Session.Client client, string s)
{
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)
{
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)
{
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]);
int controllerClientIndex;
if (!Exts.TryParseIntegerInvariant(parts[1], out 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.Rules.Actors["player"].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,
State = Session.ClientState.NotReady,
BotControllerClientIndex = controllerClientIndex
};
// Pick a random color for the bot
var validator = server.ModData.Manifest.Get<ColorValidator>();
var tileset = server.Map.Rules.TileSet;
var terrainColors = tileset.TerrainInfo.Where(ti => ti.RestrictPlayerColor).Select(ti => ti.Color);
var playerColors = server.LobbyInfo.Clients.Select(c => c.Color.RGB)
.Concat(server.Map.Players.Players.Values.Select(p => p.Color.RGB));
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)
{
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 =>
{
// 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.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.Rules);
// Reset client states
foreach (var c in server.LobbyInfo.Clients)
c.State = Session.ClientState.Invalid;
// 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.Rules.Actors["player"].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);
}
// 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.SyncLobbyInfo();
server.SendMessage("{0} changed the map to {1}.".F(client.Name, server.Map.Title));
if (server.Map.DefinesUnsafeCustomRules)
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)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can change the configuration.");
return true;
}
var allOptions = server.Map.Rules.Actors["player"].TraitInfos<ILobbyOptions>()
.Concat(server.Map.Rules.Actors["world"].TraitInfos<ILobbyOptions>())
.SelectMany(t => t.LobbyOptions(server.Map.Rules));
// Overwrite keys with duplicate ids
var options = new Dictionary<string, LobbyOption>();
foreach (var o in allOptions)
options[o.Id] = o;
var split = s.Split(' ');
LobbyOption option;
if (split.Length < 2 || !options.TryGetValue(split[0], out 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];
if (option.Id == "gamespeed")
{
var speed = server.ModData.Manifest.Get<GameSpeeds>().Speeds[oo.Value];
server.LobbyInfo.GlobalSettings.Timestep = speed.Timestep;
server.LobbyInfo.GlobalSettings.OrderLatency = speed.OrderLatency;
}
server.SyncLobbyGlobalSettings();
server.SendMessage(option.ValueChangedMessage(client.Name, split[1]));
return true;
}
static bool AssignTeams(S server, Connection conn, Session.Client client, string s)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can set that option.");
return true;
}
int teamCount;
if (!Exts.TryParseIntegerInvariant(s, out 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)
{
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;
}
int kickClientID;
Exts.TryParseIntegerInvariant(split[0], out 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);
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 tempBan;
bool.TryParse(split[1], out 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)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only admins can transfer admin to another player.");
return true;
}
int newAdminId;
Exts.TryParseIntegerInvariant(s, out 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;
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)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can move players to spectators.");
return true;
}
int targetId;
Exts.TryParseIntegerInvariant(s, out 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.Color = HSLColor.FromRGB(255, 255, 255);
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)
{
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)
{
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.Rules.Actors["world"].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)
{
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;
int team;
if (!Exts.TryParseIntegerInvariant(parts[1], out team))
{
Log.Write("server", "Invalid team: {0}", s);
return false;
}
targetClient.Team = team;
server.SyncLobbyClients();
return true;
}
static bool Spawn(S server, Connection conn, Session.Client client, string s)
{
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;
int spawnPoint;
if (!Exts.TryParseIntegerInvariant(parts[1], out 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 Color(S server, Connection conn, Session.Client client, string s)
{
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<HSLColor>("(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)
{
if (!client.IsAdmin)
{
server.SendOrderTo(conn, "Message", "Only the host can set lobby info");
return true;
}
var lobbyInfo = Session.Deserialize(s);
if (lobbyInfo == null)
{
server.SendOrderTo(conn, "Message", "Invalid Lobby Info Sent");
return true;
}
server.LobbyInfo = lobbyInfo;
server.SyncLobbyInfo();
return true;
}
public void ServerStarted(S server)
{
// 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.Rules);
}
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,
LockSpawn = pr.LockSpawn,
Required = pr.Required,
};
}
public static void LoadMapSettings(S server, Session.Global gs, Ruleset rules)
{
var options = rules.Actors["player"].TraitInfos<ILobbyOptions>()
.Concat(rules.Actors["world"].TraitInfos<ILobbyOptions>())
.SelectMany(t => t.LobbyOptions(rules));
foreach (var o in options)
{
var value = o.DefaultValue;
var preferredValue = o.DefaultValue;
Session.LobbyOptionState state;
if (gs.LobbyOptions.TryGetValue(o.Id, out 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;
if (o.Id == "gamespeed")
{
var speed = server.ModData.Manifest.Get<GameSpeeds>().Speeds[value];
gs.Timestep = speed.Timestep;
gs.OrderLatency = speed.OrderLatency;
}
}
}
static HSLColor SanitizePlayerColor(S server, HSLColor askedColor, int playerIndex, Connection connectionToEcho = null)
{
var validator = server.ModData.Manifest.Get<ColorValidator>();
var askColor = askedColor;
Action<string> onError = message =>
{
if (connectionToEcho != null)
server.SendOrderTo(connectionToEcho, "Message", message);
};
var tileset = server.Map.Rules.TileSet;
var terrainColors = tileset.TerrainInfo.Where(ti => ti.RestrictPlayerColor).Select(ti => ti.Color).ToList();
var playerColors = server.LobbyInfo.Clients.Where(c => c.Index != playerIndex).Select(c => c.Color.RGB)
.Concat(server.Map.Players.Players.Values.Select(p => p.Color.RGB)).ToList();
return validator.MakeValid(askColor.RGB, server.Random, terrainColors, playerColors, onError);
}
static string MissionBriefingOrDefault(S server)
{
var missionData = server.Map.Rules.Actors["world"].TraitInfoOrDefault<MissionDataInfo>();
if (missionData != null && !string.IsNullOrEmpty(missionData.Briefing))
return missionData.Briefing.Replace("\\n", "\n");
return null;
}
public void ClientJoined(S server, Connection conn)
{
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)
{
// 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];
}
}
}