Files
OpenRA/OpenRA.Mods.RA/ServerTraits/LobbyCommands.cs

457 lines
12 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2011 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. For more information,
* see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Network;
using OpenRA.FileFormats;
using OpenRA.Server;
using S = OpenRA.Server.Server;
namespace OpenRA.Mods.RA.Server
{
public class LobbyCommands : ServerTrait, IInterpretCommand, INotifyServerStart
{
static bool ValidateSlotCommand(S server, Connection conn, string arg, bool requiresHost)
{
if (!server.lobbyInfo.Slots.ContainsKey(arg))
{
Log.Write("server", "Invalid slot: {0}", arg );
return false;
}
if (requiresHost && conn.PlayerIndex != 0)
{
server.SendChatTo( conn, "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.GameStarted)
{
server.SendChatTo(conn, "Cannot change state when game started. ({0})".F(cmd));
return false;
}
else if (client.State == Session.ClientState.Ready && !(cmd == "ready" || cmd == "startgame"))
{
server.SendChatTo(conn, "Cannot change state when marked as ready.");
return false;
}
return true;
}
public bool InterpretCommand(S server, Connection conn, Session.Client client, string cmd)
{
if (!ValidateCommand(server, conn, client, cmd))
return false;
var dict = new Dictionary<string, Func<string, bool>>
{
{ "ready",
s =>
{
// if we're downloading, we can't ready up.
if (client.State == Session.ClientState.NotReady)
client.State = Session.ClientState.Ready;
else if (client.State == Session.ClientState.Ready)
client.State = Session.ClientState.NotReady;
Log.Write("server", "Player @{0} is {1}",
conn.socket.RemoteEndPoint, client.State);
server.SyncLobbyInfo();
if (server.conns.Count > 0 && server.conns.All(c => server.GetClient(c).State == Session.ClientState.Ready))
InterpretCommand(server, conn, client, "startgame");
return true;
}},
{ "startgame",
s =>
{
server.StartGame();
return true;
}},
{ "lag",
s =>
{
int lag;
if (!int.TryParse(s, out lag)) { Log.Write("server", "Invalid order lag: {0}", s); return false; }
Log.Write("server", "Order lag is now {0} frames.", lag);
server.lobbyInfo.GlobalSettings.OrderLatency = lag;
server.SyncLobbyInfo();
return true;
}},
{ "slot",
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;
client.Slot = s;
S.SyncClientToPlayerReference(client, server.Map.Players[s]);
server.SyncLobbyInfo();
return true;
}},
{ "spectate",
s =>
{
client.Slot = null;
client.SpawnPoint = 0;
server.SyncLobbyInfo();
return true;
}},
{ "slot_close",
s =>
{
if (!ValidateSlotCommand( server, conn, 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);
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.SyncLobbyInfo();
return true;
}},
{ "slot_open",
s =>
{
if (!ValidateSlotCommand( server, conn, s, true ))
return false;
var slot = server.lobbyInfo.Slots[s];
slot.Closed = false;
// Slot may have a bot in it
var occupant = server.lobbyInfo.ClientInSlot(s);
if (occupant != null && occupant.Bot != null)
server.lobbyInfo.Clients.Remove(occupant);
server.SyncLobbyInfo();
return true;
}},
{ "slot_bot",
s =>
{
var parts = s.Split(' ');
if (parts.Length < 2)
{
server.SendChatTo( conn, "Malformed slot_bot command" );
return true;
}
if (!ValidateSlotCommand( server, conn, parts[0], true ))
return false;
var slot = server.lobbyInfo.Slots[parts[0]];
var bot = server.lobbyInfo.ClientInSlot(parts[0]);
var botType = parts.Skip(1).JoinWith(" ");
// Invalid slot
if (bot != null && bot.Bot == null)
{
server.SendChatTo( conn, "Can't add bots to a slot with another client" );
return true;
}
slot.Closed = false;
if (bot == null)
{
// Create a new bot
bot = new Session.Client()
{
Index = server.ChooseFreePlayerIndex(),
Name = botType,
Bot = botType,
Slot = parts[0],
Country = "random",
SpawnPoint = 0,
Team = 0,
State = Session.ClientState.NotReady
};
// pick a random color for the bot
var hue = (byte)Game.CosmeticRandom.Next(255);
var sat = (byte)Game.CosmeticRandom.Next(255);
var lum = (byte)Game.CosmeticRandom.Next(51,255);
bot.ColorRamp = new ColorRamp(hue, sat, lum, 10);
server.lobbyInfo.Clients.Add(bot);
}
else
{
// Change the type of the existing bot
bot.Name = botType;
bot.Bot = botType;
}
S.SyncClientToPlayerReference(bot, server.Map.Players[parts[0]]);
server.SyncLobbyInfo();
return true;
}},
{ "map",
s =>
{
if (conn.PlayerIndex != 0)
{
server.SendChatTo( conn, "Only the host can change the map" );
return true;
}
server.lobbyInfo.GlobalSettings.Map = s;
var oldSlots = server.lobbyInfo.Slots.Keys.ToArray();
LoadMap(server);
// 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
var slots = server.lobbyInfo.Slots.Keys.ToArray();
int i = 0;
foreach (var os in oldSlots)
{
var c = server.lobbyInfo.ClientInSlot(os);
if (c == null)
continue;
c.SpawnPoint = 0;
c.State = Session.ClientState.NotReady;
c.Slot = i < slots.Length ? slots[i++] : null;
if (c.Slot != null)
S.SyncClientToPlayerReference(c, server.Map.Players[c.Slot]);
else if (c.Bot != null)
server.lobbyInfo.Clients.Remove(c);
}
server.SyncLobbyInfo();
return true;
}},
{ "lockteams",
s =>
{
if (conn.PlayerIndex != 0)
{
server.SendChatTo( conn, "Only the host can set that option" );
return true;
}
bool.TryParse(s, out server.lobbyInfo.GlobalSettings.LockTeams);
server.SyncLobbyInfo();
return true;
}},
{ "allowcheats",
s =>
{
if (conn.PlayerIndex != 0)
{
server.SendChatTo( conn, "Only the host can set that option" );
return true;
}
bool.TryParse(s, out server.lobbyInfo.GlobalSettings.AllowCheats);
server.SyncLobbyInfo();
return true;
}},
{ "kick",
s =>
{
if (conn.PlayerIndex != 0)
{
server.SendChatTo( conn, "Only the host can kick players" );
return true;
}
int clientID;
int.TryParse( s, out clientID );
var connToKick = server.conns.SingleOrDefault( c => server.GetClient(c) != null && server.GetClient(c).Index == clientID);
if (connToKick == null)
{
server.SendChatTo( conn, "Noone in that slot." );
return true;
}
server.SendOrderTo(connToKick, "ServerError", "You have been kicked from the server");
server.DropClient(connToKick);
server.SyncLobbyInfo();
return true;
}},
{ "name",
s =>
{
Log.Write("server", "Player@{0} is now known as {1}", conn.socket.RemoteEndPoint, s);
client.Name = s;
server.SyncLobbyInfo();
return true;
}},
{ "race",
s =>
{
var parts = s.Split(' ');
var targetClient = server.lobbyInfo.ClientWithIndex(int.Parse(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && conn.PlayerIndex != 0)
return true;
// Map has disabled race changes
if (server.lobbyInfo.Slots[targetClient.Slot].LockRace)
return true;
targetClient.Country = parts[1];
server.SyncLobbyInfo();
return true;
}},
{ "team",
s =>
{
var parts = s.Split(' ');
var targetClient = server.lobbyInfo.ClientWithIndex(int.Parse(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && conn.PlayerIndex != 0)
return true;
// Map has disabled team changes
if (server.lobbyInfo.Slots[targetClient.Slot].LockTeam)
return true;
int team;
if (!int.TryParse(parts[1], out team)) { Log.Write("server", "Invalid team: {0}", s ); return false; }
targetClient.Team = team;
server.SyncLobbyInfo();
return true;
}},
{ "spawn",
s =>
{
var parts = s.Split(' ');
var targetClient = server.lobbyInfo.ClientWithIndex(int.Parse(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && conn.PlayerIndex != 0)
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 (!int.TryParse(parts[1], out spawnPoint) || spawnPoint < 0 || spawnPoint > server.Map.GetSpawnPoints().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.SendChatTo( conn, "You can't be at the same spawn point as another player" );
return true;
}
targetClient.SpawnPoint = spawnPoint;
server.SyncLobbyInfo();
return true;
}},
{ "color",
s =>
{
var parts = s.Split(' ');
var targetClient = server.lobbyInfo.ClientWithIndex(int.Parse(parts[0]));
// Only the host can change other client's info
if (targetClient.Index != client.Index && conn.PlayerIndex != 0)
return true;
// Map has disabled color changes
if (targetClient.Slot != null && server.lobbyInfo.Slots[targetClient.Slot].LockColor)
return true;
var ci = parts[1].Split(',').Select(cc => int.Parse(cc)).ToArray();
targetClient.ColorRamp = new ColorRamp((byte)ci[0], (byte)ci[1], (byte)ci[2], (byte)ci[3]);
server.SyncLobbyInfo();
return true;
}}
};
var cmdName = cmd.Split(' ').First();
var cmdValue = cmd.Split(' ').Skip(1).JoinWith(" ");
Func<string,bool> a;
if (!dict.TryGetValue(cmdName, out a))
return false;
return a(cmdValue);
}
public void ServerStarted(S server) { LoadMap(server); }
static Session.Slot MakeSlotFromPlayerReference(PlayerReference pr)
{
if (!pr.Playable) return null;
return new Session.Slot
{
PlayerReference = pr.Name,
Closed = false,
AllowBots = pr.AllowBots,
LockRace = pr.LockRace,
LockColor = pr.LockColor,
LockTeam = pr.LockTeam,
LockSpawn = pr.LockSpawn
};
}
static void LoadMap(S server)
{
server.Map = new Map(server.ModData.AvailableMaps[server.lobbyInfo.GlobalSettings.Map].Path);
server.lobbyInfo.Slots = server.Map.Players
.Select(p => MakeSlotFromPlayerReference(p.Value))
.Where(s => s != null)
.ToDictionary(s => s.PlayerReference, s => s);
}
}
}