using System;
using System.Collections.Generic;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
namespace Robust.Server.GameObjects.EntitySystems
{
///
/// Server side processing of incoming user commands.
///
public class InputSystem : SharedInputSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
private readonly Dictionary _playerInputs = new();
private readonly Dictionary _lastProcessedInputCmd = new();
///
public override void Initialize()
{
SubscribeNetworkEvent(InputMessageHandler);
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
///
public override void Shutdown()
{
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
private void InputMessageHandler(InputCmdMessage message, EntitySessionEventArgs eventArgs)
{
if (!(message is FullInputCmdMessage msg))
return;
//Client Sanitization: out of bounds functionID
if (!_playerManager.KeyMap.TryGetKeyFunction(msg.InputFunctionId, out var function))
return;
//Client Sanitization: bad enum key state value
if (!Enum.IsDefined(typeof(BoundKeyState), msg.State))
return;
var session = (IPlayerSession) eventArgs.SenderSession;
if (_lastProcessedInputCmd[session] < msg.InputSequence)
_lastProcessedInputCmd[session] = msg.InputSequence;
// set state, only bound key functions get state changes
var states = GetInputStates(session);
states.SetState(function, msg.State);
// route the cmdMessage to the proper bind
//Client Sanitization: unbound command, just ignore
foreach (var handler in BindRegistry.GetHandlers(function))
{
if (handler.HandleCmdMessage(session, msg)) return;
}
}
public IPlayerCommandStates GetInputStates(IPlayerSession session)
{
return _playerInputs[session];
}
public uint GetLastInputCommand(IPlayerSession session)
{
return _lastProcessedInputCmd[session];
}
private void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs args)
{
switch (args.NewStatus)
{
case SessionStatus.Connected:
_playerInputs.Add(args.Session, new PlayerCommandStates());
_lastProcessedInputCmd.Add(args.Session, 0);
break;
case SessionStatus.Disconnected:
_playerInputs.Remove(args.Session);
_lastProcessedInputCmd.Remove(args.Session);
break;
}
}
}
}