Files
RobustToolbox/Robust.Client/BaseClient.cs
2020-07-06 19:43:26 +02:00

317 lines
10 KiB
C#

using System;
using System.Net;
using Robust.Client.Interfaces;
using Robust.Client.Interfaces.Debugging;
using Robust.Client.Interfaces.GameObjects;
using Robust.Client.Interfaces.GameStates;
using Robust.Client.Interfaces.State;
using Robust.Client.Interfaces.Utility;
using Robust.Client.Player;
using Robust.Shared.Enums;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Network;
using Robust.Shared.Network.Messages;
using Robust.Shared.Players;
using Robust.Shared.Utility;
namespace Robust.Client
{
/// <inheritdoc />
public class BaseClient : IBaseClient
{
[Dependency] private readonly IClientNetManager _net = default!;
[Dependency] private readonly IPlayerManager _playMan = default!;
[Dependency] private readonly IConfigurationManager _configManager = default!;
[Dependency] private readonly IClientEntityManager _entityManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IDiscordRichPresence _discord = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IClientGameStateManager _gameStates = default!;
[Dependency] private readonly IDebugDrawingManager _debugDrawMan = 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; }
/// <inheritdoc />
public void Initialize()
{
_net.RegisterNetMessage<MsgServerInfo>(MsgServerInfo.NAME, HandleServerInfo);
_net.RegisterNetMessage<MsgSetTickRate>(MsgSetTickRate.NAME, HandleSetTickRate);
_net.RegisterNetMessage<MsgServerInfoReq>(MsgServerInfoReq.NAME);
_net.Connected += OnConnected;
_net.ConnectFailed += OnConnectFailed;
_net.Disconnect += OnNetDisconnect;
_playMan.Initialize();
_debugDrawMan.Initialize();
Reset();
}
/// <inheritdoc />
public void ConnectToServer(DnsEndPoint endPoint)
{
if (RunLevel == ClientRunLevel.Connecting)
{
_net.Shutdown("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<string>("player.name"));
}
/// <inheritdoc />
public void DisconnectFromServer(string reason)
{
DebugTools.Assert(RunLevel > ClientRunLevel.Initialize);
DebugTools.Assert(_net.IsConnected);
// run level changed in OnNetDisconnect()
// are both of these *really* needed?
_net.ClientDisconnect(reason);
}
/// <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)
{
// request base info about the server
var msgInfo = _net.CreateNetMessage<MsgServerInfoReq>();
_net.ClientSendMessage(msgInfo);
}
/// <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(IPlayerSession session)
{
DebugTools.Assert(RunLevel < ClientRunLevel.Connected);
OnRunLevelChanged(ClientRunLevel.Connected);
_entityManager.Startup();
_mapManager.Startup();
PlayerJoinedServer?.Invoke(this, new PlayerEventArgs(session));
}
/// <summary>
/// Player is joining the game
/// </summary>
/// <param name="session">Session of the player.</param>
private void OnPlayerJoinedGame(IPlayerSession session)
{
DebugTools.Assert(RunLevel >= ClientRunLevel.Connected);
OnRunLevelChanged(ClientRunLevel.InGame);
PlayerJoinedGame?.Invoke(this, new PlayerEventArgs(session));
}
private void Reset()
{
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);
PlayerLeaveServer?.Invoke(this, new PlayerEventArgs(_playMan.LocalPlayer?.Session));
LastDisconnectReason = args.Reason;
_gameStates.Reset();
_playMan.Shutdown();
_entityManager.Shutdown();
_mapManager.Shutdown();
_discord.ClearPresence();
Reset();
}
private void HandleServerInfo(MsgServerInfo msg)
{
var info = GameInfo;
if (info == null)
{
GameInfo = info = new ServerInfo(msg.ServerName);
}
else
{
info.ServerName = msg.ServerName;
}
info.ServerMaxPlayers = msg.ServerMaxPlayers;
info.SessionId = msg.PlayerSessionId;
info.TickRate = msg.TickRate;
_timing.TickRate = msg.TickRate;
Logger.InfoS("client", $"Tickrate changed to: {msg.TickRate}");
_discord.Update(info.ServerName, info.SessionId.Username, info.ServerMaxPlayers.ToString());
// start up player management
_playMan.Startup(_net.ServerChannel!);
_playMan.LocalPlayer!.SessionId = info.SessionId;
_playMan.LocalPlayer.StatusChanged += OnLocalStatusChanged;
}
private void HandleSetTickRate(MsgSetTickRate message)
{
_timing.TickRate = message.NewTickRate;
Logger.InfoS("client", $"Tickrate changed to: {message.NewTickRate}");
}
private void OnLocalStatusChanged(object? obj, StatusEventArgs eventArgs)
{
// player finished fully connecting to the server.
// OldStatus is used here because it can go from connecting-> connected or connecting-> ingame
if (eventArgs.OldStatus == SessionStatus.Connecting)
{
OnPlayerJoinedServer(_playMan.LocalPlayer!.Session);
}
if (eventArgs.NewStatus == SessionStatus.InGame)
{
OnPlayerJoinedGame(_playMan.LocalPlayer!.Session);
}
}
private void OnRunLevelChanged(ClientRunLevel newRunLevel)
{
Logger.DebugS("client", $"Runlevel changed to: {newRunLevel}");
var args = new RunLevelChangedEventArgs(RunLevel, newRunLevel);
RunLevel = newRunLevel;
RunLevelChanged?.Invoke(this, args);
}
}
/// <summary>
/// Enumeration of the run levels of the BaseClient.
/// </summary>
public enum ClientRunLevel
{
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>
/// Event arguments for when something changed with the player.
/// </summary>
public class PlayerEventArgs : EventArgs
{
/// <summary>
/// The session that triggered the event.
/// </summary>
private IPlayerSession? Session { get; }
/// <summary>
/// Constructs a new instance of the class.
/// </summary>
public PlayerEventArgs(IPlayerSession? session)
{
Session = session;
}
}
/// <summary>
/// Event arguments for when the RunLevel has changed in the BaseClient.
/// </summary>
public 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 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 byte TickRate { get; internal set; }
public NetSessionId SessionId { get; set; }
}
}