BattleBit-Community-Server-API/BattleBitAPI/Server/GameServer.cs

1107 lines
33 KiB
C#

using System.Net;
using System.Net.Sockets;
using System.Numerics;
using System.Text;
using BattleBitAPI.Common;
using BattleBitAPI.Common.Extentions;
using BattleBitAPI.Networking;
using CommunityServerAPI.BattleBitAPI;
using Stream = BattleBitAPI.Common.Serialization.Stream;
namespace BattleBitAPI.Server;
public class GameServer<TPlayer> : IDisposable where TPlayer : Player<TPlayer>
{
// ---- Private Variables ----
private Internal mInternal;
// ---- Public Variables ----
public ulong ServerHash => mInternal.ServerHash;
public bool IsConnected => mInternal.IsConnected;
public IPAddress GameIP => mInternal.GameIP;
public int GamePort => mInternal.GamePort;
public TcpClient Socket => mInternal.Socket;
public bool IsPasswordProtected => mInternal.IsPasswordProtected;
public string ServerName => mInternal.ServerName;
public string Gamemode => mInternal.Gamemode;
public string Map => mInternal.Map;
public MapSize MapSize => mInternal.MapSize;
public MapDayNight DayNight => mInternal.DayNight;
public int CurrentPlayerCount => mInternal.CurrentPlayerCount;
public int InQueuePlayerCount => mInternal.InQueuePlayerCount;
public int MaxPlayerCount => mInternal.MaxPlayerCount;
public string LoadingScreenText => mInternal.LoadingScreenText;
public string ServerRulesText => mInternal.ServerRulesText;
public ServerSettings<TPlayer> ServerSettings => mInternal.ServerSettings;
public MapRotation<TPlayer> MapRotation => mInternal.MapRotation;
public GamemodeRotation<TPlayer> GamemodeRotation => mInternal.GamemodeRotation;
public RoundSettings<TPlayer> RoundSettings => mInternal.RoundSettings;
public string TerminationReason => mInternal.TerminationReason;
public bool ReconnectFlag => mInternal.ReconnectFlag;
// ---- Team ----
public IEnumerable<TPlayer> AllPlayers
{
get
{
var list = new List<TPlayer>(mInternal.Players.Values.Count);
lock (mInternal.Players)
{
foreach (var item in mInternal.Players.Values)
list.Add((TPlayer)item);
}
return list;
}
}
// ---- Disposing ----
public void Dispose()
{
if (mInternal.Socket != null)
{
mInternal.Socket.SafeClose();
mInternal.Socket = null;
}
}
// ---- Tick ----
public async Task Tick()
{
if (!IsConnected)
return;
if (mInternal.IsDirtyRoomSettings)
{
mInternal.IsDirtyRoomSettings = false;
//Send new settings
using (var pck = Stream.Get())
{
pck.Write((byte)NetworkCommunication.SetNewRoomSettings);
mInternal._RoomSettings.Write(pck);
WriteToSocket(pck);
}
}
if (mInternal.IsDirtyMapRotation)
{
mInternal.IsDirtyMapRotation = false;
mInternal.mBuilder.Clear();
mInternal.mBuilder.Append("setmaprotation ");
lock (mInternal._MapRotation)
{
foreach (var map in mInternal._MapRotation)
{
mInternal.mBuilder.Append(map);
mInternal.mBuilder.Append(',');
}
}
ExecuteCommand(mInternal.mBuilder.ToString());
}
if (mInternal.IsDirtyGamemodeRotation)
{
mInternal.IsDirtyGamemodeRotation = false;
mInternal.mBuilder.Clear();
mInternal.mBuilder.Append("setgamemoderotation ");
lock (mInternal._GamemodeRotation)
{
foreach (var gamemode in mInternal._GamemodeRotation)
{
mInternal.mBuilder.Append(gamemode);
mInternal.mBuilder.Append(',');
}
}
ExecuteCommand(mInternal.mBuilder.ToString());
}
if (mInternal.IsDirtyRoundSettings)
{
mInternal.IsDirtyRoundSettings = false;
//Send new round settings
using (var pck = Stream.Get())
{
pck.Write((byte)NetworkCommunication.SetNewRoundState);
mInternal._RoundSettings.Write(pck);
WriteToSocket(pck);
}
}
try
{
//Are we still connected on socket level?
if (!Socket.Connected)
{
mClose("Connection was terminated.");
return;
}
//Did user requested to close connection?
if (mInternal.mWantsToCloseConnection)
{
mClose(TerminationReason);
return;
}
var networkStream = Socket.GetStream();
//Read network packages.
while (Socket.Available > 0)
{
mInternal.mLastPackageReceived = Extentions.TickCount;
//Do we know the package size?
if (mInternal.mReadPackageSize == 0)
{
const int sizeToRead = 4;
var leftSizeToRead = sizeToRead - mInternal.mReadStream.WritePosition;
var read = await networkStream.ReadAsync(mInternal.mReadStream.Buffer, mInternal.mReadStream.WritePosition, leftSizeToRead);
if (read <= 0)
throw new Exception("Connection was terminated.");
mInternal.mReadStream.WritePosition += read;
//Did we receive the package?
if (mInternal.mReadStream.WritePosition >= 4)
{
//Read the package size
mInternal.mReadPackageSize = mInternal.mReadStream.ReadUInt32();
if (mInternal.mReadPackageSize > Const.MaxNetworkPackageSize)
throw new Exception("Incoming package was larger than 'Conts.MaxNetworkPackageSize'");
mInternal.mReadStream.Reset();
}
}
else
{
var sizeToRead = (int)mInternal.mReadPackageSize;
var leftSizeToRead = sizeToRead - mInternal.mReadStream.WritePosition;
var read = await networkStream.ReadAsync(mInternal.mReadStream.Buffer, mInternal.mReadStream.WritePosition, leftSizeToRead);
if (read <= 0)
throw new Exception("Connection was terminated.");
mInternal.mReadStream.WritePosition += read;
//Do we have the package?
if (mInternal.mReadStream.WritePosition >= mInternal.mReadPackageSize)
{
mInternal.mReadPackageSize = 0;
await mInternal.mExecutionFunc(this, mInternal, mInternal.mReadStream);
//Reset
mInternal.mReadStream.Reset();
}
}
}
//Send the network packages.
if (mInternal.mWriteStream.WritePosition > 0)
lock (mInternal.mWriteStream)
{
if (mInternal.mWriteStream.WritePosition > 0)
{
networkStream.WriteAsync(mInternal.mWriteStream.Buffer, 0, mInternal.mWriteStream.WritePosition);
mInternal.mWriteStream.WritePosition = 0;
mInternal.mLastPackageSent = Extentions.TickCount;
}
}
//Are we timed out?
if (Extentions.TickCount - mInternal.mLastPackageReceived > Const.NetworkTimeout)
throw new Exception("Timedout.");
//Send keep alive if needed
if (Extentions.TickCount - mInternal.mLastPackageSent > Const.NetworkKeepAlive)
{
//Send keep alive.
await networkStream.WriteAsync(mInternal.mKeepAliveBuffer, 0, 4);
await networkStream.FlushAsync();
mInternal.mLastPackageSent = Extentions.TickCount;
}
}
catch (Exception e)
{
mClose(e.Message);
}
}
public bool TryGetPlayer(ulong steamID, out TPlayer player)
{
lock (mInternal.Players)
{
if (mInternal.Players.TryGetValue(steamID, out var _player))
{
player = (TPlayer)_player;
return true;
}
}
player = default;
return false;
}
// ---- Virtual ----
public virtual async Task OnConnected()
{
}
public virtual async Task OnTick()
{
}
public virtual async Task OnReconnected()
{
}
public virtual async Task OnDisconnected()
{
}
public virtual async Task OnPlayerConnected(TPlayer player)
{
}
public virtual async Task OnPlayerDisconnected(TPlayer player)
{
}
public virtual async Task<bool> OnPlayerTypedMessage(TPlayer player, ChatChannel channel, string msg)
{
return true;
}
public virtual async Task OnPlayerJoiningToServer(ulong steamID, PlayerJoiningArguments args)
{
}
public virtual async Task OnSavePlayerStats(ulong steamID, PlayerStats stats)
{
}
public virtual async Task<bool> OnPlayerRequestingToChangeRole(TPlayer player, GameRole requestedRole)
{
return true;
}
public virtual async Task<bool> OnPlayerRequestingToChangeTeam(TPlayer player, Team requestedTeam)
{
return true;
}
public virtual async Task OnPlayerChangedRole(TPlayer player, GameRole role)
{
}
public virtual async Task OnPlayerJoinedSquad(TPlayer player, Squads squad)
{
}
public virtual async Task OnPlayerLeftSquad(TPlayer player, Squads squad)
{
}
public virtual async Task OnPlayerChangeTeam(TPlayer player, Team team)
{
}
public virtual async Task<OnPlayerSpawnArguments> OnPlayerSpawning(TPlayer player, OnPlayerSpawnArguments request)
{
return request;
}
public virtual async Task OnPlayerSpawned(TPlayer player)
{
}
public virtual async Task OnPlayerDied(TPlayer player)
{
}
public virtual async Task OnPlayerGivenUp(TPlayer player)
{
}
public virtual async Task OnAPlayerDownedAnotherPlayer(OnPlayerKillArguments<TPlayer> args)
{
}
public virtual async Task OnAPlayerRevivedAnotherPlayer(TPlayer from, TPlayer to)
{
}
public virtual async Task OnPlayerReported(TPlayer from, TPlayer to, ReportReason reason, string additional)
{
}
public virtual async Task OnGameStateChanged(GameState oldState, GameState newState)
{
}
public virtual async Task OnRoundStarted()
{
}
public virtual async Task OnRoundEnded()
{
}
// ---- Functions ----
public void WriteToSocket(Stream pck)
{
lock (mInternal.mWriteStream)
{
mInternal.mWriteStream.Write((uint)pck.WritePosition);
mInternal.mWriteStream.Write(pck.Buffer, 0, pck.WritePosition);
}
}
public void ExecuteCommand(string cmd)
{
if (string.IsNullOrWhiteSpace(cmd))
return;
var bytesLong = Encoding.UTF8.GetByteCount(cmd);
lock (mInternal.mWriteStream)
{
mInternal.mWriteStream.Write((uint)(1 + 2 + bytesLong));
mInternal.mWriteStream.Write((byte)NetworkCommunication.ExecuteCommand);
mInternal.mWriteStream.Write(cmd);
}
}
public void SetNewPassword(string newPassword)
{
ExecuteCommand("setpass " + newPassword);
}
public void SetPingLimit(int newPing)
{
ExecuteCommand("setmaxping " + newPing);
}
public void AnnounceShort(string msg)
{
ExecuteCommand("an " + msg);
}
public void AnnounceLong(string msg)
{
ExecuteCommand("ann " + msg);
}
public void UILogOnServer(string msg, float messageLifetime)
{
ExecuteCommand("serverlog " + msg + " " + messageLifetime);
}
public void ForceStartGame()
{
ExecuteCommand("forcestart");
}
public void ForceEndGame()
{
ExecuteCommand("endgame");
}
public void SayToChat(string msg)
{
ExecuteCommand("say " + msg);
}
public void StopServer()
{
ExecuteCommand("stop");
}
public void CloseServer()
{
ExecuteCommand("notifyend");
}
public void KickAllPlayers()
{
ExecuteCommand("kick all");
}
public void Kick(ulong steamID, string reason)
{
ExecuteCommand("kick " + steamID + " " + reason);
}
public void Kick(Player<TPlayer> player, string reason)
{
Kick(player.SteamID, reason);
}
public void Kill(ulong steamID)
{
ExecuteCommand("kill " + steamID);
}
public void Kill(Player<TPlayer> player)
{
Kill(player.SteamID);
}
public void ChangeTeam(ulong steamID)
{
ExecuteCommand("changeteam " + steamID);
}
public void ChangeTeam(Player<TPlayer> player)
{
ChangeTeam(player.SteamID);
}
public void ChangeTeam(ulong steamID, Team team)
{
if (team == Team.TeamA)
ExecuteCommand("changeteam " + steamID + " a");
else if (team == Team.TeamB)
ExecuteCommand("changeteam " + steamID + " b");
}
public void ChangeTeam(Player<TPlayer> player, Team team)
{
ChangeTeam(player.SteamID, team);
}
public void KickFromSquad(ulong steamID)
{
ExecuteCommand("squadkick " + steamID);
}
public void KickFromSquad(Player<TPlayer> player)
{
KickFromSquad(player.SteamID);
}
public void JoinSquad(ulong steamID, Squads targetSquad)
{
ExecuteCommand("setsquad " + steamID + " " + (int)targetSquad);
}
public void JoinSquad(Player<TPlayer> player, Squads targetSquad)
{
JoinSquad(player.SteamID, targetSquad);
}
public void DisbandPlayerSquad(ulong steamID)
{
ExecuteCommand("squaddisband " + steamID);
}
public void DisbandPlayerCurrentSquad(Player<TPlayer> player)
{
DisbandPlayerSquad(player.SteamID);
}
public void PromoteSquadLeader(ulong steamID)
{
ExecuteCommand("squadpromote " + steamID);
}
public void PromoteSquadLeader(Player<TPlayer> player)
{
PromoteSquadLeader(player.SteamID);
}
public void WarnPlayer(ulong steamID, string msg)
{
ExecuteCommand("warn " + steamID + " " + msg);
}
public void WarnPlayer(Player<TPlayer> player, string msg)
{
WarnPlayer(player.SteamID, msg);
}
public void MessageToPlayer(ulong steamID, string msg)
{
ExecuteCommand("msg " + steamID + " " + msg);
}
public void MessageToPlayer(Player<TPlayer> player, string msg)
{
MessageToPlayer(player.SteamID, msg);
}
public void MessageToPlayer(ulong steamID, string msg, float fadeOutTime)
{
ExecuteCommand("msgf " + steamID + " " + fadeOutTime + " " + msg);
}
public void MessageToPlayer(Player<TPlayer> player, string msg, float fadeOutTime)
{
MessageToPlayer(player.SteamID, msg, fadeOutTime);
}
public void SetRoleTo(ulong steamID, GameRole role)
{
ExecuteCommand("setrole " + steamID + " " + role);
}
public void SetRoleTo(Player<TPlayer> player, GameRole role)
{
SetRoleTo(player.SteamID, role);
}
public void SpawnPlayer(ulong steamID, PlayerLoadout loadout, PlayerWearings wearings, Vector3 position, Vector3 lookDirection, PlayerStand stand, float spawnProtection)
{
var request = new OnPlayerSpawnArguments
{
Loadout = loadout,
Wearings = wearings,
RequestedPoint = PlayerSpawningPosition.Null,
SpawnPosition = position,
LookDirection = lookDirection,
SpawnStand = stand,
SpawnProtection = spawnProtection
};
//Respond back.
using (var response = Stream.Get())
{
response.Write((byte)NetworkCommunication.SpawnPlayer);
response.Write(steamID);
request.Write(response);
response.Write((ushort)0);
WriteToSocket(response);
}
}
public void SpawnPlayer(Player<TPlayer> player, PlayerLoadout loadout, PlayerWearings wearings, Vector3 position, Vector3 lookDirection, PlayerStand stand, float spawnProtection)
{
SpawnPlayer(player.SteamID, loadout, wearings, position, lookDirection, stand, spawnProtection);
}
public void SetHP(ulong steamID, float newHP)
{
ExecuteCommand("sethp " + steamID + " " + newHP);
}
public void SetHP(Player<TPlayer> player, float newHP)
{
SetHP(player.SteamID, newHP);
}
public void GiveDamage(ulong steamID, float damage)
{
ExecuteCommand("givedamage " + steamID + " " + damage);
}
public void GiveDamage(Player<TPlayer> player, float damage)
{
GiveDamage(player.SteamID, damage);
}
public void Heal(ulong steamID, float heal)
{
ExecuteCommand("heal " + steamID + " " + heal);
}
public void Heal(Player<TPlayer> player, float heal)
{
Heal(player.SteamID, heal);
}
public void SetRunningSpeedMultiplier(ulong steamID, float value)
{
ExecuteCommand("setrunningspeed " + steamID + " " + value);
}
public void SetRunningSpeedMultiplier(Player<TPlayer> player, float value)
{
SetRunningSpeedMultiplier(player.SteamID, value);
}
public void SetReceiveDamageMultiplier(ulong steamID, float value)
{
ExecuteCommand("setreceivedamagemultiplier " + steamID + " " + value);
}
public void SetReceiveDamageMultiplier(Player<TPlayer> player, float value)
{
SetReceiveDamageMultiplier(player.SteamID, value);
}
public void SetGiveDamageMultiplier(ulong steamID, float value)
{
ExecuteCommand("setgivedamagemultiplier " + steamID + " " + value);
}
public void SetGiveDamageMultiplier(Player<TPlayer> player, float value)
{
SetGiveDamageMultiplier(player.SteamID, value);
}
public void SetJumpMultiplier(ulong steamID, float value)
{
ExecuteCommand("setjumpmultiplier " + steamID + " " + value);
}
public void SetJumpMultiplier(Player<TPlayer> player, float value)
{
SetJumpMultiplier(player.SteamID, value);
}
public void SetFallDamageMultiplier(ulong steamID, float value)
{
ExecuteCommand("setfalldamagemultiplier " + steamID + " " + value);
}
public void SetFallDamageMultiplier(Player<TPlayer> player, float value)
{
SetFallDamageMultiplier(player.SteamID, value);
}
public void SetPrimaryWeapon(ulong steamID, WeaponItem item, int extraMagazines, bool clear = false)
{
using (var packet = Stream.Get())
{
packet.Write((byte)NetworkCommunication.SetPlayerWeapon);
packet.Write(steamID);
packet.Write((byte)0); //Primary
item.Write(packet);
packet.Write((byte)extraMagazines);
packet.Write(clear);
WriteToSocket(packet);
}
}
public void SetPrimaryWeapon(Player<TPlayer> player, WeaponItem item, int extraMagazines, bool clear = false)
{
SetPrimaryWeapon(player.SteamID, item, extraMagazines, clear);
}
public void SetSecondaryWeapon(ulong steamID, WeaponItem item, int extraMagazines, bool clear = false)
{
using (var packet = Stream.Get())
{
packet.Write((byte)NetworkCommunication.SetPlayerWeapon);
packet.Write(steamID);
packet.Write((byte)1); //Secondary
item.Write(packet);
packet.Write((byte)extraMagazines);
packet.Write(clear);
WriteToSocket(packet);
}
}
public void SetSecondaryWeapon(Player<TPlayer> player, WeaponItem item, int extraMagazines, bool clear = false)
{
SetSecondaryWeapon(player.SteamID, item, extraMagazines, clear);
}
public void SetFirstAid(ulong steamID, string tool, int extra, bool clear = false)
{
using (var packet = Stream.Get())
{
packet.Write((byte)NetworkCommunication.SetPlayerGadget);
packet.Write(steamID);
packet.Write((byte)2); //first aid
packet.Write(tool);
packet.Write((byte)extra);
packet.Write(clear);
WriteToSocket(packet);
}
}
public void SetFirstAid(Player<TPlayer> player, string tool, int extra, bool clear = false)
{
SetFirstAid(player.SteamID, tool, extra, clear);
}
public void SetLightGadget(ulong steamID, string tool, int extra, bool clear = false)
{
using (var packet = Stream.Get())
{
packet.Write((byte)NetworkCommunication.SetPlayerGadget);
packet.Write(steamID);
packet.Write((byte)3); //Tool A
packet.Write(tool);
packet.Write((byte)extra);
packet.Write(clear);
WriteToSocket(packet);
}
}
public void SetLightGadget(Player<TPlayer> player, string tool, int extra, bool clear = false)
{
SetLightGadget(player.SteamID, tool, extra, clear);
}
public void SetHeavyGadget(ulong steamID, string tool, int extra, bool clear = false)
{
using (var packet = Stream.Get())
{
packet.Write((byte)NetworkCommunication.SetPlayerGadget);
packet.Write(steamID);
packet.Write((byte)4); //Tool A
packet.Write(tool);
packet.Write((byte)extra);
packet.Write(clear);
WriteToSocket(packet);
}
}
public void SetHeavyGadget(Player<TPlayer> player, string tool, int extra, bool clear = false)
{
SetHeavyGadget(player.SteamID, tool, extra, clear);
}
public void SetThrowable(ulong steamID, string tool, int extra, bool clear = false)
{
using (var packet = Stream.Get())
{
packet.Write((byte)NetworkCommunication.SetPlayerGadget);
packet.Write(steamID);
packet.Write((byte)5); //Tool A
packet.Write(tool);
packet.Write((byte)extra);
packet.Write(clear);
WriteToSocket(packet);
}
}
public void SetThrowable(Player<TPlayer> player, string tool, int extra, bool clear = false)
{
SetThrowable(player.SteamID, tool, extra, clear);
}
// ---- Closing ----
public void CloseConnection(string additionInfo = "")
{
if (string.IsNullOrWhiteSpace(additionInfo))
mInternal.TerminationReason = additionInfo;
else
mInternal.TerminationReason = "User requested to terminate the connection";
mInternal.mWantsToCloseConnection = true;
}
private void mClose(string reason)
{
if (IsConnected)
{
mInternal.TerminationReason = reason;
mInternal.IsConnected = false;
}
}
// ---- Overrides ----
public override string ToString()
{
return
GameIP + ":" + GamePort + " - " +
ServerName;
}
// ---- Static ----
public static TGameServer CreateInstance<TGameServer>(Internal @internal) where TGameServer : GameServer<TPlayer>
{
var gameServer = (TGameServer)Activator.CreateInstance(typeof(TGameServer));
gameServer.mInternal = @internal;
return gameServer;
}
// ---- Internal ----
public class Internal
{
// ---- Gamemode Rotation ----
public HashSet<string> _GamemodeRotation = new(8);
// ---- Map Rotation ----
public HashSet<string> _MapRotation = new(8);
// ---- Room Settings ----
public mRoomSettings _RoomSettings = new();
// ---- Round Settings ----
public mRoundSettings _RoundSettings = new();
public int CurrentPlayerCount;
public MapDayNight DayNight;
public IPAddress GameIP;
public string Gamemode;
public GamemodeRotation<TPlayer> GamemodeRotation;
public int GamePort;
public int InQueuePlayerCount;
public bool IsConnected;
public bool IsDirtyGamemodeRotation;
public bool IsDirtyMapRotation;
public bool IsDirtyRoomSettings;
public bool IsDirtyRoundSettings;
public bool IsPasswordProtected;
public string LoadingScreenText;
public string Map;
public MapRotation<TPlayer> MapRotation;
public MapSize MapSize;
public int MaxPlayerCount;
public StringBuilder mBuilder;
public Func<GameServer<TPlayer>, Internal, Stream, Task> mExecutionFunc;
// ---- Private Variables ----
public byte[] mKeepAliveBuffer;
public long mLastPackageReceived;
public long mLastPackageSent;
public uint mReadPackageSize;
public Stream mReadStream;
public bool mWantsToCloseConnection;
public Stream mWriteStream;
// ---- Players In Room ----
public Dictionary<ulong, Player<TPlayer>> Players = new(254);
public bool ReconnectFlag;
public RoundSettings<TPlayer> RoundSettings;
// ---- Variables ----
public ulong ServerHash;
public string ServerName;
public string ServerRulesText;
public ServerSettings<TPlayer> ServerSettings;
public TcpClient Socket;
public string TerminationReason;
public Internal()
{
TerminationReason = string.Empty;
mWriteStream = new Stream
{
Buffer = new byte[Const.MaxNetworkPackageSize],
InPool = false,
ReadPosition = 0,
WritePosition = 0
};
mReadStream = new Stream
{
Buffer = new byte[Const.MaxNetworkPackageSize],
InPool = false,
ReadPosition = 0,
WritePosition = 0
};
mKeepAliveBuffer = new byte[4]
{
0, 0, 0, 0
};
mLastPackageReceived = Extentions.TickCount;
mLastPackageSent = Extentions.TickCount;
mBuilder = new StringBuilder(4096);
ServerSettings = new ServerSettings<TPlayer>(this);
MapRotation = new MapRotation<TPlayer>(this);
GamemodeRotation = new GamemodeRotation<TPlayer>(this);
RoundSettings = new RoundSettings<TPlayer>(this);
}
// ---- Public Functions ----
public void Set(Func<GameServer<TPlayer>, Internal, Stream, Task> func, TcpClient socket, IPAddress iP, int port, bool isPasswordProtected, string serverName, string gamemode, string map, MapSize mapSize, MapDayNight dayNight, int currentPlayers, int inQueuePlayers, int maxPlayers, string loadingScreenText, string serverRulesText)
{
ServerHash = ((ulong)port << 32) | iP.ToUInt();
IsConnected = true;
GameIP = iP;
GamePort = port;
Socket = socket;
mExecutionFunc = func;
IsPasswordProtected = isPasswordProtected;
ServerName = serverName;
Gamemode = gamemode;
Map = map;
MapSize = mapSize;
DayNight = dayNight;
CurrentPlayerCount = currentPlayers;
InQueuePlayerCount = inQueuePlayers;
MaxPlayerCount = maxPlayers;
LoadingScreenText = loadingScreenText;
ServerRulesText = serverRulesText;
ServerSettings.Reset();
_RoomSettings.Reset();
IsDirtyRoomSettings = false;
MapRotation.Reset();
_MapRotation.Clear();
IsDirtyMapRotation = false;
GamemodeRotation.Reset();
_GamemodeRotation.Clear();
IsDirtyGamemodeRotation = false;
RoundSettings.Reset();
_RoundSettings.Reset();
IsDirtyRoundSettings = false;
TerminationReason = string.Empty;
ReconnectFlag = false;
mWriteStream.Reset();
mReadStream.Reset();
mReadPackageSize = 0;
mLastPackageReceived = Extentions.TickCount;
mLastPackageSent = Extentions.TickCount;
mWantsToCloseConnection = false;
mBuilder.Clear();
}
public void AddPlayer(Player<TPlayer> player)
{
lock (Players)
{
Players.Remove(player.SteamID);
Players.Add(player.SteamID, player);
}
}
public void RemovePlayer<TPlayer>(TPlayer player) where TPlayer : Player<TPlayer>
{
lock (Players)
{
Players.Remove(player.SteamID);
}
}
public bool TryGetPlayer(ulong steamID, out Player<TPlayer> result)
{
lock (Players)
{
return Players.TryGetValue(steamID, out result);
}
}
}
public class mRoomSettings
{
public bool BleedingEnabled = true;
public float CaptureFlagSpeedMultiplier = 1f;
public float DamageMultiplier = 1.0f;
public byte EngineerLimitPerSquad = 8;
public bool FriendlyFireEnabled;
public bool HideMapVotes = true;
public bool HitMarkersEnabled = true;
public byte MedicLimitPerSquad = 8;
public bool OnlyWinnerTeamCanVote;
public bool PointLogEnabled = true;
public byte ReconLimitPerSquad = 8;
public bool SpectatorEnabled = true;
public bool StaminaEnabled;
public byte SupportLimitPerSquad = 8;
public void Write(Stream ser)
{
ser.Write(DamageMultiplier);
ser.Write(BleedingEnabled);
ser.Write(StaminaEnabled);
ser.Write(FriendlyFireEnabled);
ser.Write(HideMapVotes);
ser.Write(OnlyWinnerTeamCanVote);
ser.Write(HitMarkersEnabled);
ser.Write(PointLogEnabled);
ser.Write(SpectatorEnabled);
ser.Write(CaptureFlagSpeedMultiplier);
ser.Write(MedicLimitPerSquad);
ser.Write(EngineerLimitPerSquad);
ser.Write(SupportLimitPerSquad);
ser.Write(ReconLimitPerSquad);
}
public void Read(Stream ser)
{
DamageMultiplier = ser.ReadFloat();
BleedingEnabled = ser.ReadBool();
StaminaEnabled = ser.ReadBool();
FriendlyFireEnabled = ser.ReadBool();
HideMapVotes = ser.ReadBool();
OnlyWinnerTeamCanVote = ser.ReadBool();
HitMarkersEnabled = ser.ReadBool();
PointLogEnabled = ser.ReadBool();
SpectatorEnabled = ser.ReadBool();
CaptureFlagSpeedMultiplier = ser.ReadFloat();
MedicLimitPerSquad = ser.ReadInt8();
EngineerLimitPerSquad = ser.ReadInt8();
SupportLimitPerSquad = ser.ReadInt8();
ReconLimitPerSquad = ser.ReadInt8();
}
public void Reset()
{
DamageMultiplier = 1.0f;
BleedingEnabled = true;
StaminaEnabled = false;
FriendlyFireEnabled = false;
HideMapVotes = true;
OnlyWinnerTeamCanVote = false;
HitMarkersEnabled = true;
PointLogEnabled = true;
SpectatorEnabled = true;
MedicLimitPerSquad = 8;
EngineerLimitPerSquad = 8;
SupportLimitPerSquad = 8;
ReconLimitPerSquad = 8;
}
}
public class mRoundSettings
{
public const int Size = 1 + 8 + 8 + 8 + 4 + 4;
public double MaxTickets = 1;
public int PlayersToStart = 16;
public int SecondsLeft = 60;
public GameState State = GameState.WaitingForPlayers;
public double TeamATickets;
public double TeamBTickets;
public void Write(Stream ser)
{
ser.Write((byte)State);
ser.Write(TeamATickets);
ser.Write(TeamBTickets);
ser.Write(MaxTickets);
ser.Write(PlayersToStart);
ser.Write(SecondsLeft);
}
public void Read(Stream ser)
{
State = (GameState)ser.ReadInt8();
TeamATickets = ser.ReadDouble();
TeamBTickets = ser.ReadDouble();
MaxTickets = ser.ReadDouble();
PlayersToStart = ser.ReadInt32();
SecondsLeft = ser.ReadInt32();
}
public void Reset()
{
State = GameState.WaitingForPlayers;
TeamATickets = 0;
TeamBTickets = 0;
MaxTickets = 1;
PlayersToStart = 16;
SecondsLeft = 60;
}
}
}