mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 10:21:18 +03:00
259 lines
8 KiB
C#
259 lines
8 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Chat;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Prototypes;
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using Content.Shared.Mind;
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using Content.Shared.Roles;
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using Content.Shared.Station.Systems;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Replays;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Markdown.Mapping;
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using Robust.Shared.Serialization.Markdown.Value;
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using Robust.Shared.Timing;
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namespace Content.Shared.GameTicking;
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public abstract partial class GameTicker : EntitySystem
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{
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// Behold! My massive wall of dependencies!!!
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[Dependency] protected IConfigurationManager Cfg = default!;
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[Dependency] protected IGameTiming Timing = default!;
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[Dependency] private INetManager _net = default!;
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[Dependency] protected ISharedAdminLogManager Admin = default!;
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[Dependency] protected IReplayRecordingManager Replay = default!;
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[Dependency] protected IRobustRandom Random = default!;
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[Dependency] protected EntityWhitelistSystem Whitelist = default!;
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[Dependency] protected MetaDataSystem Meta = default!;
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[Dependency] protected SharedAudioSystem Audio = default!;
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[Dependency] protected SharedChatSystem Chat = default!;
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[Dependency] protected SharedMapSystem Map = default!;
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[Dependency] protected SharedMindSystem Mind = default!;
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[Dependency] protected SharedRoleSystem Role = default!;
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[Dependency] protected StationSystem Station = default!;
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[Dependency] protected SharedTransformSystem XForm = default!;
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// A second wall of dependencies has hit the GameTicker...
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[Dependency] protected EntityQuery<GameRuleComponent> RuleQuery;
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[Dependency] protected EntityQuery<ActiveGameRuleComponent> ActiveRuleQuery;
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// See ideally these would be pulled from the job definition or something.
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// But this is easier, and at least it isn't hardcoded.
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//TODO: Move these, they really belong in StationJobsSystem or a cvar.
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public static readonly ProtoId<JobPrototype> FallbackOverflowJob = "Passenger";
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public const string FallbackOverflowJobName = "job-name-passenger";
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// TODO network.
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// Probably most useful for replays, round end info, and probably things like lobby menus.
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[ViewVariables]
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public int RoundId { get; protected set; }
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[ViewVariables] public TimeSpan RoundStartTimeSpan { get; protected set; }
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public override void Initialize()
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{
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base.Initialize();
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Replay.RecordingStarted += OnRecordingStart;
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}
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public override void Shutdown()
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{
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base.Shutdown();
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Replay.RecordingStarted -= OnRecordingStart;
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}
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private void OnRecordingStart(MappingDataNode metadata, List<object> events)
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{
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if (RoundId != 0)
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{
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metadata["roundId"] = new ValueDataNode(RoundId.ToString());
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}
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}
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public TimeSpan RoundDuration()
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{
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return RunLevel < GameRunLevel.InRound ? TimeSpan.Zero : Timing.CurTime.Subtract(RoundStartTimeSpan);
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}
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}
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[Serializable, NetSerializable]
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public sealed class TickerJoinLobbyEvent : EntityEventArgs
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{
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}
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[Serializable, NetSerializable]
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public sealed class TickerJoinGameEvent : EntityEventArgs
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{
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}
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[Serializable, NetSerializable]
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public sealed class TickerLateJoinStatusEvent : EntityEventArgs
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{
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// TODO: Make this a replicated CVar, honestly.
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public bool Disallowed { get; }
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public TickerLateJoinStatusEvent(bool disallowed)
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{
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Disallowed = disallowed;
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}
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}
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[Serializable, NetSerializable]
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public sealed class TickerConnectionStatusEvent : EntityEventArgs
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{
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public TimeSpan RoundStartTimeSpan { get; }
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public TickerConnectionStatusEvent(TimeSpan roundStartTimeSpan)
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{
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RoundStartTimeSpan = roundStartTimeSpan;
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}
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}
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[Serializable, NetSerializable]
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public sealed class TickerLobbyStatusEvent : EntityEventArgs
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{
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public bool IsRoundStarted { get; }
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public ProtoId<LobbyBackgroundPrototype>? LobbyBackground { get; }
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public bool YouAreReady { get; }
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// UTC.
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public TimeSpan StartTime { get; }
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public TimeSpan RoundStartTimeSpan { get; }
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public bool Paused { get; }
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public TickerLobbyStatusEvent(bool isRoundStarted, ProtoId<LobbyBackgroundPrototype>? lobbyBackground, bool youAreReady, TimeSpan startTime, TimeSpan preloadTime, TimeSpan roundStartTimeSpan, bool paused)
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{
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IsRoundStarted = isRoundStarted;
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LobbyBackground = lobbyBackground;
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YouAreReady = youAreReady;
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StartTime = startTime;
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RoundStartTimeSpan = roundStartTimeSpan;
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Paused = paused;
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}
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}
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[Serializable, NetSerializable]
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public sealed class TickerLobbyInfoEvent : EntityEventArgs
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{
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public string TextBlob { get; }
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public TickerLobbyInfoEvent(string textBlob)
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{
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TextBlob = textBlob;
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}
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}
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[Serializable, NetSerializable]
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public sealed class TickerLobbyCountdownEvent : EntityEventArgs
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{
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/// <summary>
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/// The game time that the game will start at.
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/// </summary>
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public TimeSpan StartTime { get; }
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/// <summary>
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/// Whether or not the countdown is paused
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/// </summary>
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public bool Paused { get; }
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public TickerLobbyCountdownEvent(TimeSpan startTime, bool paused)
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{
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StartTime = startTime;
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Paused = paused;
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}
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}
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[Serializable, NetSerializable]
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public sealed class TickerJobsAvailableEvent(
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Dictionary<NetEntity, string> stationNames,
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Dictionary<NetEntity, Dictionary<ProtoId<JobPrototype>, int?>> jobsAvailableByStation,
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Dictionary<NetEntity, ProtoId<JobWeightPrototype>?> jobWeightsByStation)
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: EntityEventArgs
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{
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/// <summary>
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/// The Status of the Player in the lobby (ready, observer, ...)
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/// </summary>
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public Dictionary<NetEntity, Dictionary<ProtoId<JobPrototype>, int?>> JobsAvailableByStation { get; } = jobsAvailableByStation;
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public Dictionary<NetEntity, string> StationNames { get; } = stationNames;
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public Dictionary<NetEntity, ProtoId<JobWeightPrototype>?> JobWeightsByStation { get; } = jobWeightsByStation;
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}
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[Serializable, NetSerializable, DataDefinition]
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public sealed partial class RoundEndMessageEvent : EntityEventArgs
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{
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[Serializable, NetSerializable, DataDefinition]
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public partial struct RoundEndPlayerInfo
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{
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[DataField]
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public string PlayerOOCName;
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[DataField]
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public string? PlayerICName;
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[DataField, NonSerialized]
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public NetUserId? PlayerGuid;
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public string Role;
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[DataField, NonSerialized]
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public string[] JobPrototypes;
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[DataField, NonSerialized]
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public string[] AntagPrototypes;
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public NetEntity? PlayerNetEntity;
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[DataField]
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public bool Antag;
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[DataField]
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public bool Observer;
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public bool Connected;
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}
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public string GamemodeTitle { get; }
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public string RoundEndText { get; }
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public TimeSpan RoundDuration { get; }
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public int RoundId { get; }
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public int PlayerCount { get; }
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public RoundEndPlayerInfo[] AllPlayersEndInfo { get; }
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/// <summary>
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/// Sound gets networked due to how entity lifecycle works between client / server and to avoid clipping.
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/// </summary>
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public ResolvedSoundSpecifier? RestartSound;
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public RoundEndMessageEvent(
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string gamemodeTitle,
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string roundEndText,
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TimeSpan roundDuration,
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int roundId,
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int playerCount,
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RoundEndPlayerInfo[] allPlayersEndInfo,
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ResolvedSoundSpecifier? restartSound)
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{
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GamemodeTitle = gamemodeTitle;
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RoundEndText = roundEndText;
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RoundDuration = roundDuration;
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RoundId = roundId;
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PlayerCount = playerCount;
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AllPlayersEndInfo = allPlayersEndInfo;
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RestartSound = restartSound;
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}
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}
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[Serializable, NetSerializable]
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public enum PlayerGameStatus : sbyte
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{
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NotReadyToPlay = 0,
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ReadyToPlay,
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JoinedGame,
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}
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