mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-12 20:01:11 +03:00
* Scope creep my ass * why was this shit not pushed???? * gone... * fix that * review plus buildd * asfsafsafsafsafas * grug * burber * I'll fix this later * shrimply die * also this * it's snerf or snuthin * assaads * round snend * aaaa * fix this shit for real * actually, don't start GameRules until MapInit now that I think aboot it. * forgot u * don't actually need this part nullable * Deffer comp removal * one liner * do that too * chungus * Honestly makes more sense here, plus WHY are we doing all that shit on "GameRuleAdded" rather than GameRuleStarted(?) * deferred removal :V * aaaaaaaaaaaaaaa * whhop * Whoop * better * landmine that I placed for myself then forgot about lmao * cleanup * FUCKING `!` * gotovo * amogus * please don't check by metadata I beg * waawsasfdfsasfa * sfafsasfafsas * fdsaasffsasfa * code * fix * fasasffasfasfsad * chungaas * I may be stupid * gra * graaaaaaaaaaaaaaaaa * comment * gra * clearing is not predicted and would require major refactors, so don't cache on client. * lame shit :P * last holes * nukeopsfsafsasafsfafsa * why was that shit public bruh * bubrbgwahrghfaka * dynamic * revert change that did nothing lmao
119 lines
4.4 KiB
C#
119 lines
4.4 KiB
C#
using Content.Server.Administration.Managers;
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using Content.Server.Chat.Managers;
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using Content.Server.Chat.Systems;
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using Content.Server.Database;
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using Content.Server.Ghost;
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using Content.Server.Maps;
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using Content.Server.Players.PlayTimeTracking;
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using Content.Server.Preferences.Managers;
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using Content.Server.ServerUpdates;
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using Content.Server.Station.Systems;
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using Content.Shared.Chat;
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using Content.Shared.GameTicking;
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using Content.Shared.Station.Systems;
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using Robust.Server;
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using Robust.Server.GameStates;
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using Robust.Shared.Console;
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using Robust.Shared.EntitySerialization.Systems;
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using Robust.Shared.Map;
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using Robust.Shared.Utility;
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#if EXCEPTION_TOLERANCE
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using Robust.Shared.Exceptions;
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#endif
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namespace Content.Server.GameTicking
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{
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public sealed partial class ServerGameTicker : GameTicker
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{
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[Dependency] private IBanManager _banManager = default!;
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[Dependency] private IBaseServer _baseServer = default!;
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[Dependency] private IChatManager _chatManager = default!;
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[Dependency] private IConsoleHost _consoleHost = default!;
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[Dependency] private IGameMapManager _gameMapManager = default!;
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[Dependency] private ILogManager _logManager = default!;
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#if EXCEPTION_TOLERANCE
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[Dependency] private IRuntimeLog _runtimeLog = default!;
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#endif
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[Dependency] private IServerPreferencesManager _prefsManager = default!;
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[Dependency] private IServerDbManager _db = default!;
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[Dependency] private ChatSystem _chatSystem = default!;
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[Dependency] private GhostSystem _ghost = default!;
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[Dependency] private MapLoaderSystem _loader = default!;
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[Dependency] private PlayTimeTrackingSystem _playTimeTrackings = default!;
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[Dependency] private PvsOverrideSystem _pvsOverride = default!;
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[Dependency] private ServerDbEntryManager _dbEntryManager = default!;
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[Dependency] private ServerUpdateManager _serverUpdates = default!;
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[Dependency] private ServerStationJobsSystem _stationJobs = default!;
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[Dependency] private StationSpawningSystem _stationSpawning = default!;
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[Dependency] private UserDbDataManager _userDb = default!;
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[ViewVariables] private bool _initialized;
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[ViewVariables] private bool _postInitialized;
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[ViewVariables] public MapId DefaultMap { get; private set; }
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private bool _randomizeCharacters;
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public override void Initialize()
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{
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base.Initialize();
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DebugTools.Assert(!_initialized);
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DebugTools.Assert(!_postInitialized);
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// TODO: Move replays to their own bespoke system so we don't need two sawmills, or allow for name overrides for specific logs
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_sawmillReplays = _logManager.GetSawmill("ticker.replays");
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// Initialize the other parts of the game ticker.
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InitializeStatusShell();
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InitializeCVars();
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InitializePlayer();
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InitializeLobbyBackground();
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InitializeGamePreset();
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DebugTools.Assert(ProtoMan.Index(FallbackOverflowJob).Name == FallbackOverflowJobName,
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"Overflow role does not have the correct name!");
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InitializeGameRules();
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InitializeReplays();
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_initialized = true;
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}
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public void PostInitialize()
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{
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DebugTools.Assert(_initialized);
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DebugTools.Assert(!_postInitialized);
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// We restart the round now that entities are initialized and prototypes have been loaded.
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if (!DummyTicker)
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RestartRound();
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_postInitialized = true;
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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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ShutdownGameRules();
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}
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private void SendServerMessage(string message)
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{
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var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", message));
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_chatManager.ChatMessageToAll(ChatChannel.Server, message, wrappedMessage, default, false, true);
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}
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public override void Update(float frameTime)
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{
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if (DummyTicker)
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return;
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base.Update(frameTime);
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UpdateRoundFlow(frameTime);
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UpdateGameRules();
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}
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public static int GetRoundId(IEntitySystemManager esm)
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{
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return esm.GetEntitySystemOrNull<ServerGameTicker>()?.RoundId ?? 0;
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}
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}
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}
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