CatStation/Content.Server/GameTicking/ServerGameTicker.StatusShell.cs
Princess Cheeseballs 2c6ffecf62
Move GameTicker to Shared (#45834)
* 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
2026-09-16 19:34:19 +00:00

51 lines
1.8 KiB
C#

using System.Linq;
using System.Text.Json.Nodes;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Robust.Server.ServerStatus;
namespace Content.Server.GameTicking;
public sealed partial class ServerGameTicker
{
/// <summary>
/// Used for thread safety, given <see cref="IStatusHost.OnStatusRequest"/> is called from another thread.
/// </summary>
private readonly object _statusShellLock = new();
/// <summary>
/// Round start time in UTC, for status shell purposes.
/// </summary>
[ViewVariables]
private DateTime _roundStartDateTime;
private void InitializeStatusShell()
{
IoCManager.Resolve<IStatusHost>().OnStatusRequest += GetStatusResponse;
}
private void GetStatusResponse(JsonNode jObject)
{
var preset = CurrentPreset ?? Preset;
// This method is raised from another thread, so this better be thread safe!
lock (_statusShellLock)
{
jObject["name"] = _baseServer.ServerName;
jObject["map"] = _gameMapManager.GetSelectedMap()?.MapName;
jObject["round_id"] = RoundId;
jObject["players"] = Cfg.GetCVar(CCVars.AdminsCountInReportedPlayerCount)
? _playerManager.PlayerCount
: _playerManager.PlayerCount - _adminManager.ActiveAdmins.Count();
jObject["soft_max_players"] = Cfg.GetCVar(CCVars.SoftMaxPlayers);
jObject["panic_bunker"] = Cfg.GetCVar(CCVars.PanicBunkerEnabled);
jObject["run_level"] = (int) RunLevel;
if (preset != null)
jObject["preset"] = (Decoy == null) ? Loc.GetString(preset.ModeTitle) : Loc.GetString(Decoy.ModeTitle);
if (RunLevel >= GameRunLevel.InRound)
{
jObject["round_start_time"] = _roundStartDateTime.ToString("o");
}
}
}
}