jsgr-mmo/src/Core/WorldEvent.cs
Robert Paciorek fb2596d3be add config options: ListenIP, AllowChaos, ...
and FirstEventTimer
2024-03-01 02:10:28 +00:00

289 lines
10 KiB
C#

using System.Globalization;
using sodoffmmo.Data;
using System.Timers;
namespace sodoffmmo.Core;
class WorldEvent {
enum State {
Active,
End,
NotActive
}
private static WorldEvent _instance = null;
private object EventLock = new object();
private Random random = new Random();
private System.Timers.Timer timer = null;
public static WorldEvent Get() {
if (_instance == null) {
_instance = new WorldEvent();
}
return _instance;
}
private WorldEvent() {
startTime = DateTime.UtcNow.AddMinutes(-60);
startTimeString = startTime.ToString("MM/dd/yyyy HH:mm:ss");
uid = "sodoff";
state = State.End;
ScheduleEvent(Configuration.ServerConfiguration.FirstEventTimer); // WE_ != WEN_
}
// controlled (init/reset) by Reset()
private Room room;
private string uid;
private Client operatorAI;
private State state;
private DateTime startTime;
private DateTime endTime;
private DateTime nextStartTime;
private DateTime AITime;
private bool endTimeIsSet;
private string startTimeString;
private string nextStartTimeString;
// controlled (init/reset) by InitEvent()
private Dictionary<string, float> health = new();
private Dictionary<string, string> players = new();
private string lastResults = "";
// reset event - set new id, start time, end time, etc
private void Reset(DateTime newStartTime) {
lock (EventLock) {
room = Room.GetOrAdd("HubTrainingDO");
uid = Path.GetRandomFileName().Substring(0, 8); // this is used as RandomSeed for random select ship variant
operatorAI = null;
state = State.NotActive;
startTime = newStartTime;
startTimeString = startTime.ToString("MM/dd/yyyy HH:mm:ss");
AITime = startTime.AddMinutes(-1);
UpdateEndTime(600 + 90);
endTimeIsSet = false;
nextStartTime = startTime;
nextStartTimeString = startTimeString;
Console.WriteLine($"Event {uid} start time: {startTimeString}");
}
}
// set / update event end time in results of Reset() or SetTimeSpan()
private void UpdateEndTime(double timeout) {
endTime = startTime.AddSeconds(timeout);
Console.WriteLine($"Event {uid} end time: {endTime}");
SetTimer((endTime - DateTime.UtcNow).TotalSeconds, PreEndEvent);
}
// schedule next event and set timer to call PreInit
private void ScheduleEvent(float minutes = 0) {
if (minutes > 2)
nextStartTime = DateTime.UtcNow.AddMinutes(minutes);
else
nextStartTime = startTime.AddMinutes(Configuration.ServerConfiguration.EventTimer);
nextStartTimeString = nextStartTime.ToString("MM/dd/yyyy HH:mm:ss");;
SetTimer((nextStartTime - DateTime.UtcNow).TotalSeconds - 120, PreInit);
}
// reset event and set timer to call PreEndEvent, send new WE_ info
private void PreInit(Object source, ElapsedEventArgs e) {
Reset(nextStartTime); // WE_ == WEN_
AnnounceEvent();
}
// check init state and init event (set AI, reset health, score) if need in response to client (shot, etc) request
private void InitEvent() {
lock (EventLock) {
if (AITime < DateTime.UtcNow && state != State.End) {
var clients = room.Clients.ToList();
operatorAI = clients[random.Next(0, clients.Count)];
AITime = DateTime.UtcNow.AddSeconds(3.5);
if (state == State.NotActive) {
// clear here because after Reset() we can get late packages about previous events
health = new();
players = new();
lastResults = "";
state = State.Active;
}
operatorAI.Send(Utils.VlNetworkPacket("WE__AI", operatorAI.PlayerData.Uid, room.Id));
Console.WriteLine($"Event {uid} AI operator: {operatorAI.PlayerData.Uid}");
}
}
}
private void PreEndEvent(Object source, ElapsedEventArgs e) {
Console.WriteLine($"Event {uid} force end from timer");
EndEvent(true);
}
private bool EndEvent(bool force = false) {
bool results = false;
string targets = "";
if (health.Count > 0) {
results = true;
foreach (var x in health) {
results = results && (x.Value == 0.0f);
targets += x.Key + ":" + x.Value.ToString("0.0#####", CultureInfo.GetCultureInfo("en-US")) + ",";
}
}
if (results || force) {
lock (EventLock) {
if (state == State.End || (state == State.NotActive && !force))
return true;
state = State.End;
}
string scores = "";
foreach (var x in players) {
scores += x.Key + "/" + x.Value + ",";
}
lastResults = $"{uid};{results};{scores};{targets}";
Console.WriteLine($"Event {uid} end: {results} {targets} {scores}");
SetTimer(2, PostEndEvent1); // looks like client don't like get _End before WEH_ with 0.0 ... so wait to send _End
return true;
}
return false;
}
// send reward info
private void PostEndEvent1(Object source, ElapsedEventArgs e) {
NetworkPacket packet = Utils.VlNetworkPacket(
"WE_ScoutAttack_End",
lastResults,
room.Id
);
foreach (var roomClient in room.Clients) {
roomClient.Send(packet);
}
NetworkArray vl = new();
vl.Add(NetworkArray.VlElement("WE__AI", NetworkArray.NULL));
foreach (var t in health) {
vl.Add(NetworkArray.VlElement("WEH_" + t.Key, NetworkArray.NULL));
vl.Add(NetworkArray.VlElement("WEF_" + t.Key, NetworkArray.NULL));
}
packet = Utils.VlNetworkPacket(vl, room.Id);
foreach (var roomClient in room.Clients) {
roomClient.Send(packet);
}
Console.WriteLine($"Event {uid} sent _End");
SetTimer(60, PostEndEvent2);
}
// schedule next event, set timer to call PreInit() and send new WEN_ info
private void PostEndEvent2(Object source, ElapsedEventArgs e) {
ScheduleEvent(); // WE_ != WEN_
AnnounceEvent(false, true); // send only WEN_ (WE_ should stay unchanged ... as WE_..._End)
}
// set server side timer for word event state changes
private void SetTimer(double timeout, System.Timers.ElapsedEventHandler callback) {
if (timer != null) {
timer.Stop();
timer.Close();
}
timer = new System.Timers.Timer(timeout * 1000);
timer.AutoReset = false;
timer.Enabled = true;
timer.Elapsed += callback;
Console.WriteLine($"Event timer {callback.Method.Name} set to {timeout} s");
}
// send event info
private void AnnounceEvent(bool WE = true, bool WEN = true) {
Console.WriteLine($"Event {uid} send event notification (WE_ = {(WE ? startTimeString : WE)} WEN_ = {(WEN ? nextStartTimeString : WEN)}, room = {room.Id}) to all clients");
NetworkPacket packet = Utils.VlNetworkPacket(EventInfoArray(WE, WEN), room.Id);
foreach (var r in Room.AllRooms()) {
foreach (var roomClient in r.Clients) {
roomClient.Send(packet);
}
}
}
public string EventInfo() {
return startTimeString + "," + uid + ", false, HubTrainingDO";
}
public NetworkArray EventInfoArray(bool WE = true, bool WEN = true) {
NetworkArray vl = new();
if (WE) {
vl.Add(NetworkArray.VlElement("WE_ScoutAttack", EventInfo(), isPersistent:true));
}
if (WEN) {
vl.Add(NetworkArray.VlElement("WEN_ScoutAttack", nextStartTimeString, isPersistent:true));
}
return vl;
}
public string GetUid() => uid;
public Room GetRoom() => room;
public float UpdateHealth(string targetUid, float updateVal) {
InitEvent();
lock (EventLock) {
if (state != State.Active) {
Console.WriteLine($"Event {uid} reject UpdateHealth for {targetUid} with event state {state}");
return -1.0f; // do not send WEH_ when event is not active
}
}
if (!health.ContainsKey(targetUid))
health.Add(targetUid, 1.0f);
health[targetUid] -= updateVal;
if (health[targetUid] < 0.0001f) {
health[targetUid] = 0.0f;
EndEvent();
}
if (endTime < DateTime.UtcNow) {
Console.WriteLine($"Event {uid} force end from UpdateHealth");
EndEvent(true);
}
return health[targetUid];
}
public void SetTimeSpan(Client client, float seconds) {
if (state != State.Active) {
return;
}
if (client == operatorAI || !endTimeIsSet) {
Console.WriteLine($"Event {uid} set TimeSpan: {seconds} from operator: {client == operatorAI}");
UpdateEndTime(seconds);
endTimeIsSet = true;
}
}
public void UpdateScore(string client, string value) {
if (!players.ContainsKey(client)) {
players.Add(client, value);
} else {
players[client] = value;
}
}
public void UpdateAI(Client client) {
if (client == operatorAI)
AITime = DateTime.UtcNow.AddSeconds(7);
}
public float GetHealth(string targetUid) => health[targetUid];
public bool IsActive() => (state == State.Active);
public string GetLastResults() => lastResults;
}