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SmoOnlineServer/Server/Program.cs

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using System.Collections.Concurrent;
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using System.Net;
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using System.Numerics;
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using System.Text;
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using System.Text.Json;
using Server;
using Shared;
using Shared.Packet.Packets;
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using Timer = System.Timers.Timer;
Server.Server server = new Server.Server();
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HashSet<int> shineBag = new HashSet<int>();
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CancellationTokenSource cts = new CancellationTokenSource();
bool restartRequested = false;
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Logger consoleLogger = new Logger("Console");
DiscordBot bot = new DiscordBot();
await bot.Run();
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async Task PersistShines()
{
if (!Settings.Instance.PersistShines.Enabled)
{
return;
}
try
{
string shineJson = JsonSerializer.Serialize(shineBag);
await File.WriteAllTextAsync(Settings.Instance.PersistShines.Filename, shineJson);
}
catch (Exception ex)
{
consoleLogger.Error(ex);
}
}
async Task LoadShines()
{
if (!Settings.Instance.PersistShines.Enabled)
{
return;
}
try
{
string shineJson = await File.ReadAllTextAsync(Settings.Instance.PersistShines.Filename);
var loadedShines = JsonSerializer.Deserialize<HashSet<int>>(shineJson);
if (loadedShines is not null) shineBag = loadedShines;
}
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catch (FileNotFoundException)
{
// Ignore
}
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catch (Exception ex)
{
consoleLogger.Error(ex);
}
}
// Load shines table from file
await LoadShines();
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server.ClientJoined += (c, _) => {
c.Metadata["shineSync"] = new ConcurrentBag<int>();
c.Metadata["loadedSave"] = false;
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c.Metadata["scenario"] = (byte?) 0;
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c.Metadata["2d"] = false;
c.Metadata["speedrun"] = false;
};
async Task ClientSyncShineBag(Client client) {
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if (!Settings.Instance.Shines.Enabled) return;
try {
if ((bool?) client.Metadata["speedrun"] ?? false) return;
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ConcurrentBag<int> clientBag = (ConcurrentBag<int>) (client.Metadata["shineSync"] ??= new ConcurrentBag<int>());
foreach (int shine in shineBag.Except(clientBag).Except(Settings.Instance.Shines.Excluded).ToArray()) {
if (!client.Connected) return;
await client.Send(new ShinePacket {
ShineId = shine
});
clientBag.Add(shine);
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}
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} catch {
// errors that can happen when sending will crash the server :)
}
}
async void SyncShineBag() {
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try {
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await PersistShines();
await Parallel.ForEachAsync(server.ClientsConnected.ToArray(), async (client, _) => await ClientSyncShineBag(client));
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} catch {
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// errors that can happen shines change will crash the server :)
}
}
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Timer timer = new Timer(120000);
timer.AutoReset = true;
timer.Enabled = true;
timer.Elapsed += (_, _) => { SyncShineBag(); };
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timer.Start();
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float MarioSize(bool is2d) => is2d ? 180 : 160;
void flipPlayer(Client c, ref PlayerPacket pp) {
pp.Position += Vector3.UnitY * MarioSize((bool) c.Metadata["2d"]!);
pp.Rotation *= (
Quaternion.CreateFromRotationMatrix(Matrix4x4.CreateRotationX(MathF.PI))
* Quaternion.CreateFromRotationMatrix(Matrix4x4.CreateRotationY(MathF.PI))
);
};
void logError(Task x) {
if (x.Exception != null) {
consoleLogger.Error(x.Exception.ToString());
}
};
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server.PacketHandler = (c, p) => {
switch (p) {
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case GamePacket gamePacket: {
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
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if (BanLists.Enabled && BanLists.IsStageBanned(gamePacket.Stage)) {
c.Logger.Warn($"Crashing player for entering banned stage {gamePacket.Stage}.");
BanLists.Crash(c, false, false, 500);
return false;
}
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c.Logger.Info($"Got game packet {gamePacket.Stage}->{gamePacket.ScenarioNum}");
// reset lastPlayerPacket on stage changes
object? old = null;
c.Metadata.TryGetValue("lastGamePacket", out old);
if (old != null && ((GamePacket) old).Stage != gamePacket.Stage) {
c.Metadata["lastPlayerPacket"] = null;
}
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c.Metadata["scenario"] = gamePacket.ScenarioNum;
c.Metadata["2d"] = gamePacket.Is2d;
c.Metadata["lastGamePacket"] = gamePacket;
switch (gamePacket.Stage) {
case "CapWorldHomeStage" when gamePacket.ScenarioNum == 0:
c.Metadata["speedrun"] = true;
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((ConcurrentBag<int>) (c.Metadata["shineSync"] ??= new ConcurrentBag<int>())).Clear();
shineBag.Clear();
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c.Logger.Info("Entered Cap on new save, preventing moon sync until Cascade");
break;
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case "WaterfallWorldHomeStage":
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bool wasSpeedrun = (bool) c.Metadata["speedrun"]!;
c.Metadata["speedrun"] = false;
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if (wasSpeedrun)
Task.Run(async () => {
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c.Logger.Info("Entered Cascade with moon sync disabled, enabling moon sync");
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await Task.Delay(15000);
await ClientSyncShineBag(c);
});
break;
}
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if (Settings.Instance.Scenario.MergeEnabled) {
server.BroadcastReplace(gamePacket, c, (from, to, gp) => {
gp.ScenarioNum = (byte?) to.Metadata["scenario"] ?? 200;
#pragma warning disable CS4014
to.Send(gp, from).ContinueWith(logError);
#pragma warning restore CS4014
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});
return false;
}
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break;
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}
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case TagPacket tagPacket: {
// c.Logger.Info($"Got tag packet: {tagPacket.IsIt}");
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if ((tagPacket.UpdateType & TagPacket.TagUpdate.State) != 0) c.Metadata["seeking"] = tagPacket.IsIt;
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if ((tagPacket.UpdateType & TagPacket.TagUpdate.Time) != 0)
c.Metadata["time"] = new Time(tagPacket.Minutes, tagPacket.Seconds, DateTime.Now);
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break;
}
case CapturePacket capturePacket: {
// c.Logger.Info($"Got capture packet: {capturePacket.ModelName}");
c.Metadata["lastCapturePacket"] = capturePacket;
break;
}
case CostumePacket costumePacket:
c.Logger.Info($"Got costume packet: {costumePacket.BodyName}, {costumePacket.CapName}");
c.Metadata["lastCostumePacket"] = costumePacket;
c.CurrentCostume = costumePacket;
#pragma warning disable CS4014
ClientSyncShineBag(c); //no point logging since entire def has try/catch
#pragma warning restore CS4014
c.Metadata["loadedSave"] = true;
break;
case ShinePacket shinePacket: {
if (!Settings.Instance.Shines.Enabled) return false;
if (Settings.Instance.Shines.Excluded.Contains(shinePacket.ShineId)) {
c.Logger.Info($"Got moon {shinePacket.ShineId} (excluded)");
return false;
}
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if (c.Metadata["loadedSave"] is false) break;
ConcurrentBag<int> playerBag = (ConcurrentBag<int>)c.Metadata["shineSync"]!;
shineBag.Add(shinePacket.ShineId);
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if (playerBag.Contains(shinePacket.ShineId)) break;
c.Logger.Info($"Got moon {shinePacket.ShineId}");
playerBag.Add(shinePacket.ShineId);
SyncShineBag();
break;
}
case PlayerPacket playerPacket: {
c.Metadata["lastPlayerPacket"] = playerPacket;
// flip for all
if ( Settings.Instance.Flip.Enabled
&& Settings.Instance.Flip.Pov is FlipOptions.Both or FlipOptions.Others
&& Settings.Instance.Flip.Players.Contains(c.Id)
) {
flipPlayer(c, ref playerPacket);
#pragma warning disable CS4014
server.Broadcast(playerPacket, c).ContinueWith(logError);
#pragma warning restore CS4014
return false;
}
// flip only for specific clients
if ( Settings.Instance.Flip.Enabled
&& Settings.Instance.Flip.Pov is FlipOptions.Both or FlipOptions.Self
&& !Settings.Instance.Flip.Players.Contains(c.Id)
) {
server.BroadcastReplace(playerPacket, c, (from, to, sp) => {
if (Settings.Instance.Flip.Players.Contains(to.Id)) {
flipPlayer(c, ref sp);
}
#pragma warning disable CS4014
to.Send(sp, from).ContinueWith(logError);
#pragma warning restore CS4014
});
return false;
}
break;
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}
}
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return true; // Broadcast packet to all other clients
};
(HashSet<string> failToFind, HashSet<Client> toActUpon, List<(string arg, IEnumerable<string> amb)> ambig) MultiUserCommandHelper(string[] args) {
HashSet<string> failToFind = new();
HashSet<Client> toActUpon;
List<(string arg, IEnumerable<string> amb)> ambig = new();
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
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if (args[0] == "*") {
toActUpon = new(server.Clients.Where(c => c.Connected));
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
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}
else {
toActUpon = args[0] == "!*" ? new(server.Clients.Where(c => c.Connected)) : new();
for (int i = (args[0] == "!*" ? 1 : 0); i < args.Length; i++) {
string arg = args[i];
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
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IEnumerable<Client> search = server.Clients.Where(c => c.Connected && (
c.Name.ToLower().StartsWith(arg.ToLower())
|| (Guid.TryParse(arg, out Guid res) && res == c.Id)
|| (IPAddress.TryParse(arg, out IPAddress? ip) && ip.Equals(((IPEndPoint) c.Socket!.RemoteEndPoint!).Address))
));
if (!search.Any()) {
failToFind.Add(arg); //none found
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
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}
else if (search.Count() > 1) {
Client? exact = search.FirstOrDefault(x => x.Name == arg);
if (!ReferenceEquals(exact, null)) {
//even though multiple matches, since exact match, it isn't ambiguous
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
if (args[0] == "!*") {
toActUpon.Remove(exact);
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
}
else {
toActUpon.Add(exact);
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
}
}
else {
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
if (!ambig.Any(x => x.arg == arg)) {
ambig.Add((arg, search.Select(x => x.Name))); //more than one match
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
}
foreach (var rem in search.ToList()) { //need copy because can't remove from list while iterating over it
toActUpon.Remove(rem);
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
}
}
}
else {
//only one match, so autocomplete
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
if (args[0] == "!*") {
toActUpon.Remove(search.First());
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
}
else {
toActUpon.Add(search.First());
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
}
}
}
}
return (failToFind, toActUpon, ambig);
}
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CommandHandler.RegisterCommand("rejoin", args => {
if (args.Length == 0) {
return "Usage: rejoin <* | !* (usernames to not rejoin...) | (usernames to rejoin...)>";
}
var res = MultiUserCommandHelper(args);
StringBuilder sb = new StringBuilder();
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sb.Append(res.toActUpon.Count > 0 ? "Rejoined: " + string.Join(", ", res.toActUpon.Select(x => $"\"{x.Name}\"")) : "");
sb.Append(res.failToFind.Count > 0 ? "\nFailed to find matches for: " + string.Join(", ", res.failToFind.Select(x => $"\"{x.ToLower()}\"")) : "");
if (res.ambig.Count > 0) {
res.ambig.ForEach(x => {
sb.Append($"\nAmbiguous for \"{x.arg}\": {string.Join(", ", x.amb.Select(x => $"\"{x}\""))}");
});
}
foreach (Client user in res.toActUpon) {
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user.Dispose();
}
return sb.ToString();
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});
CommandHandler.RegisterCommand("crash", args => {
if (args.Length == 0) {
return "Usage: crash <* | !* (usernames to not crash...) | (usernames to crash...)>";
}
var res = MultiUserCommandHelper(args);
StringBuilder sb = new StringBuilder();
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sb.Append(res.toActUpon.Count > 0 ? "Crashed: " + string.Join(", ", res.toActUpon.Select(x => $"\"{x.Name}\"")) : "");
sb.Append(res.failToFind.Count > 0 ? "\nFailed to find matches for: " + string.Join(", ", res.failToFind.Select(x => $"\"{x.ToLower()}\"")) : "");
if (res.ambig.Count > 0) {
res.ambig.ForEach(x => {
sb.Append($"\nAmbiguous for \"{x.arg}\": {string.Join(", ", x.amb.Select(x => $"\"{x}\""))}");
});
}
foreach (Client user in res.toActUpon) {
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
BanLists.Crash(user);
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}
return sb.ToString();
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});
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
CommandHandler.RegisterCommand("ban", args => { return BanLists.HandleBanCommand(args, (args) => MultiUserCommandHelper(args)); });
CommandHandler.RegisterCommand("unban", args => { return BanLists.HandleUnbanCommand(args); });
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CommandHandler.RegisterCommand("send", args => {
const string optionUsage = "Usage: send <stage> <id> <scenario[-1..127]> <player/*>";
if (args.Length < 4) {
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return optionUsage;
}
string? stage = Stages.Input2Stage(args[0]);
if (stage == null) {
return "Invalid Stage Name! ```" + Stages.KingdomAliasMapping() + "```";
}
string id = args[1];
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if (!sbyte.TryParse(args[2], out sbyte scenario) || scenario < -1)
return $"Invalid scenario number {args[2]} (range: [-1 to 127])";
Client[] players = args[3] == "*"
? server.Clients.Where(c => c.Connected).ToArray()
: server.Clients.Where(c =>
c.Connected
&& args[3..].Any(x => c.Name.StartsWith(x) || (Guid.TryParse(x, out Guid result) && result == c.Id)))
.ToArray();
Parallel.ForEachAsync(players, async (c, _) => {
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await c.Send(new ChangeStagePacket {
Stage = stage,
Id = id,
Scenario = scenario,
SubScenarioType = 0
});
}).Wait();
return $"Sent players to {stage}:{scenario}";
});
CommandHandler.RegisterCommand("sendall", args => {
const string optionUsage = "Usage: sendall <stage>";
if (args.Length < 1) {
return optionUsage;
}
string? stage = Stages.Input2Stage(args[0]);
if (stage == null) {
return "Invalid Stage Name! ```" + Stages.KingdomAliasMapping() + "```";
}
Client[] players = server.Clients.Where(c => c.Connected).ToArray();
Parallel.ForEachAsync(players, async (c, _) => {
await c.Send(new ChangeStagePacket {
Stage = stage,
Id = "",
Scenario = -1,
SubScenarioType = 0
});
}).Wait();
return $"Sent players to {stage}:{-1}";
});
CommandHandler.RegisterCommand("scenario", args => {
const string optionUsage = "Valid options: merge [true/false]";
if (args.Length < 1)
return optionUsage;
switch (args[0]) {
case "merge" when args.Length == 2: {
if (bool.TryParse(args[1], out bool result)) {
Settings.Instance.Scenario.MergeEnabled = result;
Settings.SaveSettings();
return result ? "Enabled scenario merge" : "Disabled scenario merge";
}
return optionUsage;
}
case "merge" when args.Length == 1: {
return $"Scenario merging is {Settings.Instance.Scenario.MergeEnabled}";
}
default:
return optionUsage;
}
});
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CommandHandler.RegisterCommand("tag", args => {
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const string optionUsage =
"Valid options:\n\ttime <user/*> <minutes[0-65535]> <seconds[0-59]>\n\tseeking <user/*> <true/false>\n\tstart <time> <seekers>";
if (args.Length < 3)
return optionUsage;
switch (args[0]) {
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case "time" when args.Length == 4: {
if (args[1] != "*" && server.Clients.All(x => x.Name != args[1])) return $"Cannot find user {args[1]}";
Client? client = server.Clients.FirstOrDefault(x => x.Name == args[1]);
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if (!ushort.TryParse(args[2], out ushort minutes))
return $"Invalid time for minutes {args[2]} (range: 0-65535)";
if (!byte.TryParse(args[3], out byte seconds) || seconds >= 60)
return $"Invalid time for seconds {args[3]} (range: 0-59)";
TagPacket tagPacket = new TagPacket {
UpdateType = TagPacket.TagUpdate.Time,
Minutes = minutes,
Seconds = seconds
};
if (args[1] == "*")
server.Broadcast(tagPacket);
else
client?.Send(tagPacket);
return $"Set time for {(args[1] == "*" ? "everyone" : args[1])} to {minutes}:{seconds}";
}
case "seeking" when args.Length == 3: {
if (args[1] != "*" && server.Clients.All(x => x.Name != args[1])) return $"Cannot find user {args[1]}";
Client? client = server.Clients.FirstOrDefault(x => x.Name == args[1]);
if (!bool.TryParse(args[2], out bool seeking)) return $"Usage: tag seeking {args[1]} <true/false>";
TagPacket tagPacket = new TagPacket {
UpdateType = TagPacket.TagUpdate.State,
IsIt = seeking
};
if (args[1] == "*")
server.Broadcast(tagPacket);
else
client?.Send(tagPacket);
return $"Set {(args[1] == "*" ? "everyone" : args[1])} to {(seeking ? "seeker" : "hider")}";
}
case "start" when args.Length > 2: {
if (!byte.TryParse(args[1], out byte time)) return $"Invalid countdown seconds {args[1]} (range: 0-255)";
string[] seekerNames = args[2..];
Client[] seekers = server.Clients.Where(c => seekerNames.Contains(c.Name)).ToArray();
if (seekers.Length != seekerNames.Length)
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return
$"Couldn't find seeker{(seekerNames.Length > 1 ? "s" : "")}: {string.Join(", ", seekerNames.Where(name => server.Clients.All(c => c.Name != name)))}";
Task.Run(async () => {
int realTime = 1000 * time;
await Task.Delay(realTime);
await Task.WhenAll(
Parallel.ForEachAsync(seekers, async (seeker, _) =>
await server.Broadcast(new TagPacket {
UpdateType = TagPacket.TagUpdate.State,
IsIt = true
}, seeker)),
Parallel.ForEachAsync(server.Clients.Except(seekers), async (hider, _) =>
await server.Broadcast(new TagPacket {
UpdateType = TagPacket.TagUpdate.State,
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IsIt = false
}, hider)
)
);
consoleLogger.Info($"Started game with seekers {string.Join(", ", seekerNames)}");
});
return $"Starting game in {time} seconds with seekers {string.Join(", ", seekerNames)}";
}
default:
return optionUsage;
}
});
CommandHandler.RegisterCommand("maxplayers", args => {
const string optionUsage = "Valid usage: maxplayers <playercount>";
if (args.Length != 1) return optionUsage;
if (!ushort.TryParse(args[0], out ushort maxPlayers)) return optionUsage;
Settings.Instance.Server.MaxPlayers = maxPlayers;
Settings.SaveSettings();
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foreach (Client client in server.Clients)
client.Dispose(); // reconnect all players
return $"Saved and set max players to {maxPlayers}";
});
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CommandHandler.RegisterCommand("list",
_ => $"List: {string.Join("\n\t", server.Clients.Where(x => x.Connected).Select(x => $"{x.Name} ({x.Id})"))}");
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CommandHandler.RegisterCommand("flip", args => {
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const string optionUsage =
"Valid options: \n\tlist\n\tadd <user id>\n\tremove <user id>\n\tset <true/false>\n\tpov <both/self/others>";
if (args.Length < 1)
return optionUsage;
switch (args[0]) {
case "list" when args.Length == 1:
return "User ids: " + string.Join(", ", Settings.Instance.Flip.Players.ToList());
case "add" when args.Length == 2: {
if (Guid.TryParse(args[1], out Guid result)) {
Settings.Instance.Flip.Players.Add(result);
Settings.SaveSettings();
return $"Added {result} to flipped players";
}
return $"Invalid user id {args[1]}";
}
case "remove" when args.Length == 2: {
if (Guid.TryParse(args[1], out Guid result)) {
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string output = Settings.Instance.Flip.Players.Remove(result)
? $"Removed {result} to flipped players"
: $"User {result} wasn't in the flipped players list";
Settings.SaveSettings();
return output;
}
return $"Invalid user id {args[1]}";
}
case "set" when args.Length == 2: {
if (bool.TryParse(args[1], out bool result)) {
Settings.Instance.Flip.Enabled = result;
Settings.SaveSettings();
return result ? "Enabled player flipping" : "Disabled player flipping";
}
return optionUsage;
}
case "pov" when args.Length == 2: {
if (Enum.TryParse(args[1], true, out FlipOptions result)) {
Settings.Instance.Flip.Pov = result;
Settings.SaveSettings();
return $"Point of view set to {result}";
}
return optionUsage;
}
default:
return optionUsage;
}
});
CommandHandler.RegisterCommand("shine", args => {
const string optionUsage = "Valid options: list, clear, sync, send, set, include, exclude";
if (args.Length < 1)
return optionUsage;
switch (args[0]) {
case "list" when args.Length == 1:
return $"Shines: {string.Join(", ", shineBag)}" + (
Settings.Instance.Shines.Excluded.Count() > 0
? "\nExcluded Shines: " + string.Join(", ", Settings.Instance.Shines.Excluded)
: ""
);
case "clear" when args.Length == 1:
shineBag.Clear();
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Task.Run(async () => {
await PersistShines();
});
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foreach (ConcurrentBag<int> playerBag in server.Clients.Select(serverClient =>
(ConcurrentBag<int>)serverClient.Metadata["shineSync"]!)) playerBag?.Clear();
return "Cleared shine bags";
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case "sync" when args.Length == 1:
SyncShineBag();
return "Synced shine bag automatically";
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case "send" when args.Length >= 3:
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if (int.TryParse(args[1], out int id)) {
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Client[] players = args[2] == "*"
? server.Clients.Where(c => c.Connected).ToArray()
: server.Clients.Where(c => c.Connected && args[3..].Contains(c.Name)).ToArray();
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Parallel.ForEachAsync(players, async (c, _) => {
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await c.Send(new ShinePacket {
ShineId = id
});
}).Wait();
return $"Sent Shine Num {id}";
}
return optionUsage;
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case "set" when args.Length == 2: {
if (bool.TryParse(args[1], out bool result)) {
Settings.Instance.Shines.Enabled = result;
Settings.SaveSettings();
return result ? "Enabled shine sync" : "Disabled shine sync";
}
return optionUsage;
}
case "exclude" when args.Length == 2:
case "include" when args.Length == 2: {
if (int.TryParse(args[1], out int sid)) {
if (args[0] == "exclude") {
Settings.Instance.Shines.Excluded.Add(sid);
Settings.SaveSettings();
return $"Exclude shine {sid} from syncing.";
} else {
Settings.Instance.Shines.Excluded.Remove(sid);
Settings.SaveSettings();
return $"No longer exclude shine {sid} from syncing.";
}
}
return optionUsage;
}
default:
return optionUsage;
}
});
CommandHandler.RegisterCommand("loadsettings", _ => {
Settings.LoadSettings();
return "Loaded settings.json";
});
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CommandHandler.RegisterCommand("restartserver", args =>
{
if (args.Length != 0)
{
return "Usage: restartserver (no arguments)";
}
else
{
consoleLogger.Info("Received restartserver command");
restartRequested = true;
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cts.Cancel();
return "Restarting...";
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}
});
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Console.CancelKeyPress += (_, e) => {
e.Cancel = true;
consoleLogger.Info("Received Ctrl+C");
cts.Cancel();
};
CommandHandler.RegisterCommandAliases(_ => {
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cts.Cancel();
return "Shutting down";
}, "exit", "quit", "q");
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#pragma warning disable CS4014
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Task.Run(() => {
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consoleLogger.Info("Run help command for valid commands.");
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while (true) {
string? text = Console.ReadLine();
if (text != null) {
foreach (string returnString in CommandHandler.GetResult(text).ReturnStrings) {
consoleLogger.Info(returnString);
}
}
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}
}).ContinueWith(logError);
#pragma warning restore CS4014
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await server.Listen(cts.Token);
if (restartRequested) //need to do this here because this needs to happen after the listener closes, and there isn't an
//easy way to sync in the restartserver command without it exiting Main()
{
string? path = System.Reflection.Assembly.GetEntryAssembly()?.GetName().Name;
const string unableToStartMsg = "Unable to ascertain the executable location, you'll need to re-run the server manually.";
if (path != null) //path is probably just "Server", but in the context of the assembly, that's all you need to restart it.
{
Console.WriteLine($"Server Running on (pid): {System.Diagnostics.Process.Start(path)?.Id.ToString() ?? unableToStartMsg}");
}
else
consoleLogger.Info(unableToStartMsg);
}