using Barotrauma.Networking; using Microsoft.Xna.Framework; using System; using System.Linq; using System.Collections.Generic; namespace Barotrauma { static partial class DebugConsole { public static List QueuedCommands = new List(); public static void Update() { lock (QueuedCommands) { while (QueuedCommands.Count>0) { ExecuteCommand(QueuedCommands[0]); QueuedCommands.RemoveAt(0); } } } private static void InitProjectSpecific() { commands.Add(new Command("restart|reset", "restart/reset: Close and restart the server.", (string[] args) => { NewMessage("*****************", Color.Lime); NewMessage("RESTARTING SERVER", Color.Lime); NewMessage("*****************", Color.Lime); GameMain.Instance.CloseServer(); GameMain.Instance.StartServer(); })); commands.Add(new Command("exit|quit|close", "exit/quit/close: Exit the application.", (string[] args) => { GameMain.ShouldRun = false; })); commands.Add(new Command("say", "say [message]: Send a chat message that displays \"HOST\" as the sender.", (string[] args) => { string text = string.Join(" ", args); text = "HOST: " + text; GameMain.Server.SendChatMessage(text, ChatMessageType.Server); })); commands.Add(new Command("msg", "msg [message]: Send a chat message with no sender specified.", (string[] args) => { string text = string.Join(" ", args); GameMain.Server.SendChatMessage(text, ChatMessageType.Server); })); commands.Add(new Command("servername", "servername [name]: Change the name of the server.", (string[] args) => { GameMain.Server.Name = string.Join(" ", args); GameMain.NetLobbyScreen.ChangeServerName(string.Join(" ", args)); })); commands.Add(new Command("servermsg", "servermsg [message]: Change the message displayed in the server lobby.", (string[] args) => { GameMain.NetLobbyScreen.ChangeServerMessage(string.Join(" ", args)); })); commands.Add(new Command("seed|levelseed", "seed/levelseed: Changes the level seed for the next round.", (string[] args) => { GameMain.NetLobbyScreen.LevelSeed = string.Join(" ", args); })); commands.Add(new Command("randomizeseed", "randomizeseed: Toggles level seed randomization on/off.", (string[] args) => { GameMain.Server.RandomizeSeed = !GameMain.Server.RandomizeSeed; NewMessage((GameMain.Server.RandomizeSeed ? "Enabled" : "Disabled") + " level seed randomization.", Color.Cyan); })); commands.Add(new Command("gamemode", "gamemode [name]/[index]: Select the game mode for the next round. The parameter can either be the name or the index number of the game mode (0 = sandbox, 1 = mission, etc).", (string[] args) => { int index = -1; if (int.TryParse(string.Join(" ", args), out index)) { if (index > 0 && index < GameMain.NetLobbyScreen.GameModes.Length && GameMain.NetLobbyScreen.GameModes[index].Name == "Campaign") { MultiPlayerCampaign.StartCampaignSetup(); } else { GameMain.NetLobbyScreen.SelectedModeIndex = index; } } else { string modeName = string.Join(" ", args); if (modeName.ToLowerInvariant() == "campaign") { MultiPlayerCampaign.StartCampaignSetup(); } else { GameMain.NetLobbyScreen.SelectedModeName = modeName; } } NewMessage("Set gamemode to " + GameMain.NetLobbyScreen.SelectedModeName, Color.Cyan); }, () => { return new string[][] { GameModePreset.list.Select(gm => gm.Name).ToArray() }; })); commands.Add(new Command("mission", "mission [name]/[index]: Select the mission type for the next round. The parameter can either be the name or the index number of the mission type (0 = first mission type, 1 = second mission type, etc).", (string[] args) => { int index = -1; if (int.TryParse(string.Join(" ", args), out index)) { GameMain.NetLobbyScreen.MissionTypeIndex = index; } else { GameMain.NetLobbyScreen.MissionTypeName = string.Join(" ", args); } NewMessage("Set mission to " + GameMain.NetLobbyScreen.MissionTypeName, Color.Cyan); }, () => { return new string[][] { Mission.MissionTypes.ToArray() }; })); commands.Add(new Command("sub|submarine", "submarine [name]: Select the submarine for the next round.", (string[] args) => { Submarine sub = GameMain.NetLobbyScreen.GetSubList().Find(s => s.Name.ToLower() == string.Join(" ", args).ToLower()); if (sub != null) { GameMain.NetLobbyScreen.SelectedSub = sub; } sub = GameMain.NetLobbyScreen.SelectedSub; NewMessage("Selected sub: " + sub.Name + (sub.HasTag(SubmarineTag.Shuttle) ? " (shuttle)" : ""), Color.Cyan); }, () => { return new string[][] { Submarine.Loaded.Select(s => s.Name).ToArray() }; })); commands.Add(new Command("shuttle", "shuttle [name]: Select the specified submarine as the respawn shuttle for the next round.", (string[] args) => { Submarine shuttle = GameMain.NetLobbyScreen.GetSubList().Find(s => s.Name.ToLower() == string.Join(" ", args).ToLower()); if (shuttle != null) { GameMain.NetLobbyScreen.SelectedShuttle = shuttle; } shuttle = GameMain.NetLobbyScreen.SelectedShuttle; NewMessage("Selected shuttle: " + shuttle.Name + (shuttle.HasTag(SubmarineTag.Shuttle) ? "" : " (not shuttle)"), Color.Cyan); }, () => { return new string[][] { Submarine.Loaded.Select(s => s.Name).ToArray() }; })); commands.Add(new Command("startgame|startround|start", "start/startgame/startround: Start a new round.", (string[] args) => { if (Screen.Selected == GameMain.GameScreen) return; if (!GameMain.Server.StartGame()) NewMessage("Failed to start a new round", Color.Yellow); })); commands.Add(new Command("endgame|endround|end", "end/endgame/endround: End the current round.", (string[] args) => { if (Screen.Selected == GameMain.NetLobbyScreen) return; GameMain.Server.EndGame(); })); commands.Add(new Command("entitydata", "", (string[] args) => { if (args.Length == 0) return; Entity ent = Entity.FindEntityByID(Convert.ToUInt16(args[0])); if (ent != null) { NewMessage(ent.ToString(), Color.Lime); } })); #if DEBUG commands.Add(new Command("eventdata", "", (string[] args) => { if (args.Length == 0) return; ServerEntityEvent ev = GameMain.Server.EntityEventManager.Events[Convert.ToUInt16(args[0])]; if (ev != null) { NewMessage(ev.StackTrace, Color.Lime); } })); commands.Add(new Command("spamchatmessages", "", (string[] args) => { int msgCount = 1000; if (args.Length > 0) int.TryParse(args[0], out msgCount); int msgLength = 50; if (args.Length > 1) int.TryParse(args[1], out msgLength); for (int i = 0; i < msgCount; i++) { GameMain.Server.SendChatMessage(ToolBox.RandomSeed(msgLength), ChatMessageType.Default); } })); #endif } } }