using Barotrauma.Items.Components; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; namespace Barotrauma.Networking { partial class RespawnManager : Entity, IServerSerializable { private DateTime despawnTime; private float shuttleEmptyTimer; private int pendingRespawnCount, requiredRespawnCount; private int prevPendingRespawnCount, prevRequiredRespawnCount; public bool IsShuttleInsideLevel => RespawnShuttle != null && RespawnShuttle.WorldPosition.Y < Level.Loaded.Size.Y; private IEnumerable GetClientsToRespawn() { MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign; foreach (Client c in networkMember.ConnectedClients) { if (!c.InGame) { continue; } if (c.SpectateOnly && (GameMain.Server.ServerSettings.AllowSpectating || GameMain.Server.OwnerConnection == c.Connection)) { continue; } if (c.Character != null && !c.Character.IsDead) { continue; } var matchingData = campaign?.GetClientCharacterData(c); //don't allow respawn if the client already has a character (they'll regain control once they're in sync) if (matchingData != null && matchingData.HasSpawned && Character.CharacterList.Any(c => c.Info == matchingData.CharacterInfo && !c.IsDead)) { continue; } // Respawning might also be needed in permadeath mode for disconnected characters, but never for permanently dead ones if (GameMain.NetworkMember?.ServerSettings is { RespawnMode: RespawnMode.Permadeath } && (matchingData?.CharacterInfo is { PermanentlyDead: true } || c.Character is { IsDead: true })) { continue; } if (campaign != null) { if (matchingData != null && matchingData.HasSpawned) { //in the campaign mode, wait for the client to choose whether they want to spawn if (!c.WaitForNextRoundRespawn.HasValue || c.WaitForNextRoundRespawn.Value) { continue; } } } yield return c; } } private static bool IsRespawnDecisionPendingForClient(Client c) { if (Level.Loaded == null || GameMain.GameSession.GameMode is not MultiPlayerCampaign campaign) { return false; } if (!c.InGame) { return false; } if (c.SpectateOnly && (GameMain.Server.ServerSettings.AllowSpectating || GameMain.Server.OwnerConnection == c.Connection)) { return false; } if (c.Character != null && !c.Character.IsDead) { return false; } var matchingData = campaign.GetClientCharacterData(c); if (matchingData != null && matchingData.HasSpawned) { if (Character.CharacterList.Any(c => c.Info == matchingData.CharacterInfo && (!c.IsDead || c.CauseOfDeath is { Type: CauseOfDeathType.Disconnected }))) { return false; } else if (!c.WaitForNextRoundRespawn.HasValue) { return true; } } return false; } private static List GetBotsToRespawn() { if (GameMain.Server.ServerSettings.BotSpawnMode == BotSpawnMode.Normal) { return Character.CharacterList .FindAll(c => c.TeamID == CharacterTeamType.Team1 && c.AIController != null && c.Info != null && c.IsDead) .Select(c => c.Info) .ToList(); } int currPlayerCount = GameMain.Server.ConnectedClients.Count(c => c.InGame && (!c.SpectateOnly || (!GameMain.Server.ServerSettings.AllowSpectating && GameMain.Server.OwnerConnection != c.Connection))); var existingBots = Character.CharacterList .FindAll(c => c.TeamID == CharacterTeamType.Team1 && c.AIController != null && c.Info != null); int requiredBots = GameMain.Server.ServerSettings.BotCount - currPlayerCount; requiredBots -= existingBots.Count(b => !b.IsDead); List botsToRespawn = new List(); for (int i = 0; i < requiredBots; i++) { CharacterInfo botToRespawn = existingBots.Find(b => b.IsDead)?.Info; if (botToRespawn == null) { botToRespawn = new CharacterInfo(CharacterPrefab.HumanSpeciesName); } else { existingBots.Remove(botToRespawn.Character); } botsToRespawn.Add(botToRespawn); } return botsToRespawn; } private bool ShouldStartRespawnCountdown() { int characterToRespawnCount = GetClientsToRespawn().Count(); return ShouldStartRespawnCountdown(characterToRespawnCount); } private static int GetMinCharactersToRespawn() { return Math.Max((int)(GameMain.Server.ConnectedClients.Count * GameMain.Server.ServerSettings.MinRespawnRatio), 1); } private bool ShouldStartRespawnCountdown(int characterToRespawnCount) { return characterToRespawnCount >= GetMinCharactersToRespawn(); } partial void UpdateWaiting(float _) { if (RespawnShuttle != null) { RespawnShuttle.Velocity = Vector2.Zero; } pendingRespawnCount = GetClientsToRespawn().Count(); requiredRespawnCount = GetMinCharactersToRespawn(); if (pendingRespawnCount != prevPendingRespawnCount || requiredRespawnCount != prevRequiredRespawnCount) { prevPendingRespawnCount = pendingRespawnCount; prevRequiredRespawnCount = requiredRespawnCount; GameMain.Server.CreateEntityEvent(this); } if (RespawnCountdownStarted) { if (pendingRespawnCount == 0) { RespawnCountdownStarted = false; GameMain.Server.CreateEntityEvent(this); } } else { bool shouldStartCountdown = ShouldStartRespawnCountdown(pendingRespawnCount); if (shouldStartCountdown) { RespawnCountdownStarted = true; if (RespawnTime < DateTime.Now) { RespawnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, (int)(GameMain.Server.ServerSettings.RespawnInterval * 1000.0f)); } GameMain.Server.CreateEntityEvent(this); } } if (RespawnCountdownStarted && DateTime.Now > RespawnTime) { DispatchShuttle(); RespawnCountdownStarted = false; } } private void DispatchShuttle() { if (RespawnShuttle != null) { CurrentState = State.Transporting; GameMain.Server.CreateEntityEvent(this); ResetShuttle(); if (shuttleSteering != null) { shuttleSteering.TargetVelocity = Vector2.Zero; } Vector2 spawnPos = FindSpawnPos(); RespawnCharacters(spawnPos, out bool anyCharacterSpawnedInShuttle); if (anyCharacterSpawnedInShuttle) { GameServer.Log("Dispatching the respawn shuttle.", ServerLog.MessageType.Spawning); CoroutineManager.StopCoroutines("forcepos"); if (spawnPos.Y > Level.Loaded.Size.Y) { CoroutineManager.StartCoroutine(ForceShuttleToPos(Level.Loaded.StartPosition - Vector2.UnitY * Level.ShaftHeight, 100.0f), "forcepos"); } else { RespawnShuttle.SetPosition(spawnPos); RespawnShuttle.Velocity = Vector2.Zero; RespawnShuttle.NeutralizeBallast(); RespawnShuttle.EnableMaintainPosition(); } } else { GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning); } } else { CurrentState = State.Waiting; GameServer.Log("Respawning everyone in main sub.", ServerLog.MessageType.Spawning); GameMain.Server.CreateEntityEvent(this); RespawnCharacters(shuttlePos: null, out _); } } partial void UpdateReturningProjSpecific(float deltaTime) { //speed up despawning if there's no-one inside the shuttle if (despawnTime > DateTime.Now + new TimeSpan(0, 0, seconds: 30) && CheckShuttleEmpty(deltaTime)) { despawnTime = DateTime.Now + new TimeSpan(0, 0, seconds: 30); } foreach (Door door in shuttleDoors) { if (door.IsOpen) { door.TrySetState(open: false, isNetworkMessage: false, sendNetworkMessage: true); } } var shuttleGaps = Gap.GapList.FindAll(g => g.Submarine == RespawnShuttle && g.ConnectedWall != null); shuttleGaps.ForEach(g => Spawner.AddEntityToRemoveQueue(g)); var dockingPorts = Item.ItemList.FindAll(i => i.Submarine == RespawnShuttle && i.GetComponent() != null); dockingPorts.ForEach(d => d.GetComponent().Undock()); //shuttle has returned if the path has been traversed or the shuttle is close enough to the exit if (!CoroutineManager.IsCoroutineRunning("forcepos")) { if ((shuttleSteering?.SteeringPath != null && shuttleSteering.SteeringPath.Finished) || (RespawnShuttle.WorldPosition.Y + RespawnShuttle.Borders.Y > Level.Loaded.StartPosition.Y - Level.ShaftHeight && Math.Abs(Level.Loaded.StartPosition.X - RespawnShuttle.WorldPosition.X) < 1000.0f)) { CoroutineManager.StopCoroutines("forcepos"); CoroutineManager.StartCoroutine( ForceShuttleToPos(new Vector2(Level.Loaded.StartPosition.X, Level.Loaded.Size.Y + 1000.0f), 100.0f), "forcepos"); } } if (!IsShuttleInsideLevel || DateTime.Now > despawnTime) { CoroutineManager.StopCoroutines("forcepos"); ResetShuttle(); CurrentState = State.Waiting; GameServer.Log("The respawn shuttle has left.", ServerLog.MessageType.Spawning); GameMain.Server.CreateEntityEvent(this); RespawnCountdownStarted = false; ReturnCountdownStarted = false; } } partial void UpdateTransportingProjSpecific(float deltaTime) { if (!ReturnCountdownStarted) { //if there are no living chracters inside, transporting can be stopped immediately if (CheckShuttleEmpty(deltaTime)) { ReturnTime = DateTime.Now; ReturnCountdownStarted = true; } else if (!ShouldStartRespawnCountdown()) { //don't start counting down until someone else needs to respawn ReturnTime = DateTime.Now + new TimeSpan(0, 0, 0, 0, milliseconds: (int)(maxTransportTime * 1000)); despawnTime = ReturnTime + new TimeSpan(0, 0, seconds: 30); return; } else { ReturnCountdownStarted = true; GameMain.Server.CreateEntityEvent(this); } } else if (CheckShuttleEmpty(deltaTime)) { ReturnTime = DateTime.Now; } if (DateTime.Now > ReturnTime) { if (IsShuttleInsideLevel) { GameServer.Log("The respawn shuttle is leaving.", ServerLog.MessageType.ServerMessage); } CurrentState = State.Returning; GameMain.Server.CreateEntityEvent(this); RespawnCountdownStarted = false; maxTransportTime = GameMain.Server.ServerSettings.MaxTransportTime; } } private bool CheckShuttleEmpty(float deltaTime) { if (!Character.CharacterList.Any(c => c.Submarine == RespawnShuttle && !c.IsDead)) { shuttleEmptyTimer += deltaTime; } else { shuttleEmptyTimer = 0.0f; } return shuttleEmptyTimer > 1.0f; } private void RespawnCharacters(Vector2? shuttlePos, out bool anyCharacterSpawnedInShuttle) { respawnedCharacters.Clear(); var respawnSub = RespawnShuttle ?? Submarine.MainSub; MultiPlayerCampaign campaign = GameMain.GameSession.GameMode as MultiPlayerCampaign; var clients = GetClientsToRespawn().ToList(); foreach (Client c in clients) { // Get rid of the existing character if (c.Character is Character character) { character.DespawnNow(); } c.WaitForNextRoundRespawn = null; var matchingData = campaign?.GetClientCharacterData(c); if (matchingData != null) { c.CharacterInfo = matchingData.CharacterInfo; } //all characters are in Team 1 in game modes/missions with only one team. //if at some point we add a game mode with multiple teams where respawning is possible, this needs to be reworked c.TeamID = CharacterTeamType.Team1; c.CharacterInfo ??= new CharacterInfo(CharacterPrefab.HumanSpeciesName, c.Name); } List characterInfos = clients.Select(c => c.CharacterInfo).ToList(); //bots don't respawn in the campaign if (campaign == null) { var botsToSpawn = GetBotsToRespawn(); characterInfos.AddRange(botsToSpawn); } GameMain.Server.AssignJobs(clients); foreach (Client c in clients) { if (campaign?.GetClientCharacterData(c) == null || c.CharacterInfo.Job == null) { c.CharacterInfo.Job = new Job(c.AssignedJob.Prefab, Rand.RandSync.Unsynced, c.AssignedJob.Variant); } } //the spawnpoints where the characters will spawn var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnSub); //the spawnpoints where they would spawn if they were spawned inside the main sub //(in order to give them appropriate ID card tags) var mainSubSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub); ItemPrefab divingSuitPrefab = null; if ((shuttlePos != null && Level.Loaded.GetRealWorldDepth(shuttlePos.Value.Y) > Level.DefaultRealWorldCrushDepth) || Level.Loaded.GetRealWorldDepth(Submarine.MainSub.WorldPosition.Y) > Level.DefaultRealWorldCrushDepth) { divingSuitPrefab = ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t == "respawnsuitdeep")); } divingSuitPrefab ??= ItemPrefab.Prefabs.FirstOrDefault(it => it.Tags.Any(t => t == "respawnsuit")) ?? ItemPrefab.Find(null, "divingsuit".ToIdentifier()); ItemPrefab oxyPrefab = ItemPrefab.Find(null, "oxygentank".ToIdentifier()); ItemPrefab scooterPrefab = ItemPrefab.Find(null, "underwaterscooter".ToIdentifier()); ItemPrefab batteryPrefab = ItemPrefab.Find(null, "batterycell".ToIdentifier()); var cargoSp = WayPoint.WayPointList.Find(wp => wp.Submarine == respawnSub && wp.SpawnType == SpawnType.Cargo); anyCharacterSpawnedInShuttle = false; for (int i = 0; i < characterInfos.Count; i++) { bool bot = i >= clients.Count; characterInfos[i].ClearCurrentOrders(); CharacterCampaignData characterCampaignData = null; bool forceSpawnInMainSub = false; if (!bot) { //the client has opted to change the name of their new character //when the character spawns, set the client's name to match if (clients[i].PendingName == characterInfos[i].Name) { GameMain.Server?.TryChangeClientName(clients[i], clients[i].PendingName); clients[i].PendingName = null; } characterCampaignData = campaign?.GetClientCharacterData(clients[i]); if (characterCampaignData != null) { if (!characterCampaignData.HasSpawned) { forceSpawnInMainSub = true; } else { ReduceCharacterSkillsOnDeath(characterInfos[i]); characterInfos[i].RemoveSavedStatValuesOnDeath(); characterInfos[i].CauseOfDeath = null; } } } if (!forceSpawnInMainSub) { anyCharacterSpawnedInShuttle = true; } var character = Character.Create(characterInfos[i], (forceSpawnInMainSub ? mainSubSpawnPoints[i] : shuttleSpawnPoints[i]).WorldPosition, characterInfos[i].Name, isRemotePlayer: !bot, hasAi: bot); characterCampaignData?.ApplyWalletData(character); character.TeamID = CharacterTeamType.Team1; character.LoadTalents(); if (characterInfos[i].LastRewardDistribution.TryUnwrap(out int salary)) { character.Wallet.SetRewardDistribution(salary); } respawnedCharacters.Add(character); if (bot) { GameServer.Log(string.Format("Respawning bot {0} as {1}", character.Info.Name, characterInfos[i].Job.Name), ServerLog.MessageType.Spawning); } else { if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign && character.Info != null) { character.Info.SetExperience(Math.Max(character.Info.ExperiencePoints, mpCampaign.GetSavedExperiencePoints(clients[i]))); mpCampaign.ClearSavedExperiencePoints(clients[i]); } //tell the respawning client they're no longer a traitor if (GameMain.Server.TraitorManager != null && clients[i].Character != null) { if (GameMain.Server.TraitorManager.IsTraitor(clients[i].Character)) { GameMain.Server.SendDirectChatMessage(TextManager.FormatServerMessage("TraitorRespawnMessage"), clients[i], ChatMessageType.ServerMessageBox); } } clients[i].Character = character; character.SetOwnerClient(clients[i]); GameServer.Log( $"Respawning {GameServer.ClientLogName(clients[i])} ({clients[i].Connection.Endpoint}) as {characterInfos[i].Job.Name}", ServerLog.MessageType.Spawning); } if (RespawnShuttle != null && anyCharacterSpawnedInShuttle) { List newRespawnItems = new List(); Vector2 pos = cargoSp?.Position ?? character.Position; if (divingSuitPrefab != null) { var divingSuit = new Item(divingSuitPrefab, pos, respawnSub); Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(divingSuit)); newRespawnItems.Add(divingSuit); if (oxyPrefab != null && divingSuit.GetComponent() != null) { var oxyTank = new Item(oxyPrefab, pos, respawnSub); Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(oxyTank)); divingSuit.Combine(oxyTank, user: null); newRespawnItems.Add(oxyTank); } } if (GameMain.GameSession.GameMode is not CampaignMode) { if (scooterPrefab != null) { var scooter = new Item(scooterPrefab, pos, respawnSub); Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(scooter)); newRespawnItems.Add(scooter); if (batteryPrefab != null) { var battery = new Item(batteryPrefab, pos, respawnSub); Spawner.CreateNetworkEvent(new EntitySpawner.SpawnEntity(battery)); scooter.Combine(battery, user: null); newRespawnItems.Add(battery); } } } if (respawnContainer != null) { AutoItemPlacer.RegenerateLoot(RespawnShuttle, respawnContainer); } //try to put the items in containers in the shuttle foreach (var respawnItem in newRespawnItems) { System.Diagnostics.Debug.Assert(!respawnItem.Removed); foreach (Item shuttleItem in RespawnShuttle.GetItems(alsoFromConnectedSubs: false)) { if (shuttleItem.NonInteractable || shuttleItem.NonPlayerTeamInteractable) { continue; } var container = shuttleItem.GetComponent(); if (container != null && container.Inventory.TryPutItem(respawnItem, user: null)) { break; } } respawnItems.Add(respawnItem); } } var characterData = campaign?.GetClientCharacterData(clients[i]); // NOTE: This was where Reaper's tax got applied if (characterData != null && Level.Loaded?.Type != LevelData.LevelType.Outpost && characterData.HasSpawned) { ReduceCharacterSkillsOnDeath(characterInfos[i], applyExtraSkillLoss: true); } if (characterData == null || characterData.HasSpawned) { //give the character the items they would've gotten if they had spawned in the main sub character.GiveJobItems(mainSubSpawnPoints[i]); if (campaign != null) { characterData = campaign.SetClientCharacterData(clients[i]); characterData.HasSpawned = true; } } else { if (characterData.HasItemData) { characterData.SpawnInventoryItems(character, character.Inventory); } else { character.GiveJobItems(mainSubSpawnPoints[i]); } characterData.ApplyHealthData(character); character.GiveIdCardTags(mainSubSpawnPoints[i]); characterData.HasSpawned = true; } //add the ID card tags they should've gotten when spawning in the shuttle character.GiveIdCardTags(shuttleSpawnPoints[i], createNetworkEvent: true); } } /// /// Reduce any skill gains the character may have made over the job's default /// skill levels by percentages defined in server settings. There are two /// reductions, a base one that always applies, and an extra loss that only /// applies when the player chooses to respawn ASAP rather than wait. /// public static void ReduceCharacterSkillsOnDeath(CharacterInfo characterInfo, bool applyExtraSkillLoss = false) { if (characterInfo?.Job == null) { return; } float resistanceMultiplier; float skillLossPercentage; if (applyExtraSkillLoss) { DebugConsole.Log($"Calculating extra skill loss on respawn for {characterInfo.Name}:"); resistanceMultiplier = characterInfo.LastResistanceMultiplierSkillLossRespawn; skillLossPercentage = SkillLossPercentageOnImmediateRespawn; } else { DebugConsole.Log($"Calculating base skill loss on death for {characterInfo.Name}:"); resistanceMultiplier = characterInfo.LastResistanceMultiplierSkillLossDeath; skillLossPercentage = SkillLossPercentageOnDeath; } skillLossPercentage *= resistanceMultiplier; foreach (Skill skill in characterInfo.Job.GetSkills()) { skill.Level = GetReducedSkill(characterInfo, skill, skillLossPercentage); } } public void ServerEventWrite(IWriteMessage msg, Client c, NetEntityEvent.IData extraData = null) { msg.WriteRangedInteger((int)CurrentState, 0, Enum.GetNames(typeof(State)).Length); switch (CurrentState) { case State.Transporting: msg.WriteBoolean(ReturnCountdownStarted); msg.WriteSingle(GameMain.Server.ServerSettings.MaxTransportTime); msg.WriteSingle((float)(ReturnTime - DateTime.Now).TotalSeconds); break; case State.Waiting: msg.WriteUInt16((ushort)pendingRespawnCount); msg.WriteUInt16((ushort)requiredRespawnCount); msg.WriteBoolean(IsRespawnDecisionPendingForClient(c)); msg.WriteBoolean(RespawnCountdownStarted); msg.WriteSingle((float)(RespawnTime - DateTime.Now).TotalSeconds); break; case State.Returning: break; } msg.WritePadBits(); } } }