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