Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/GameSession/MedicalClinic.cs
2024-06-18 16:50:02 +03:00

231 lines
8.7 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Text;
using Barotrauma.Extensions;
using Barotrauma.Networking;
namespace Barotrauma
{
internal partial class MedicalClinic
{
// allow 20 requests per 5 seconds, announce to chat if the limit is reached
private readonly RateLimiter rateLimiter = new(
maxRequests: RateLimitMaxRequests,
expiryInSeconds: RateLimitExpiry,
punishmentRules: (RateLimitAction.OnLimitReached, RateLimitPunishment.Announce));
private readonly record struct AfflictionSubscriber(Client Subscriber, CharacterInfo Target, DateTimeOffset Expiry);
private readonly List<AfflictionSubscriber> afflictionSubscribers = new();
public void Update(float deltaTime)
{
processAfflictionChangesTimer -= deltaTime;
if (processAfflictionChangesTimer <= 0.0f)
{
foreach (var character in charactersWithAfflictionChanges)
{
ImmutableArray<NetAffliction> afflictions = GetAllAfflictions(character.CharacterHealth);
foreach (AfflictionSubscriber sub in afflictionSubscribers.ToList())
{
if (sub.Expiry < DateTimeOffset.Now)
{
afflictionSubscribers.Remove(sub);
continue;
}
if (sub.Target == character.Info)
{
ServerSend(new NetCrewMember(character.Info, afflictions),
header: NetworkHeader.AFFLICTION_UPDATE,
deliveryMethod: DeliveryMethod.Unreliable,
targetClient: sub.Subscriber);
}
}
}
charactersWithAfflictionChanges.Clear();
processAfflictionChangesTimer = ProcessAfflictionChangesInterval;
}
}
public void ServerRead(IReadMessage inc, Client sender)
{
NetworkHeader header = (NetworkHeader)inc.ReadByte();
switch (header)
{
case NetworkHeader.ADD_EVERYTHING_TO_PENDING:
ProcessAddEverything(sender);
break;
case NetworkHeader.UNSUBSCRIBE_ME:
RemoveClientSubscription(sender);
break;
case NetworkHeader.REQUEST_AFFLICTIONS:
ProcessRequestedAfflictions(inc, sender);
break;
case NetworkHeader.REQUEST_PENDING:
ProcessRequestedPending(sender);
break;
case NetworkHeader.ADD_PENDING:
ProcessNewAddition(inc, sender);
break;
case NetworkHeader.REMOVE_PENDING:
ProcessNewRemoval(inc, sender);
break;
case NetworkHeader.HEAL_PENDING:
ProcessHealing(sender);
break;
case NetworkHeader.CLEAR_PENDING:
ProcessClearing(sender);
break;
}
}
private void ProcessNewAddition(IReadMessage inc, Client client)
{
if (rateLimiter.IsLimitReached(client)) { return; }
NetCrewMember newCrewMember = INetSerializableStruct.Read<NetCrewMember>(inc);
InsertPendingCrewMember(newCrewMember);
ServerSend(new NetCollection<NetCrewMember>(newCrewMember), NetworkHeader.ADD_PENDING, DeliveryMethod.Reliable, reponseClient: client);
}
private void ProcessAddEverything(Client client)
{
if (rateLimiter.IsLimitReached(client)) { return; }
AddEverythingToPending();
ServerSend(PendingHeals.ToNetCollection(), NetworkHeader.ADD_PENDING, DeliveryMethod.Reliable, reponseClient: client);
}
private void RemoveClientSubscription(Client client)
{
foreach (AfflictionSubscriber sub in afflictionSubscribers.ToList())
{
if (sub.Subscriber == client || sub.Expiry < DateTimeOffset.Now)
{
afflictionSubscribers.Remove(sub);
}
}
}
private void ProcessNewRemoval(IReadMessage inc, Client client)
{
if (rateLimiter.IsLimitReached(client)) { return; }
NetRemovedAffliction removed = INetSerializableStruct.Read<NetRemovedAffliction>(inc);
RemovePendingAffliction(removed.CrewMember, removed.Affliction);
ServerSend(removed, NetworkHeader.REMOVE_PENDING, DeliveryMethod.Reliable, reponseClient: client);
}
private void ProcessRequestedPending(Client client)
{
if (rateLimiter.IsLimitReached(client)) { return; }
ServerSend(PendingHeals.ToNetCollection(), NetworkHeader.REQUEST_PENDING, DeliveryMethod.Reliable, targetClient: client);
}
private void ProcessHealing(Client client)
{
if (rateLimiter.IsLimitReached(client)) { return; }
HealRequestResult result = HealAllPending(client: client);
ServerSend(new NetHealRequest { Result = result }, NetworkHeader.HEAL_PENDING, DeliveryMethod.Reliable, reponseClient: client);
}
private void ProcessClearing(Client client)
{
if (rateLimiter.IsLimitReached(client)) { return; }
if (!PendingHeals.Any()) { return; }
ClearPendingHeals();
ServerSend(null, NetworkHeader.CLEAR_PENDING, DeliveryMethod.Reliable, reponseClient: client);
}
private void ProcessRequestedAfflictions(IReadMessage inc, Client client)
{
if (rateLimiter.IsLimitReached(client)) { return; }
NetCrewMember crewMember = INetSerializableStruct.Read<NetCrewMember>(inc);
CharacterInfo? foundInfo = crewMember.FindCharacterInfo(GetCrewCharacters());
ImmutableArray<NetAffliction> pendingAfflictions = ImmutableArray<NetAffliction>.Empty;
int infoId = 0;
if (foundInfo is null)
{
StringBuilder sb = new();
foreach (CharacterInfo character in GetCrewCharacters())
{
sb.AppendLine($" - {character.DisplayName} ({character.ID})");
}
DebugConsole.ThrowError($"Could not find the requested crew member with ID {crewMember.CharacterInfoID}.\n{sb}");
}
if (foundInfo is { Character.CharacterHealth: { } health })
{
pendingAfflictions = GetAllAfflictions(health);
infoId = foundInfo.ID;
}
INetSerializableStruct writeCrewMember = new NetCrewMember
{
CharacterInfoID = infoId,
Afflictions = pendingAfflictions
};
if (foundInfo is not null)
{
RemoveClientSubscription(client);
// the client subscribes to the afflictions of the crew member for the next minute
afflictionSubscribers.Add(new AfflictionSubscriber(client, foundInfo, DateTimeOffset.Now.AddMinutes(1)));
}
ServerSend(writeCrewMember, NetworkHeader.REQUEST_AFFLICTIONS, DeliveryMethod.Unreliable, client);
}
private IWriteMessage StartSending()
{
IWriteMessage msg = new WriteOnlyMessage();
msg.WriteByte((byte)ServerPacketHeader.MEDICAL);
return msg;
}
private void ServerSend(INetSerializableStruct? netStruct, NetworkHeader header, DeliveryMethod deliveryMethod, Client? targetClient = null, Client? reponseClient = null)
{
if (targetClient is null)
{
foreach (Client c in GameMain.Server.ConnectedClients)
{
SendToClient(c);
}
return;
}
SendToClient(targetClient);
void SendToClient(Client c)
{
MessageFlag flag = MessageFlag.Announce;
if (reponseClient != null && reponseClient == c)
{
flag = MessageFlag.Response;
}
IWriteMessage msg = StartSending();
msg.WriteByte((byte)header);
msg.WriteByte((byte)flag);
netStruct?.Write(msg);
GameMain.Server.ServerPeer.Send(msg, c.Connection, deliveryMethod);
}
}
}
}