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diff --git a/Impostor-dev/src/Impostor.Server/Net/State/Game.Incoming.cs b/Impostor-dev/src/Impostor.Server/Net/State/Game.Incoming.cs
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+++ b/Impostor-dev/src/Impostor.Server/Net/State/Game.Incoming.cs
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+using System;
+using System.Threading;
+using System.Threading.Tasks;
+using Impostor.Api.Games;
+using Impostor.Api.Innersloth;
+using Impostor.Api.Net;
+using Impostor.Api.Net.Messages;
+using Impostor.Hazel;
+using Impostor.Server.Events;
+using Microsoft.Extensions.DependencyInjection;
+using Microsoft.Extensions.Logging;
+
+namespace Impostor.Server.Net.State
+{
+ internal partial class Game
+ {
+ private readonly SemaphoreSlim _clientAddLock = new SemaphoreSlim(1, 1);
+
+ public async ValueTask HandleStartGame(IMessageReader message)
+ {
+ GameState = GameStates.Starting;
+
+ using var packet = MessageWriter.Get(MessageType.Reliable);
+ message.CopyTo(packet);
+ await SendToAllAsync(packet);
+
+ await _eventManager.CallAsync(new GameStartingEvent(this));
+ }
+
+ public async ValueTask<GameJoinResult> AddClientAsync(ClientBase client)
+ {
+ var hasLock = false;
+
+ try
+ {
+ hasLock = await _clientAddLock.WaitAsync(TimeSpan.FromMinutes(1));
+
+ if (hasLock)
+ {
+ return await AddClientSafeAsync(client);
+ }
+ }
+ finally
+ {
+ if (hasLock)
+ {
+ _clientAddLock.Release();
+ }
+ }
+
+ return GameJoinResult.FromError(GameJoinError.InvalidClient);
+ }
+
+ private async ValueTask<GameJoinResult> AddClientSafeAsync(ClientBase client)
+ {
+ // Check if the IP of the player is banned.
+ if (client.Connection != null && _bannedIps.Contains(client.Connection.EndPoint.Address))
+ {
+ return GameJoinResult.FromError(GameJoinError.Banned);
+ }
+
+ var player = client.Player;
+
+ // Check if;
+ // - The player is already in this game.
+ // - The game is full.
+ if (player?.Game != this && _players.Count >= Options.MaxPlayers)
+ {
+ return GameJoinResult.FromError(GameJoinError.GameFull);
+ }
+
+ if (GameState == GameStates.Starting || GameState == GameStates.Started)
+ {
+ return GameJoinResult.FromError(GameJoinError.GameStarted);
+ }
+
+ if (GameState == GameStates.Destroyed)
+ {
+ return GameJoinResult.FromError(GameJoinError.GameDestroyed);
+ }
+
+ var isNew = false;
+
+ if (player == null || player.Game != this)
+ {
+ var clientPlayer = new ClientPlayer(_serviceProvider.GetRequiredService<ILogger<ClientPlayer>>(), client, this);
+
+ if (!_clientManager.Validate(client))
+ {
+ return GameJoinResult.FromError(GameJoinError.InvalidClient);
+ }
+
+ isNew = true;
+ player = clientPlayer;
+ client.Player = clientPlayer;
+ }
+
+ // Check current player state.
+ if (player.Limbo == LimboStates.NotLimbo)
+ {
+ return GameJoinResult.FromError(GameJoinError.InvalidLimbo);
+ }
+
+ if (GameState == GameStates.Ended)
+ {
+ await HandleJoinGameNext(player, isNew);
+ return GameJoinResult.CreateSuccess(player);
+ }
+
+ await HandleJoinGameNew(player, isNew);
+ return GameJoinResult.CreateSuccess(player);
+ }
+
+ public async ValueTask HandleEndGame(IMessageReader message, GameOverReason gameOverReason)
+ {
+ GameState = GameStates.Ended;
+
+ // Broadcast end of the game.
+ using (var packet = MessageWriter.Get(MessageType.Reliable))
+ {
+ message.CopyTo(packet);
+ await SendToAllAsync(packet);
+ }
+
+ // Put all players in the correct limbo state.
+ foreach (var player in _players)
+ {
+ player.Value.Limbo = LimboStates.PreSpawn;
+ }
+
+ await _eventManager.CallAsync(new GameEndedEvent(this, gameOverReason));
+ }
+
+ public async ValueTask HandleAlterGame(IMessageReader message, IClientPlayer sender, bool isPublic)
+ {
+ IsPublic = isPublic;
+
+ using var packet = MessageWriter.Get(MessageType.Reliable);
+ message.CopyTo(packet);
+ await SendToAllExceptAsync(packet, sender.Client.Id);
+
+ await _eventManager.CallAsync(new GameAlterEvent(this, isPublic));
+ }
+
+ public async ValueTask HandleRemovePlayer(int playerId, DisconnectReason reason)
+ {
+ await PlayerRemove(playerId);
+
+ // It's possible that the last player was removed, so check if the game is still around.
+ if (GameState == GameStates.Destroyed)
+ {
+ return;
+ }
+
+ using var packet = MessageWriter.Get(MessageType.Reliable);
+ WriteRemovePlayerMessage(packet, false, playerId, reason);
+ await SendToAllExceptAsync(packet, playerId);
+ }
+
+ public async ValueTask HandleKickPlayer(int playerId, bool isBan)
+ {
+ _logger.LogInformation("{0} - Player {1} has left.", Code, playerId);
+
+ using var message = MessageWriter.Get(MessageType.Reliable);
+
+ // Send message to everyone that this player was kicked.
+ WriteKickPlayerMessage(message, false, playerId, isBan);
+
+ await SendToAllAsync(message);
+ await PlayerRemove(playerId, isBan);
+
+ // Remove the player from everyone's game.
+ WriteRemovePlayerMessage(
+ message,
+ true,
+ playerId,
+ isBan ? DisconnectReason.Banned : DisconnectReason.Kicked);
+
+ await SendToAllExceptAsync(message, playerId);
+ }
+
+ private async ValueTask HandleJoinGameNew(ClientPlayer sender, bool isNew)
+ {
+ _logger.LogInformation("{0} - Player {1} ({2}) is joining.", Code, sender.Client.Name, sender.Client.Id);
+
+ // Add player to the game.
+ if (isNew)
+ {
+ await PlayerAdd(sender);
+ }
+
+ sender.InitializeSpawnTimeout();
+
+ using (var message = MessageWriter.Get(MessageType.Reliable))
+ {
+ WriteJoinedGameMessage(message, false, sender);
+ WriteAlterGameMessage(message, false, IsPublic);
+
+ sender.Limbo = LimboStates.NotLimbo;
+
+ await SendToAsync(message, sender.Client.Id);
+ await BroadcastJoinMessage(message, true, sender);
+ }
+ }
+
+ private async ValueTask HandleJoinGameNext(ClientPlayer sender, bool isNew)
+ {
+ _logger.LogInformation("{0} - Player {1} ({2}) is rejoining.", Code, sender.Client.Name, sender.Client.Id);
+
+ // Add player to the game.
+ if (isNew)
+ {
+ await PlayerAdd(sender);
+ }
+
+ // Check if the host joined and let everyone join.
+ if (sender.Client.Id == HostId)
+ {
+ GameState = GameStates.NotStarted;
+
+ // Spawn the host.
+ await HandleJoinGameNew(sender, false);
+
+ // Pull players out of limbo.
+ await CheckLimboPlayers();
+ return;
+ }
+
+ sender.Limbo = LimboStates.WaitingForHost;
+
+ using (var packet = MessageWriter.Get(MessageType.Reliable))
+ {
+ WriteWaitForHostMessage(packet, false, sender);
+
+ await SendToAsync(packet, sender.Client.Id);
+ await BroadcastJoinMessage(packet, true, sender);
+ }
+ }
+ }
+}