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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);
}
}
}
}
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