Files
wwdpublic/Content.Server/JoinQueue/JoinQueueManager.cs
DEATHB4DEFEAT d4663e9993 Port Queue and Discord Auth From Corvax (#355)
# Description

I didn't make 2 PRs because the queue kinda depends on Discord auth and
I didn't wanna spend the time splitting them up.

The queue puts everyone except admins/whitelisted/previously in-game
players into a queue after the soft max players is reached, hard cap
still denies new connections (and queues) from everyone.
Priority queuing is simple to add and I'll do that when I make donator
benefits or whatever similar system.

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<details><summary><h1>Media</h1></summary>
<p>

Too big to embed and I don't wanna compress it :)

https://youtu.be/NBqN6Piv94w

</p>
</details>

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# Changelog

🆑
- add: Added a queue for players so you don't need to spam reconnect and
hope you join when someone leaves.
2024-05-13 00:58:39 -04:00

173 lines
5.6 KiB
C#

using System.Linq;
using Content.Server.Connection;
using Content.Server.DiscordAuth;
using Content.Shared.CCVar;
using Content.Shared.JoinQueue;
using Prometheus;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Server.JoinQueue;
/// <summary>
/// Manages new player connections when the server is full and queues them up, granting access when a slot becomes free
/// </summary>
public sealed class JoinQueueManager
{
private static readonly Gauge QueueCount = Metrics.CreateGauge(
"join_queue_count",
"Amount of players in queue.");
private static readonly Counter QueueBypassCount = Metrics.CreateCounter(
"join_queue_bypass_count",
"Amount of players who bypassed queue by privileges.");
private static readonly Histogram QueueTimings = Metrics.CreateHistogram(
"join_queue_timings",
"Timings of players in queue",
new HistogramConfiguration()
{
LabelNames = new[] {"type"},
Buckets = Histogram.ExponentialBuckets(1, 2, 14),
});
[Dependency] private readonly IPlayerManager _player = default!;
[Dependency] private readonly IConnectionManager _connection = default!;
[Dependency] private readonly IConfigurationManager _configuration = default!;
[Dependency] private readonly IServerNetManager _net = default!;
[Dependency] private readonly DiscordAuthManager _discordAuth = default!;
/// <summary>
/// Queue of active player sessions
/// </summary>
private readonly List<ICommonSession> _queue = new(); // Real Queue class can't delete disconnected users
private bool _isEnabled = false;
public int PlayerInQueueCount => _queue.Count;
public int ActualPlayersCount => _player.PlayerCount - PlayerInQueueCount; // Now it's only real value with actual players count that in game
public void Initialize()
{
_net.RegisterNetMessage<QueueUpdateMessage>();
_configuration.OnValueChanged(CCVars.QueueEnabled, OnQueueCVarChanged, true);
_player.PlayerStatusChanged += OnPlayerStatusChanged;
_discordAuth.PlayerVerified += OnPlayerVerified;
}
private void OnQueueCVarChanged(bool value)
{
_isEnabled = value;
if (!value)
{
foreach (var session in _queue)
{
session.Channel.Disconnect("Queue was disabled");
}
}
}
private async void OnPlayerVerified(object? sender, ICommonSession session)
{
if (!_isEnabled)
{
SendToGame(session);
return;
}
var isPrivileged = await _connection.HasPrivilegedJoin(session.UserId);
var currentOnline = _player.PlayerCount - 1; // Do not count current session in general online, because we are still deciding her fate
var haveFreeSlot = currentOnline < _configuration.GetCVar(CCVars.SoftMaxPlayers);
if (isPrivileged || haveFreeSlot)
{
SendToGame(session);
if (isPrivileged && !haveFreeSlot)
QueueBypassCount.Inc();
return;
}
_queue.Add(session);
ProcessQueue(false, session.ConnectedTime);
}
private async void OnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
{
var wasInQueue = _queue.Remove(e.Session);
if (!wasInQueue && e.OldStatus != SessionStatus.InGame) // Process queue only if player disconnected from InGame or from queue
return;
ProcessQueue(true, e.Session.ConnectedTime);
if (wasInQueue)
QueueTimings.WithLabels("Unwaited").Observe((DateTime.UtcNow - e.Session.ConnectedTime).TotalSeconds);
}
}
/// <summary>
/// If possible, takes the first player in the queue and sends him into the game
/// </summary>
/// <param name="isDisconnect">Is method called on disconnect event</param>
/// <param name="connectedTime">Session connected time for histogram metrics</param>
private void ProcessQueue(bool isDisconnect, DateTime connectedTime)
{
var players = ActualPlayersCount;
if (isDisconnect)
players--; // Decrease currently disconnected session but that has not yet been deleted
var haveFreeSlot = players < _configuration.GetCVar(CCVars.SoftMaxPlayers);
var queueContains = _queue.Count > 0;
if (haveFreeSlot && queueContains)
{
var session = _queue.First();
_queue.Remove(session);
SendToGame(session);
QueueTimings.WithLabels("Waited").Observe((DateTime.UtcNow - connectedTime).TotalSeconds);
}
SendUpdateMessages();
QueueCount.Set(_queue.Count);
}
/// <summary>
/// Sends messages to all players in the queue with the current state of the queue
/// </summary>
private void SendUpdateMessages()
{
for (var i = 0; i < _queue.Count; i++)
{
_queue[i].Channel.SendMessage(new QueueUpdateMessage
{
Total = _queue.Count,
Position = i + 1,
});
}
}
/// <summary>
/// Letting player's session into game, change player state
/// </summary>
/// <param name="session">Player session that will be sent to game</param>
private void SendToGame(ICommonSession session)
{
Timer.Spawn(0, () => _player.JoinGame(session));
}
}