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Causality.cs
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260 lines (211 loc) · 6.84 KB
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using System;
using System.IO;
using CentralAuth;
using CommandSystem;
using Causality0.Core;
using LabApi.Features.Wrappers;
using MapGeneration;
using MEC;
using NetworkManagerUtils.Dummies;
using PlayerRoles;
using PlayerRoles.FirstPersonControl;
using RemoteAdmin;
using UnityEngine;
namespace Causality0.Command.RemoteAdmin;
[CommandHandler(typeof(RemoteAdminCommandHandler))]
public sealed class Causality : ParentCommand
{
public Causality()
{
LoadGeneratedCommands();
}
public override void LoadGeneratedCommands()
{
RegisterCommand(new Start());
RegisterCommand(new Stop());
RegisterCommand(new Spawn());
RegisterCommand(new Play());
RegisterCommand(new Save());
RegisterCommand(new Load());
}
protected override bool ExecuteParent(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
response = "use start, stop, spawn, play, save, load; alias: c0";
return false;
}
public override string Command { get; } = "causality";
public override string[] Aliases { get; } = new[] { "c0" };
public override string Description { get; } = "Timeline controls.";
}
public sealed class Start : ICommand
{
public string Command { get; } = "start";
public string[] Aliases { get; } = Array.Empty<string>();
public string Description { get; } = "Start recording.";
public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
if (!sender.CheckPermission(PlayerPermissions.PlayersManagement))
{
response = "no permission";
return false;
}
if (sender is not PlayerCommandSender p)
{
response = "player only";
return false;
}
if (p.ReferenceHub.roleManager.CurrentRole is not IFpcRole)
{
response = "role invalid";
return false;
}
Timeline.StartRecord(p.ReferenceHub);
response = "recording";
return true;
}
}
public sealed class Stop : ICommand
{
public string Command { get; } = "stop";
public string[] Aliases { get; } = Array.Empty<string>();
public string Description { get; } = "Stop recording.";
public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
if (!sender.CheckPermission(PlayerPermissions.PlayersManagement))
{
response = "no permission";
return false;
}
int n = Timeline.StopRecord();
response = $"Timeline sealed: {n} frames.";
return true;
}
}
public sealed class Spawn : ICommand
{
public string Command { get; } = "spawn";
public string[] Aliases { get; } = Array.Empty<string>();
public string Description { get; } = "Spawn actor dummies.";
public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
if (!sender.CheckPermission(PlayerPermissions.PlayersManagement))
{
response = "no permission";
return false;
}
if (sender is not PlayerCommandSender p)
{
response = "player only";
return false;
}
int n = 0;
foreach (ActorTrack t in Timeline.Tracks.Values)
{
if (t.Frames.Count <= 0 || t.StartFrame > 0)
{
continue;
}
if (Timeline.TrySpawnActor(t))
{
n++;
}
}
if (n == 0)
{
response = "no track";
return false;
}
response = $"spawned {n}";
return true;
}
}
public sealed class Play : ICommand
{
public string Command { get; } = "play";
public string[] Aliases { get; } = Array.Empty<string>();
public string Description { get; } = "Play timeline on actors.";
public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
if (!sender.CheckPermission(PlayerPermissions.PlayersManagement))
{
response = "no permission";
return false;
}
int cur = SeedSynchronizer.Seed;
int rec = Timeline.MapSeed;
if (cur != rec)
{
response = $"Playback failed! Current map seed [{cur}] does not match replay seed [{rec}]. Use load first to schedule a forced restart with the replay seed.";
return false;
}
if (!Timeline.StartPlay())
{
response = "Actor missing.";
return false;
}
response = "Playback started.";
return true;
}
}
public sealed class Save : ICommand
{
public string Command { get; } = "save";
public string[] Aliases { get; } = Array.Empty<string>();
public string Description { get; } = "Save tracks.";
public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
if (!sender.CheckPermission(PlayerPermissions.PlayersManagement))
{
response = "no permission";
return false;
}
if (arguments.Count < 1)
{
response = "filename required";
return false;
}
string p = Path.Combine("CausalityRecords", arguments.At(0) + ".c0");
Serializer.Save(p);
response = p;
return true;
}
}
public sealed class Load : ICommand
{
public string Command { get; } = "load";
public string[] Aliases { get; } = Array.Empty<string>();
public string Description { get; } = "Load tracks.";
public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
if (!sender.CheckPermission(PlayerPermissions.PlayersManagement))
{
response = "no permission";
return false;
}
if (arguments.Count < 1)
{
response = "filename required";
return false;
}
string p = Path.Combine("CausalityRecords", arguments.At(0) + ".c0");
if (!Serializer.Load(p))
{
string s = Serializer.LastErr;
response = string.IsNullOrWhiteSpace(s) ? "Load failed." : $"Load failed: {s}";
return false;
}
int cur = SeedSynchronizer.Seed;
int rec = Timeline.MapSeed;
if (cur != rec)
{
Causality0.Instance.ServerEvent.Seed = rec;
Causality0.Instance.ServerEvent.UseSeed = true;
Round.Restart();
response = $"Replay loaded. Current map seed [{cur}] does not match replay seed [{rec}]. Forced round restart scheduled with replay seed [{rec}]. Load the replay again next round.";
return true;
}
Timeline.ApplyWorldState();
response = $"Replay loaded: {p}";
return true;
}
}