Files
Campus-25/server/CampusNet/Services/GameService.cs
T
2026-10-14 06:59:51 +02:00

511 lines
28 KiB
C#

using System.Collections;
using CampusNet.Net;
using CampusNet.Protocol;
namespace CampusNet.Services;
/// <summary>The game-server side: rooms, actors, events (with PUN's event cache), properties, groups.</summary>
public static class GameService
{
public static void Handle(Connection c, GpBinary16.OperationRequest op, bool reliable)
{
int payload = op.Code == Op.RaiseEvent ? op.PayloadBytes : 0;
if (payload > Guard.MaxEventBytes)
{
Log.Warn($"{c.Tag}: event of {payload} bytes refused (cap {Guard.MaxEventBytes})");
c.SendError(op.Code, Rc.InvalidOperation, "Event too large");
return;
}
if (!c.Charge(payload, $"op {op.Code}")) return;
switch (op.Code)
{
case Op.CreateGame:
case Op.JoinGame: Join(c, op); return;
case Op.Leave: Leave(c, op); return;
case Op.RaiseEvent: RaiseEvent(c, op, reliable); return;
case Op.SetProperties: SetProperties(c, op); return;
case Op.GetProperties: GetProperties(c, op); return;
case Op.ChangeGroups: ChangeGroups(c, op); return;
case Op.ServerSettings: c.SendResponse(op.Code, new()); return;
default:
Log.Warn($"{c.Tag}: game op {op.Code} not implemented {LoadBalancingApp.DescribeParams(op.Params)}");
c.SendError(op.Code, Rc.InvalidOperation, "Operation not supported");
return;
}
}
// ---------------------------------------------------------------- join / create
private static void Join(Connection c, GpBinary16.OperationRequest op)
{
if (c.Room != null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Already in a game"); return; }
string name = op.Params.GetValueOrDefault(P.RoomName) as string ?? "";
if (name.Length == 0) { c.SendError(op.Code, Rc.InvalidOperation, "Missing game id"); return; }
int joinMode = LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.JoinMode)); // 0 default, 1 CreateIfNotExists, 2 JoinOrRejoin, 3 RejoinOnly
Room room;
bool created;
if (op.Code == Op.CreateGame) room = Rooms.GetOrCreate(name, out created);
else
{
var existing = Rooms.Get(name);
if (existing == null && joinMode != 1) { c.SendError(op.Code, Rc.GameDoesNotExist, "Game does not exist"); return; }
room = existing ?? Rooms.GetOrCreate(name, out _);
created = existing == null;
}
Actor actor;
var joinerProps = op.Params.GetValueOrDefault(P.PlayerProperties) as Hashtable ?? new Hashtable();
var cachedEvents = new List<CachedEvent>();
var others = new List<Connection>();
lock (room.Sync)
{
if (created || room.Actors.Count == 0 && room.Props.Count == 0)
{
if (op.Params.GetValueOrDefault(P.GameProperties) is Hashtable gp) Room.Merge(room.Props, gp);
room.PlayerTtl = LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.PlayerTtl));
room.EmptyRoomTtl = LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.EmptyRoomTtl));
if (room.Props[GameProp.PlayerTtl] is int pt) room.PlayerTtl = pt;
if (room.Props[GameProp.EmptyRoomTtl] is int et) room.EmptyRoomTtl = et;
Log.Info($"{c.Tag}: created room '{name}' props={GpBinary16.Describe(room.Props)}");
}
var rejoin = room.FindByUserId(c.UserId!);
if (rejoin != null)
{
if (!rejoin.Inactive && rejoin.Conn != null && rejoin.Conn != c)
{
// Same user connected twice: the newer connection wins (the old one is stale).
Log.Warn($"{c.Tag}: user already in '{name}' as actor {rejoin.Nr} - replacing the old connection");
var old = rejoin.Conn; old.Room = null; old.Actor = null;
try { old.Disconnect("replaced by a new connection"); } catch { }
}
actor = rejoin;
actor.Inactive = false; actor.Conn = c;
Room.Merge(actor.Props, joinerProps);
}
else
{
if (!room.IsOpen && joinMode != 3) { c.SendError(op.Code, Rc.GameClosed, "Game closed"); return; }
if (room.MaxPlayers > 0 && room.ActiveCount >= room.MaxPlayers) { c.SendError(op.Code, Rc.GameFull, "Game full"); return; }
actor = new Actor { Nr = room.NextActorNr++, UserId = c.UserId!, Conn = c };
Room.Merge(actor.Props, joinerProps);
if (!actor.Props.ContainsKey(PlayerProp.NickName) && c.NickName.Length > 0) actor.Props[PlayerProp.NickName] = c.NickName;
room.Actors[actor.Nr] = actor;
}
c.Room = room; c.Actor = actor;
foreach (var a in room.Actors.Values)
if (a.Conn != null && a.Conn != c && !a.Inactive) others.Add(a.Conn);
cachedEvents.AddRange(room.Cache);
foreach (var a in room.Actors.Values) cachedEvents.AddRange(a.OwnCache);
// Response: my actor number, everyone's properties, the room's, and the active actor list.
c.SendResponse(op.Code, new Dictionary<byte, object?>
{
[P.ActorNr] = actor.Nr,
[P.ActorList] = room.ActorList(),
[P.PlayerProperties] = room.AllPlayerProps(),
[P.GameProperties] = room.GamePropsForClient(),
[P.RoomName] = name
});
// Join event to everyone including the joiner (PUN sets up its own player from it).
var joinEv = new Dictionary<byte, object?>
{
[P.ActorNr] = actor.Nr,
[P.PlayerProperties] = Room.PlayerPropsForClient(actor),
[P.ActorList] = room.ActorList()
};
c.SendEvent(Ev.Join, joinEv);
foreach (var o in others) o.SendEvent(Ev.Join, joinEv);
}
// Replay the cache so the late joiner sees every instantiate / cached RPC in order.
foreach (var ev in cachedEvents)
c.SendEvent(ev.Code, EventParams(ev.ActorNr, ev.Data));
Log.Info($"{c.Tag}: joined '{name}' as actor {actor.Nr} ({room.ActiveCount} active, {cachedEvents.Count} cached events replayed)");
}
private static Dictionary<byte, object?> EventParams(int senderActor, object? data)
{
var p = new Dictionary<byte, object?> { [P.ActorNr] = senderActor };
if (data != null) p[P.Data] = data;
return p;
}
// ---------------------------------------------------------------- leave
private static void Leave(Connection c, GpBinary16.OperationRequest op)
{
bool inactive = op.Params.GetValueOrDefault(P.IsInactive) is bool b && b;
RemoveFromRoom(c, inactive, "leave");
c.SendResponse(op.Code, new());
}
public static void OnConnectionLost(Connection c) => RemoveFromRoom(c, becomeInactive: true, why: "disconnect");
private static void RemoveFromRoom(Connection c, bool becomeInactive, string why)
{
var room = c.Room; var actor = c.Actor;
if (room == null || actor == null) return;
c.Room = null; c.Actor = null;
List<Connection> others;
int master; bool removed;
lock (room.Sync)
{
if (actor.Conn != c) return; // already superseded
actor.Conn = null;
bool keep = becomeInactive && room.PlayerTtl != 0;
if (keep) { actor.Inactive = true; actor.InactiveSince = DateTime.UtcNow; removed = false; }
else
{
room.Actors.Remove(actor.Nr); removed = true;
// Cached events by this actor go unless they were cached "global".
room.Cache.RemoveAll(e => e.ActorNr == actor.Nr);
}
master = room.MasterClientId;
others = room.Actors.Values.Where(a => a.Conn != null && !a.Inactive).Select(a => a.Conn!).ToList();
if (room.ActiveCount == 0) room.EmptySince = DateTime.UtcNow;
}
var ev = new Dictionary<byte, object?>
{
[P.ActorNr] = actor.Nr,
[P.IsInactive] = !removed,
[P.MasterClientId] = master
};
foreach (var o in others) o.SendEvent(Ev.Leave, ev);
Log.Info($"{c.Tag}: left '{room.Name}' ({why}, {(removed ? "removed" : "inactive")}), master now {master}");
MaybeRemoveRoom(room);
}
private static void MaybeRemoveRoom(Room room)
{
lock (room.Sync)
{
if (room.Actors.Values.Any(a => !a.Inactive)) return;
if (room.EmptyRoomTtl > 0 && (DateTime.UtcNow - room.EmptySince).TotalMilliseconds < room.EmptyRoomTtl) return;
if (room.Actors.Values.Any(a => a.Inactive) && room.PlayerTtl < 0) return; // PlayerTtl -1 = keep forever
}
Rooms.Remove(room.Name);
Log.Info($"room '{room.Name}' removed (empty)");
}
private static DateTime _lastStats = DateTime.MinValue;
/// <summary>Periodic: expire inactive actors past PlayerTtl and empty rooms past EmptyRoomTtl.</summary>
public static void Sweep()
{
bool stats = (DateTime.UtcNow - _lastStats).TotalSeconds >= 15;
if (stats) _lastStats = DateTime.UtcNow;
foreach (var room in Rooms.All())
{
// Every 15 s, for rooms with company: who raised what, and where it went. This is the
// trace for "the other player doesn't move" - it shows whether the mover's events
// arrive at all, whether they are unreliable, which interest group they carry, and
// whether anyone was subscribed to receive them.
if (stats)
{
lock (room.Sync)
{
if (room.ActiveCount >= 2)
{
foreach (var a in room.Actors.Values)
{
if (a.Raised == 0 && a.Conn == null) continue;
string codes = string.Join(" ", a.RaisedByCode.OrderByDescending(kv => kv.Value).Take(8).Select(kv => $"{kv.Key}:{kv.Value}"));
string groups = a.RaisedByGroup.Count == 0 ? "-" : string.Join(" ", a.RaisedByGroup.OrderByDescending(kv => kv.Value).Take(6).Select(kv => $"g{kv.Key}:{kv.Value}"));
string subs = a.Groups.Count == 0 ? "none" : (a.Groups.Count > 12 ? $"{a.Groups.Count} groups" : string.Join(",", a.Groups.OrderBy(g => g)));
Log.Info($"stats '{room.Name}' actor {a.Nr} u{a.UserId}{(a.Inactive ? " (inactive)" : "")}: raised {a.Raised} ({a.RaisedUnreliable} unreliable), delivered {a.Delivered}, no-recipient {a.DroppedNoRecipient}, codes [{codes}], sent-in-groups [{groups}], subscribed [{subs}], recv {a.Conn?.Sent ?? 0} msgs, rtt {a.Conn?.Peer.Rtt ?? 0}ms");
a.Raised = a.RaisedUnreliable = a.Delivered = a.DroppedNoRecipient = 0;
a.RaisedByCode.Clear(); a.RaisedByGroup.Clear();
}
}
}
}
List<Connection> others = new(); List<int> expired = new(); int master;
lock (room.Sync)
{
foreach (var a in room.Actors.Values.Where(a => a.Inactive).ToList())
{
if (room.PlayerTtl > 0 && (DateTime.UtcNow - a.InactiveSince).TotalMilliseconds > room.PlayerTtl)
{
room.Actors.Remove(a.Nr); room.Cache.RemoveAll(e => e.ActorNr == a.Nr); expired.Add(a.Nr);
}
}
master = room.MasterClientId;
if (expired.Count > 0) others = room.Actors.Values.Where(a => a.Conn != null && !a.Inactive).Select(a => a.Conn!).ToList();
}
foreach (var nr in expired)
foreach (var o in others)
o.SendEvent(Ev.Leave, new Dictionary<byte, object?> { [P.ActorNr] = nr, [P.IsInactive] = false, [P.MasterClientId] = master });
MaybeRemoveRoom(room);
}
}
// ---------------------------------------------------------------- events
private static readonly string[] TraceRooms = (Environment.GetEnvironmentVariable("CAMPUSNET_TRACE_ROOM") ?? "").Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries);
private static readonly HashSet<string> TraceUsers = new((Environment.GetEnvironmentVariable("CAMPUSNET_TRACE_USER") ?? "").Split(',', StringSplitOptions.RemoveEmptyEntries | StringSplitOptions.TrimEntries));
private static readonly string TraceRoom = (TraceRooms.Length > 0 || TraceUsers.Count > 0) ? "on" : "";
private static bool Traced(Room room) => TraceRooms.Any(t => room.Name.Contains(t, StringComparison.OrdinalIgnoreCase));
// A traced user's rooms are traced too (private instances carry no room id in their name).
private static bool Traced(Room room, Actor me) => Traced(room) || TraceUsers.Contains(me.UserId ?? "") || room.Actors.Values.Any(a => TraceUsers.Contains(a.UserId ?? ""));
/// <summary>The actor numbers in a RaiseEvent's target list, whatever container they arrived in.</summary>
private static int[]? ActorTargets(object? v)
{
switch (v)
{
case null: return null;
case int[] n: return n;
case byte[] b: return b.Select(x => (int)x).ToArray();
case short[] sh: return sh.Select(x => (int)x).ToArray();
case TypedArray ta: return ta.Items.Select(LoadBalancingApp.ToInt).ToArray();
case object?[] oa: return oa.Select(LoadBalancingApp.ToInt).ToArray();
default:
Log.Warn($"RaiseEvent: unrecognised target-actor list type {v.GetType().Name} - treated as none");
return null;
}
}
private static void RaiseEvent(Connection c, GpBinary16.OperationRequest op, bool reliable)
{
var room = c.Room; var me = c.Actor;
if (room == null || me == null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Not in a game"); return; }
byte code = (byte)LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.Code));
var data = op.Params.GetValueOrDefault(P.Data);
byte cache = (byte)LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.Cache));
byte receivers = (byte)LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.ReceiverGroup));
byte group = (byte)LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.Group));
// Target actors (252). PUN spells this int[] ('n'), which is all that was matched before;
// a typed array of ints / an object[] / a byte[] decodes to something else and used to be
// silently treated as "no targets" - the event then went by receiver group instead.
var targets = ActorTargets(op.Params.GetValueOrDefault(P.ActorList));
var recipients = new List<Connection>();
lock (room.Sync)
{
bool isMaster = me.Nr == room.MasterClientId;
switch (cache)
{
case Cache.AddToRoomCache:
case Cache.AddToRoomCacheGlobal:
if (room.Cache.Count >= Guard.MaxRoomCache)
{
if (room.Cache.Count == Guard.MaxRoomCache) Log.Warn($"{c.Tag}: room '{room.Name}' cache full ({Guard.MaxRoomCache}) - new cached events are delivered but not kept");
break;
}
room.Cache.Add(new CachedEvent { ActorNr = cache == Cache.AddToRoomCacheGlobal ? 0 : me.Nr, Code = code, Data = data, Group = group }); break;
case Cache.RemoveFromRoomCache:
// Only the master client may purge OTHER actors' cached events (PUN's DestroyAll /
// scene-object cleanup); everyone else can only take back their own, so one client
// cannot wipe everybody's instantiations out from under late joiners.
room.Cache.RemoveAll(e => (isMaster || e.ActorNr == me.Nr) && CacheFilterMatch(e, targets, op.Params.ContainsKey(P.Code) ? code : null, data as Hashtable)); break;
case Cache.RemoveFromRoomCacheForActorsLeft:
room.Cache.RemoveAll(e => e.ActorNr != 0 && !room.Actors.ContainsKey(e.ActorNr)); break;
case Cache.MergeCache:
{
var existing = me.OwnCache.FirstOrDefault(e => e.Code == code);
if (existing != null && existing.Data is Hashtable eh && data is Hashtable dh) Room.Merge(eh, dh);
else if (existing != null) existing.Data = data;
else if (me.OwnCache.Count < Guard.MaxActorCache) me.OwnCache.Add(new CachedEvent { ActorNr = me.Nr, Code = code, Data = data, Group = group });
break;
}
case Cache.ReplaceCache:
me.OwnCache.RemoveAll(e => e.Code == code);
if (data != null && me.OwnCache.Count < Guard.MaxActorCache) me.OwnCache.Add(new CachedEvent { ActorNr = me.Nr, Code = code, Data = data, Group = group });
break;
case Cache.RemoveCache:
me.OwnCache.RemoveAll(e => e.Code == code); break;
}
if (targets != null)
{
foreach (var nr in targets)
if (room.Actors.TryGetValue(nr, out var a) && a.Conn != null && !a.Inactive) recipients.Add(a.Conn);
}
else if (receivers == Receivers.MasterClient)
{
if (room.Actors.TryGetValue(room.MasterClientId, out var m) && m.Conn != null) recipients.Add(m.Conn);
}
else
{
foreach (var a in room.Actors.Values)
{
if (a.Conn == null || a.Inactive) continue;
if (a == me && receivers != Receivers.All) continue;
if (group != 0 && !a.Groups.Contains(group)) continue;
recipients.Add(a.Conn);
}
}
}
// A pure cache-manipulation call (no code / no data) has nothing to deliver.
bool deliver = op.Params.ContainsKey(P.Code) && !(cache >= Cache.RemoveFromRoomCache && cache <= Cache.RemoveFromRoomCacheForActorsLeft && data == null);
// Room trace (CAMPUSNET_TRACE_ROOM=<substring of the room name>): every non-transform event
// with its size, routing and - for RPC-shaped payloads - the readable strings inside (RR RPC
// method names are plain text on the wire). Used to see what a "Rooms 2.0" authority
// handshake actually sends, without the firehose of CAMPUSNET_DEBUG.
if (TraceRoom.Length > 0 && code != 28 && Traced(room, me))
{
string strs = "";
try
{
var found = new List<string>();
void Scan(object? o, int depth)
{
if (o == null || depth > 4 || found.Count >= 6) return;
if (o is string str) { if (str.Length >= 3 && str.Length <= 80) found.Add(str); return; }
if (o is byte[] bytes)
{
var sb = new System.Text.StringBuilder();
foreach (var bt in bytes)
{
if (bt >= 32 && bt < 127) sb.Append((char)bt);
else { if (sb.Length >= 5 && found.Count < 6) found.Add(sb.ToString()); sb.Clear(); }
}
if (sb.Length >= 5 && found.Count < 6) found.Add(sb.ToString());
return;
}
if (o is Hashtable ht) { foreach (DictionaryEntry e in ht) { Scan(e.Key, depth + 1); Scan(e.Value, depth + 1); } return; }
if (o is System.Collections.IEnumerable en) { int n = 0; foreach (var x in en) { if (n++ > 64) break; Scan(x, depth + 1); } }
}
Scan(data, 0);
if (found.Count > 0) strs = " strs=[" + string.Join(" | ", found) + "]";
}
catch { }
// Every op parameter with its decoded CLR type, so a receiver-group / target-list field
// that arrives in an unexpected encoding is visible instead of silently ignored.
string keys = "[" + string.Join(",", op.Params.Select(kv => $"{kv.Key}:{(kv.Value == null ? "null" : kv.Value is TypedArray ta ? $"TypedArray<{(char)ta.ElemType}>" : kv.Value.GetType().Name)}")) + "]";
Log.Info($"trace '{room.Name}' a{me.Nr} u{me.UserId}: ev {code} {op.PayloadBytes}B cache={cache} recv={receivers} group={group} targets=[{(targets == null ? "-" : string.Join(",", targets))}] -> {recipients.Count} recipient(s){(deliver ? "" : " (cache-only)")} keys={keys}{strs}");
}
if (deliver)
{
var msg = GpBinary16.EventMessage(code, EventParams(me.Nr, data));
foreach (var r in recipients) r.Send(msg, reliable);
}
lock (room.Sync)
{
me.Raised++; if (!reliable) me.RaisedUnreliable++;
me.RaisedByCode[code] = me.RaisedByCode.GetValueOrDefault(code) + 1;
if (group != 0) me.RaisedByGroup[group] = me.RaisedByGroup.GetValueOrDefault(group) + 1;
if (deliver) { me.Delivered += recipients.Count; if (recipients.Count == 0) me.DroppedNoRecipient++; }
}
if (reliable) c.SendResponse(op.Code, new()); // PUN expects the ack'd response for reliable raises
}
private static bool CacheFilterMatch(CachedEvent e, int[]? actors, byte? code, Hashtable? dataFilter)
{
if (actors != null && actors.Length > 0 && !actors.Contains(e.ActorNr)) return false;
if (code != null && e.Code != code) return false;
if (dataFilter != null)
{
if (e.Data is not Hashtable h) return false;
foreach (DictionaryEntry f in dataFilter)
if (!h.ContainsKey(f.Key) || !Room.ValuesEqual(h[f.Key], f.Value)) return false;
}
return true;
}
// ---------------------------------------------------------------- properties
private static void SetProperties(Connection c, GpBinary16.OperationRequest op)
{
var room = c.Room; var me = c.Actor;
if (room == null || me == null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Not in a game"); return; }
var props = op.Params.GetValueOrDefault(P.Properties) as Hashtable ?? new Hashtable();
var expected = op.Params.GetValueOrDefault(P.ExpectedValues) as Hashtable;
bool broadcast = op.Params.GetValueOrDefault(P.Broadcast) is bool b && b;
int target = LoadBalancingApp.ToInt(op.Params.GetValueOrDefault(P.ActorNr)); // 0 = room properties
Hashtable changed; List<Connection> recipients = new();
lock (room.Sync)
{
Hashtable store;
if (target == 0) store = room.Props;
else
{
if (!room.Actors.TryGetValue(target, out var a)) { c.SendError(op.Code, Rc.InvalidOperation, "No such actor"); return; }
// A client writes its own player properties; only the master client may write
// another actor's (PUN never does this from a plain client, a modified one would -
// it is how a "bot" renames or re-flags other players).
if (target != me.Nr && me.Nr != room.MasterClientId)
{
Log.Warn($"{c.Tag}: tried to set actor {target}'s properties - refused");
c.SendError(op.Code, Rc.InvalidOperation, "Not your actor");
return;
}
store = a.Props;
}
if (!Room.CasMatches(store, expected))
{
c.SendError(op.Code, Rc.InvalidOperation, "CAS failed"); // PUN treats this rc as the CAS miss
return;
}
changed = Room.Merge(store, props);
if (target == 0 && changed.ContainsKey(GameProp.PlayerTtl) && changed[GameProp.PlayerTtl] is int pt) room.PlayerTtl = pt;
if (target == 0 && changed.ContainsKey(GameProp.EmptyRoomTtl) && changed[GameProp.EmptyRoomTtl] is int et) room.EmptyRoomTtl = et;
foreach (var a in room.Actors.Values)
if (a.Conn != null && !a.Inactive && (broadcast || a.Conn != c)) recipients.Add(a.Conn);
}
c.SendResponse(op.Code, new());
// Player-property writes are rare (join, avatar/state changes) - log the keys and sizes so a
// "others don't see my new outfit" report can be matched against what actually crossed the wire.
if (target != 0 || (TraceRoom.Length > 0 && Traced(room, me)))
{
var desc = string.Join(", ", changed.Keys.Cast<object>().Select(k => $"{k}={(changed[k] is byte[] ba ? ba.Length + "B" : changed[k] is string str ? str.Length + "ch" : changed[k] is Hashtable ? "table" : changed[k]?.ToString() ?? "null")}"));
Log.Info($"{c.Tag}: {(target == 0 ? "room" : "player")} props on {(target == 0 ? "room" : "actor " + target)} [{desc}] cas={(expected != null)} -> {recipients.Count} recipient(s){(broadcast ? " (broadcast)" : "")}");
}
if (broadcast || recipients.Count > 0)
{
var ev = new Dictionary<byte, object?> { [P.TargetActorNr] = target, [P.Properties] = changed, [P.ActorNr] = me.Nr };
var msg = GpBinary16.EventMessage(Ev.PropertiesChanged, ev);
foreach (var r in recipients) if (broadcast || r != c) r.Send(msg);
}
}
private static void GetProperties(Connection c, GpBinary16.OperationRequest op)
{
var room = c.Room;
if (room == null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Not in a game"); return; }
var resp = new Dictionary<byte, object?>();
lock (room.Sync)
{
resp[P.GameProperties] = room.GamePropsForClient();
resp[P.PlayerProperties] = room.AllPlayerProps();
}
c.SendResponse(op.Code, resp);
}
private static void ChangeGroups(Connection c, GpBinary16.OperationRequest op)
{
var me = c.Actor; var room = c.Room;
if (room == null || me == null) { c.SendError(op.Code, Rc.OperationNotAllowedInCurrentState, "Not in a game"); return; }
lock (room.Sync)
{
// null = all groups; empty array = none
if (op.Params.TryGetValue(P.Remove, out var rem))
{
if (rem == null) me.Groups.Clear();
else foreach (var g in AsBytes(rem)) me.Groups.Remove(g);
}
if (op.Params.TryGetValue(P.Add, out var add))
{
if (add == null) for (int g = 1; g < 256; g++) me.Groups.Add((byte)g);
else foreach (var g in AsBytes(add)) me.Groups.Add(g);
}
Log.Info($"{c.Tag}: groups now [{(me.Groups.Count > 12 ? me.Groups.Count + " groups" : string.Join(",", me.Groups.OrderBy(g => g)))}] (remove={(op.Params.TryGetValue(P.Remove, out var rr) ? (rr == null ? "all" : GpBinary16.Describe(rr)) : "-")} add={(op.Params.TryGetValue(P.Add, out var aa) ? (aa == null ? "all" : GpBinary16.Describe(aa)) : "-")})");
}
c.SendResponse(op.Code, new());
}
private static IEnumerable<byte> AsBytes(object v) => v switch
{
byte[] b => b,
TypedArray ta => ta.Items.Select(x => (byte)LoadBalancingApp.ToInt(x)),
int[] n => n.Select(x => (byte)x),
_ => Array.Empty<byte>()
};
}