Merge pull request #42 from Maldark/master
Add async /save command for admins+ and server console.
This commit is contained in:
@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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@@ -75,6 +75,12 @@ namespace Torch.API
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/// </summary>
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void Stop();
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/// <summary>
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/// Initializes a save of the game.
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/// </summary>
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/// <param name="callerId">Id of the player who initiated the save.</param>
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void Save(long callerId);
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/// <summary>
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/// Initialize the Torch instance.
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/// </summary>
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@@ -219,5 +219,41 @@ namespace Torch.Server
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{
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}
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/// <inheritdoc/>
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public override void Save(long callerId)
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{
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base.SaveGameAsync((statusCode) => SaveCompleted(statusCode, callerId));
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}
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/// <summary>
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/// Callback for when save has finished.
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/// </summary>
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/// <param name="statusCode">Return code of the save operation</param>
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/// <param name="callerId">Caller of the save operation</param>
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private void SaveCompleted(SaveGameStatus statusCode, long callerId)
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{
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switch (statusCode)
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{
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case SaveGameStatus.Success:
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Log.Info("Save completed.");
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Multiplayer.SendMessage("Saved game.", playerId: callerId);
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break;
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case SaveGameStatus.SaveInProgress:
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Log.Error("Save failed, a save is already in progress.");
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Multiplayer.SendMessage("Save failed, a save is already in progress.", playerId: callerId, font: MyFontEnum.Red);
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break;
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case SaveGameStatus.GameNotReady:
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Log.Error("Save failed, game was not ready.");
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Multiplayer.SendMessage("Save failed, game was not ready.", playerId: callerId, font: MyFontEnum.Red);
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break;
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case SaveGameStatus.TimedOut:
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Log.Error("Save failed, save timed out.");
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Multiplayer.SendMessage("Save failed, save timed out.", playerId: callerId, font: MyFontEnum.Red);
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break;
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default:
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break;
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}
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}
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}
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}
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@@ -67,5 +67,16 @@ namespace Torch.Commands
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Context.Respond("Stopping server.");
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Context.Torch.Stop();
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}
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/// <summary>
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/// Initializes a save of the game.
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/// Caller id defaults to 0 in the case of triggering the chat command from server.
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/// </summary>
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[Command("save", "Saves the game.")]
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public void Save()
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{
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Context.Respond("Saving game.");
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Context.Torch.Save(Context.Player?.IdentityId ?? 0);
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}
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}
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}
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13
Torch/SaveGameStatus.cs
Normal file
13
Torch/SaveGameStatus.cs
Normal file
@@ -0,0 +1,13 @@
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namespace Torch
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{
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/// <summary>
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/// Describes the possible outcomes when attempting to save the game progress.
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/// </summary>
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public enum SaveGameStatus : byte
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{
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Success = 0,
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SaveInProgress = 1,
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GameNotReady = 2,
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TimedOut = 3
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};
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}
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@@ -146,6 +146,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="ChatMessage.cs" />
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<Compile Include="SaveGameStatus.cs" />
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<Compile Include="Collections\KeyTree.cs" />
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<Compile Include="Collections\ObservableDictionary.cs" />
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<Compile Include="Collections\RollingAverage.cs" />
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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@@ -123,10 +123,24 @@ namespace Torch
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return true;
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}
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public async Task SaveGameAsync()
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public bool IsOnGameThread()
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{
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return Thread.CurrentThread.ManagedThreadId == MySandboxGame.Static.UpdateThread.ManagedThreadId;
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}
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public async Task SaveGameAsync(Action<SaveGameStatus> callback)
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{
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Log.Info("Saving game");
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if (MySandboxGame.IsGameReady && !MyAsyncSaving.InProgress && Sync.IsServer && !(MySession.Static.LocalCharacter?.IsDead ?? true))
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if (!MySandboxGame.IsGameReady)
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{
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callback?.Invoke(SaveGameStatus.GameNotReady);
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}
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else if(MyAsyncSaving.InProgress)
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{
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callback?.Invoke(SaveGameStatus.SaveInProgress);
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}
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else
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{
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using (var e = new AutoResetEvent(false))
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{
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@@ -139,17 +153,15 @@ namespace Torch
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await Task.Run(() =>
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{
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if (e.WaitOne(60000))
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{
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callback?.Invoke(SaveGameStatus.Success);
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return;
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}
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Log.Error("Save failed!");
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Multiplayer.SendMessage("Save timed out!", "Error");
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callback?.Invoke(SaveGameStatus.TimedOut);
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}).ConfigureAwait(false);
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}
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}
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else
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{
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Log.Error("Cannot save");
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}
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}
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#region Game Actions
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@@ -293,7 +305,13 @@ namespace Torch
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pluginList.Add(this);
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}
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/// <inheritdoc />
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/// <inheritdoc/>
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public virtual void Save(long callerId)
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{
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}
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/// <inheritdoc
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public virtual void Start()
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{
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