Show why you were disconnected in the main menu; reset-world / reload-save make all players reconnect automatically
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
+24
-2
@@ -138,7 +138,12 @@ public sealed class GameServer
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Thread.Sleep(2);
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}
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foreach (var c in clients.Values) c.Conn.Close("Server shutting down");
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foreach (var c in clients.Values)
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{
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// Grund mitschicken: die Spieler sehen ihn im Hauptmenü
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if (c.State == ClientState.Joined) c.Conn.Send(MsgType.Reject, Wire.Build(w => w.Write("The server was shut down.")));
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c.Conn.Close("Server shutting down");
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}
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listener.Stop();
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SaveWorld();
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if (!offline)
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@@ -457,6 +462,22 @@ public sealed class GameServer
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}
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/// <summary>Chatnachricht vom Server an alle (Absender-ID 0 = "Server").</summary>
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/// <summary>
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/// Alle Spieler neu verbinden lassen (nach reset-world / reload-save): sie sehen die Meldung, gehen kurz ins Menü
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/// und laden dann den neuen Stand. Sonst liefen sie mit der alten Welt weiter.
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/// </summary>
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void ReconnectAll(string message)
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{
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int count = 0;
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foreach (var c in clients.Values.Where(x => x.State == ClientState.Joined).ToList())
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{
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c.Conn.Send(MsgType.Reconnect, Wire.Build(w => w.Write(message)));
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c.Conn.Close("Reconnect after world change");
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count++;
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}
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if (count > 0) Log($"{count} player(s) will reconnect");
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}
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string Unban(string id, string by)
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{
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id = (id ?? "").Trim();
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@@ -576,9 +597,10 @@ public sealed class GameServer
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world.Reset();
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SaveWorld();
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Log("World state reset - new players get the plain save game again.");
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ReconnectAll("The world is being reset - reconnecting...");
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break;
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case "reload-save":
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LoadSave();
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if (LoadSave()) ReconnectAll("The server loaded a new save game - reconnecting...");
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break;
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case "stop":
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case "quit":
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+2
-1
@@ -36,7 +36,8 @@ public enum MsgType : byte
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VarSync = 29, // Fahrzeugzustand: int n, je [int key, byte typ, wert]
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Teleport = 30, // Admin holt einen Spieler zu sich: 3 float Position
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Pong = 31, // Antwort auf Ping mit demselben Zeitstempel (Laufzeit messen)
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SpawnItem = 32 // Admin spawnt ein Item: string Item-Name, 3 float Position, 4 float Drehung
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SpawnItem = 32, // Admin spawnt ein Item: string Item-Name, 3 float Position, 4 float Drehung
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Reconnect = 33 // Server -> Client: string Meldung; Client geht ins Menü und verbindet sich neu (z.B. Welt zurückgesetzt)
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}
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public readonly record struct Message(MsgType Type, byte[] Payload)
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@@ -129,8 +129,8 @@ Fehlende Einstellungen ergänzt der Server beim Start automatisch. Umgebungsvari
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| `say <text>` | Chatnachricht an alle |
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| `admins`, `op <id oder SteamID64>`, `deop <...>` | Admins anzeigen / geben / nehmen |
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| `save` | Weltzustand jetzt speichern |
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| `reset-world` | alle Änderungen seit dem Spielstand verwerfen |
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| `reload-save` | Spielstand-Dateien neu einlesen |
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| `reset-world` | alle Änderungen seit dem Spielstand verwerfen – verbundene Spieler bekommen eine Meldung und verbinden sich automatisch neu |
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| `reload-save` | Spielstand-Dateien neu einlesen – verbundene Spieler verbinden sich automatisch neu |
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| `stop` | speichern und beenden |
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Im Spiel öffnen Admins mit `/admin` (Chat, Taste T) oder `admin` (F7-Konsole) das Admin-Menü: Kick/Ban,
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@@ -153,6 +153,15 @@ try
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Check(unbanned.Welcome != null, "After unban the player can join again");
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unbanned.Close();
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watcher.Close();
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await Task.Delay(300);
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Console.WriteLine("== reset-world makes everyone reconnect");
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var r1 = await TestClient.Join("Resetter", 0, null);
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server.EnqueueCommand("reset-world");
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var rec = await r1.WaitFor(MsgType.Reconnect);
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Check(rec != null && new BinaryReader(new MemoryStream(rec)).ReadString().Contains("reset"), "Players get the 'world is being reset' reconnect message");
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await Task.Delay(300);
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Check(r1.IsClosedByServer(), "Their connection is closed so they load the fresh world");
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}
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catch (Exception e)
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{
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