Files
AdamuSw/src/GameLogic/PlugIns/PeriodicTasks/MiniGameStartBasePlugIn.cs
Acentech Dev 7312b0e20d fix(minigame): announce entrance-opened for sub-minute registration windows
SendOpenedNotificationsAsync only looped per full minute, so a <1min entrance
(e.g. a 30s test window) sent no golden 'event opened' notification. Now sends
one up front when TotalMinutes==0. >=1min windows unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-21 12:55:00 +03:00

139 lines
5.5 KiB
C#

// <copyright file="MiniGameStartBasePlugIn.cs" company="MUnique">
// Licensed under the MIT License. See LICENSE file in the project root for full license information.
// </copyright>
namespace MUnique.OpenMU.GameLogic.PlugIns.PeriodicTasks;
using MUnique.OpenMU.GameLogic.MiniGames;
using MUnique.OpenMU.PlugIns;
/// <summary>
/// This base plugin allows you to implement mini game starts.
/// </summary>
/// <typeparam name="TConfiguration">Implementation of the mini game configuration class.</typeparam>
/// <typeparam name="TGameState">Implementation of the mini game state class.</typeparam>
public abstract class MiniGameStartBasePlugIn<TConfiguration, TGameState> : PeriodicTaskBasePlugIn<TConfiguration, TGameState>, ISupportDefaultCustomConfiguration, IPeriodicMiniGameStartPlugIn
where TConfiguration : MiniGameStartConfiguration
where TGameState : PeriodicTaskGameServerState
{
/// <inheritdoc />
public abstract MiniGameType Key { get; }
/// <inheritdoc />
public abstract object CreateDefaultConfig();
/// <inheritdoc />
public async ValueTask<TimeSpan?> GetDurationUntilNextStartAsync(IGameContext gameContext, MiniGameDefinition miniGameDefinition)
{
var state = this.GetStateByGameContext(gameContext);
if (state.State == PeriodicTaskState.Prepared)
{
// That's not totally correct, but should be sufficient.
return this.Configuration?.PreStartMessageDelay;
}
if (state.State == PeriodicTaskState.Started
&& await state.Context.GetMiniGameAsync(miniGameDefinition, null!).ConfigureAwait(false) is { State: MiniGameState.Open })
{
return TimeSpan.Zero;
}
var timeNow = new TimeOnly(DateTime.UtcNow.TimeOfDay.Ticks);
var nextRun = this.Configuration?.Timetable.Where(time => time > timeNow).Order().FirstOrDefault();
return nextRun - timeNow;
}
/// <inheritdoc />
public async ValueTask<MiniGameContext?> GetMiniGameContextAsync(IGameContext gameContext, MiniGameDefinition miniGameDefinition)
{
var state = this.GetStateByGameContext(gameContext);
if (state.State == PeriodicTaskState.Started)
{
return await state.Context.GetMiniGameAsync(miniGameDefinition, null!).ConfigureAwait(false);
}
return null;
}
/// <inheritdoc />
protected override ValueTask OnPrepareEventAsync(TGameState state)
{
// nothing to do
return ValueTask.CompletedTask;
}
/// <inheritdoc />
protected override ValueTask OnPreparedAsync(TGameState state)
{
// We keep it simple and don't send a message here.
return ValueTask.CompletedTask;
}
/// <inheritdoc />
protected override async ValueTask OnStartedAsync(TGameState state)
{
var miniGameDefinitions = state.Context.Configuration.MiniGameDefinitions
.Where(d => d.Type == this.Key && d.MapCreationPolicy == MiniGameMapCreationPolicy.Shared);
var enterDuration = TimeSpan.Zero;
foreach (var miniGameDefinition in miniGameDefinitions)
{
// we're causing that the event context gets created.
_ = await state.Context.GetMiniGameAsync(miniGameDefinition, null!).ConfigureAwait(false);
enterDuration = miniGameDefinition.EnterDuration;
}
_ = this.SendOpenedNotificationsAsync(state, enterDuration);
}
/// <inheritdoc />
protected override ValueTask OnFinishedAsync(TGameState state)
{
// nothing to do; The mini game will clean up itself.
return ValueTask.CompletedTask;
}
private async Task SendOpenedNotificationsAsync(TGameState state, TimeSpan enterDuration)
{
try
{
if (enterDuration <= TimeSpan.Zero)
{
return;
}
// Sub-minute entrance windows (e.g. a 30s test window) have (int)TotalMinutes == 0, so the
// per-minute loop below would send nothing and players would get no "event opened" notification.
// Announce once up front in that case (>= 1 minute windows are unaffected).
if ((int)enterDuration.TotalMinutes == 0 && this.Configuration?.EntranceOpenedMessage is { } shortOpenMessage)
{
await state.Context.SendGlobalNotificationAsync(string.Format(shortOpenMessage, 1)).ConfigureAwait(false);
}
for (var remainingMinutes = (int)enterDuration.TotalMinutes; remainingMinutes > 0; remainingMinutes--)
{
if (this.Configuration?.EntranceOpenedMessage is { } openMessage)
{
await state.Context.SendGlobalNotificationAsync(string.Format(openMessage, remainingMinutes)).ConfigureAwait(false);
}
await Task.Delay(TimeSpan.FromMinutes(1)).ConfigureAwait(false);
}
var remainingSeconds = TimeSpan.FromSeconds(enterDuration.Seconds);
if (remainingSeconds > TimeSpan.Zero)
{
await Task.Delay(remainingSeconds).ConfigureAwait(false);
}
if (this.Configuration?.EntranceClosedMessage is { } closedMessage)
{
await state.Context.SendGlobalNotificationAsync(closedMessage).ConfigureAwait(false);
}
}
catch (Exception ex)
{
state.Context.LoggerFactory.CreateLogger<MiniGameStartBasePlugIn<TConfiguration, TGameState>>().LogError(ex, "Error when sending the notifications");
}
}
}