Bombsquad-Ballistica-Modded.../dist/ba_data/python/bacommon/servermanager.py
2024-03-10 15:37:50 +05:30

217 lines
7.7 KiB
Python

# Released under the MIT License. See LICENSE for details.
#
"""Functionality related to the server manager script."""
from __future__ import annotations
from enum import Enum
from dataclasses import field, dataclass
from typing import TYPE_CHECKING, Any
from efro.dataclassio import ioprepped
if TYPE_CHECKING:
pass
@ioprepped
@dataclass
class ServerConfig:
"""Configuration for the server manager app (<appname>_server)."""
# Name of our server in the public parties list.
party_name: str = 'FFA'
# If True, your party will show up in the global public party list
# Otherwise it will still be joinable via LAN or connecting by IP address.
party_is_public: bool = True
# If True, all connecting clients will be authenticated through the master
# server to screen for fake account info. Generally this should always
# be enabled unless you are hosting on a LAN with no internet connection.
authenticate_clients: bool = True
# IDs of server admins. Server admins are not kickable through the default
# kick vote system and they are able to kick players without a vote. To get
# your account id, enter 'getaccountid' in settings->advanced->enter-code.
admins: list[str] = field(default_factory=list)
# Whether the default kick-voting system is enabled.
enable_default_kick_voting: bool = True
# UDP port to host on. Change this to work around firewalls or run multiple
# servers on one machine.
# 43210 is the default and the only port that will show up in the LAN
# browser tab.
port: int = 43210
# Max devices in the party. Note that this does *NOT* mean max players.
# Any device in the party can have more than one player on it if they have
# multiple controllers. Also, this number currently includes the server so
# generally make it 1 bigger than you need. Max-players is not currently
# exposed but I'll try to add that soon.
max_party_size: int = 6
# Options here are 'ffa' (free-for-all), 'teams' and 'coop' (cooperative)
# This value is ignored if you supply a playlist_code (see below).
session_type: str = 'ffa'
# Playlist-code for teams or free-for-all mode sessions.
# To host your own custom playlists, use the 'share' functionality in the
# playlist editor in the regular version of the game.
# This will give you a numeric code you can enter here to host that
# playlist.
playlist_code: int | None = None
# Alternately, you can embed playlist data here instead of using codes.
# Make sure to set session_type to the correct type for the data here.
playlist_inline: list[dict[str, Any]] | None = None
# Whether to shuffle the playlist or play its games in designated order.
playlist_shuffle: bool = True
# If True, keeps team sizes equal by disallowing joining the largest team
# (teams mode only).
auto_balance_teams: bool = True
# The campaign used when in co-op session mode.
# Do print(ba.app.campaigns) to see available campaign names.
coop_campaign: str = 'Easy'
# The level name within the campaign used in co-op session mode.
# For campaign name FOO, do print(ba.app.campaigns['FOO'].levels) to see
# available level names.
coop_level: str = 'Onslaught Training'
# Whether to enable telnet access.
# IMPORTANT: This option is no longer available, as it was being used
# for exploits. Live access to the running server is still possible through
# the mgr.cmd() function in the server script. Run your server through
# tools such as 'screen' or 'tmux' and you can reconnect to it remotely
# over a secure ssh connection.
enable_telnet: bool = False
# Series length in teams mode (7 == 'best-of-7' series; a team must
# get 4 wins)
teams_series_length: int = 7
# Points to win in free-for-all mode (Points are awarded per game based on
# performance)
ffa_series_length: int = 24
# If you have a custom stats webpage for your server, you can use this
# to provide a convenient in-game link to it in the server-browser
# alongside the server name.
# if ${ACCOUNT} is present in the string, it will be replaced by the
# currently-signed-in account's id. To fetch info about an account,
# your back-end server can use the following url:
# https://legacy.ballistica.net/accountquery?id=ACCOUNT_ID_HERE
stats_url: str | None = None
# If present, the server subprocess will attempt to gracefully exit after
# this amount of time. A graceful exit can occur at the end of a series
# or other opportune time. Server-managers set to auto-restart (the
# default) will then spin up a fresh subprocess. This mechanism can be
# useful to clear out any memory leaks or other accumulated bad state
# in the server subprocess.
clean_exit_minutes: float | None = None
# If present, the server subprocess will shut down immediately after this
# amount of time. This can be useful as a fallback for clean_exit_time.
# The server manager will then spin up a fresh server subprocess if
# auto-restart is enabled (the default).
unclean_exit_minutes: float | None = None
# If present, the server subprocess will shut down immediately if this
# amount of time passes with no activity from any players. The server
# manager will then spin up a fresh server subprocess if auto-restart is
# enabled (the default).
idle_exit_minutes: float | None = None
# Should the tutorial be shown at the beginning of games?
show_tutorial: bool = False
# Team names (teams mode only).
team_names: tuple[str, str] | None = None
# Team colors (teams mode only).
team_colors: (
tuple[tuple[float, float, float], tuple[float, float, float]] | None
) = None
# Whether to enable the queue where players can line up before entering
# your server. Disabling this can be used as a workaround to deal with
# queue spamming attacks.
enable_queue: bool = True
# Protocol version we host with. Currently the default is 33 which
# still allows older 1.4 game clients to connect. Explicitly setting
# to 35 no longer allows those clients but adds/fixes a few things
# such as making camera shake properly work in net games.
protocol_version: int | None = None
# (internal) stress-testing mode.
stress_test_players: int | None = None
# How many seconds individual players from a given account must wait
# before rejoining the game. This can help suppress exploits
# involving leaving and rejoining or switching teams rapidly.
player_rejoin_cooldown: float = 10.0
# NOTE: as much as possible, communication from the server-manager to the
# child-process should go through these and not ad-hoc Python string commands
# since this way is type safe.
class ServerCommand:
"""Base class for commands that can be sent to the server."""
@dataclass
class StartServerModeCommand(ServerCommand):
"""Tells the app to switch into 'server' mode."""
config: ServerConfig
class ShutdownReason(Enum):
"""Reason a server is shutting down."""
NONE = 'none'
RESTARTING = 'restarting'
@dataclass
class ShutdownCommand(ServerCommand):
"""Tells the server to shut down."""
reason: ShutdownReason
immediate: bool
@dataclass
class ChatMessageCommand(ServerCommand):
"""Chat message from the server."""
message: str
clients: list[int] | None
@dataclass
class ScreenMessageCommand(ServerCommand):
"""Screen-message from the server."""
message: str
color: tuple[float, float, float] | None
clients: list[int] | None
@dataclass
class ClientListCommand(ServerCommand):
"""Print a list of clients."""
@dataclass
class KickCommand(ServerCommand):
"""Kick a client."""
client_id: int
ban_time: int | None