Files
h-school/src/HSchool.Server/Game/GameCommand.cs
T
Leonid PershinandCursor 1b66c89cd7 Replace selectable name sets with a country that owns names and climate presets.
Create picks a country; climate is rolled from the school seed and stored. Old Slavic saves lift as Russia.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-20 02:55:13 +03:00

97 lines
3.6 KiB
C#

using HSchool.Content;
using HSchool.People;
using HSchool.Server.Api;
using HSchool.Simulation;
namespace HSchool.Server.Game;
/// <summary>
/// Work item handed from a request or connection thread to the supervisor. Create, delete and
/// name suggestions stay here; open/close/running/speed/skip are forwarded to the school's worker.
/// </summary>
internal abstract record GameCommand
{
internal sealed record CreateSchool(
string Name,
DateTime StartDate,
IReadOnlyList<string>? ExtraModIds,
MapLayout? Map,
string? CountryId,
string? NativeLanguage,
int? Seed,
TaskCompletionSource<SchoolCreationOutcome> Result) : GameCommand;
internal sealed record DeleteSchool(int SchoolId, TaskCompletionSource<bool> Result) : GameCommand;
internal sealed record SuggestName(SchoolNameLanguage Language, TaskCompletionSource<string> Result) : GameCommand;
/// <summary>A connection starts watching a school; clock frames follow from that worker.</summary>
internal sealed record OpenSchool(uint PlayerId, int SchoolId) : GameCommand;
/// <summary>
/// Stops watching. The school id travels with the command because the connection may already
/// be gone from the registry by the time the supervisor gets here.
/// </summary>
internal sealed record CloseSchool(uint PlayerId, int SchoolId) : GameCommand;
internal sealed record SetRunning(uint PlayerId, bool Running) : GameCommand;
internal sealed record SetSpeed(uint PlayerId, byte SpeedIndex) : GameCommand;
internal sealed record SkipEmpty(uint PlayerId) : GameCommand;
/// <summary>Stops every worker, re-reads the save directory, starts workers from those files.</summary>
internal sealed record ReloadSaves(TaskCompletionSource Result) : GameCommand;
/// <summary>
/// A worker thread ended on an exception. The supervisor owns the table, so the worker asks
/// it to drop the school instead of removing itself.
/// </summary>
internal sealed record WorkerFailed(int SchoolId) : GameCommand;
/// <summary>Live presence and needs for a diagnostic dump. Completes on that school's worker.</summary>
internal sealed record DumpSchool(int SchoolId, TaskCompletionSource<SchoolLiveDump?> Result) : GameCommand;
/// <summary>One person's card, including live needs. Completes on that school's worker thread.</summary>
internal sealed record GetPerson(
int SchoolId,
string PersonId,
string Locale,
TaskCompletionSource<PersonCardResult> Result) : GameCommand;
internal sealed record HireStaff(
int SchoolId,
string PersonId,
string Position,
TaskCompletionSource<StaffingOutcome> Result) : GameCommand;
internal sealed record AssignSubject(
int SchoolId,
string PersonId,
string Subject,
TaskCompletionSource<StaffingOutcome> Result) : GameCommand;
internal sealed record UnassignSubject(
int SchoolId,
string PersonId,
string Subject,
TaskCompletionSource<StaffingOutcome> Result) : GameCommand;
internal sealed record PinLesson(
int SchoolId,
string ClassId,
string Subject,
string RoomId,
int Day,
int Period,
TaskCompletionSource<TimetableOutcome> Result) : GameCommand;
internal sealed record UnpinLesson(
int SchoolId,
string ClassId,
string Subject,
int Day,
int Period,
TaskCompletionSource<TimetableOutcome> Result) : GameCommand;
}