ddnet/src/game/server/player.cpp

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#include <new>
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#include "player.h"
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MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS)
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IServer *CPlayer::Server() const { return m_pGameServer->Server(); }
CPlayer::CPlayer(CGameContext *pGameServer, int CID, int Team)
{
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m_pGameServer = pGameServer;
m_RespawnTick = Server()->Tick();
m_DieTick = Server()->Tick();
m_ScoreStartTick = Server()->Tick();
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Character = 0;
this->m_ClientID = CID;
m_Team = GameServer()->m_pController->ClampTeam(Team);
m_LastActionTick = Server()->Tick();
}
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CPlayer::~CPlayer()
{
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delete Character;
Character = 0;
}
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void CPlayer::Tick()
{
if(!Server()->ClientIngame(m_ClientID))
return;
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Server()->SetClientScore(m_ClientID, m_Score);
// do latency stuff
{
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IServer::CClientInfo Info;
if(Server()->GetClientInfo(m_ClientID, &Info))
{
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m_Latency.m_Accum += Info.m_Latency;
m_Latency.m_AccumMax = max(m_Latency.m_AccumMax, Info.m_Latency);
m_Latency.m_AccumMin = min(m_Latency.m_AccumMin, Info.m_Latency);
}
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// each second
if(Server()->Tick()%Server()->TickSpeed() == 0)
{
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m_Latency.m_Avg = m_Latency.m_Accum/Server()->TickSpeed();
m_Latency.m_Max = m_Latency.m_AccumMax;
m_Latency.m_Min = m_Latency.m_AccumMin;
m_Latency.m_Accum = 0;
m_Latency.m_AccumMin = 1000;
m_Latency.m_AccumMax = 0;
}
}
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if(!Character && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick())
m_Spawning = true;
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if(Character)
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{
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if(Character->IsAlive())
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{
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m_ViewPos = Character->m_Pos;
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}
else
{
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delete Character;
Character = 0;
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}
}
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else if(m_Spawning && m_RespawnTick <= Server()->Tick())
TryRespawn();
}
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void CPlayer::Snap(int SnappingClient)
{
if(!Server()->ClientIngame(m_ClientID))
return;
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CNetObj_ClientInfo *ClientInfo = static_cast<CNetObj_ClientInfo *>(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, m_ClientID, sizeof(CNetObj_ClientInfo)));
StrToInts(&ClientInfo->m_Name0, 6, Server()->ClientName(m_ClientID));
StrToInts(&ClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName);
ClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor;
ClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
ClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
CNetObj_PlayerInfo *Info = static_cast<CNetObj_PlayerInfo *>(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, m_ClientID, sizeof(CNetObj_PlayerInfo)));
Info->m_Latency = m_Latency.m_Min;
Info->m_LatencyFlux = m_Latency.m_Max-m_Latency.m_Min;
Info->m_Local = 0;
Info->m_ClientId = m_ClientID;
Info->m_Score = m_Score;
Info->m_Team = m_Team;
if(m_ClientID == SnappingClient)
Info->m_Local = 1;
}
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void CPlayer::OnDisconnect()
{
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KillCharacter();
if(Server()->ClientIngame(m_ClientID))
{
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "'%s' has left the game", Server()->ClientName(m_ClientID));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
str_format(aBuf, sizeof(aBuf), "leave player='%d:%s'", m_ClientID, Server()->ClientName(m_ClientID));
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "game", aBuf);
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}
}
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void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput)
{
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if(Character)
Character->OnPredictedInput(NewInput);
}
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void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
{
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if(Character)
Character->OnDirectInput(NewInput);
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if(!Character && m_Team >= 0 && (NewInput->m_Fire&1))
m_Spawning = true;
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if(!Character && m_Team == -1)
m_ViewPos = vec2(NewInput->m_TargetX, NewInput->m_TargetY);
// check for activity
if(NewInput->m_Direction || m_LatestActivity.m_TargetX != NewInput->m_TargetX ||
m_LatestActivity.m_TargetY != NewInput->m_TargetY || NewInput->m_Jump ||
NewInput->m_Fire&1 || NewInput->m_Hook)
{
m_LatestActivity.m_TargetX = NewInput->m_TargetX;
m_LatestActivity.m_TargetY = NewInput->m_TargetY;
m_LastActionTick = Server()->Tick();
}
}
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CCharacter *CPlayer::GetCharacter()
{
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if(Character && Character->IsAlive())
return Character;
return 0;
}
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void CPlayer::KillCharacter(int Weapon)
{
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if(Character)
{
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Character->Die(m_ClientID, Weapon);
delete Character;
Character = 0;
}
}
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void CPlayer::Respawn()
{
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if(m_Team > -1)
m_Spawning = true;
}
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void CPlayer::SetTeam(int Team)
{
// clamp the team
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Team = GameServer()->m_pController->ClampTeam(Team);
if(m_Team == Team)
return;
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(m_ClientID), GameServer()->m_pController->GetTeamName(Team));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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KillCharacter();
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m_Team = Team;
m_LastActionTick = Server()->Tick();
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// we got to wait 0.5 secs before respawning
m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);
}
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void CPlayer::TryRespawn()
{
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vec2 SpawnPos = vec2(100.0f, -60.0f);
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if(!GameServer()->m_pController->CanSpawn(this, &SpawnPos))
return;
// check if the position is occupado
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CEntity *apEnts[2] = {0};
int NumEnts = GameServer()->m_World.FindEntities(SpawnPos, 64, apEnts, 2, NETOBJTYPE_CHARACTER);
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if(NumEnts == 0)
{
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m_Spawning = false;
Character = new(m_ClientID) CCharacter(&GameServer()->m_World);
Character->Spawn(this, SpawnPos);
GameServer()->CreatePlayerSpawn(SpawnPos);
}
}