ddnet/src/game/server/player.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <new>
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#include <engine/shared/config.h>
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#include "player.h"
#include <engine/server.h>
#include <engine/server/server.h>
#include "gamecontext.h"
#include <game/gamecore.h>
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#include <game/version.h>
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#include <game/server/teams.h>
#include "gamemodes/DDRace.h"
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#include <stdio.h>
#include <time.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 ClientID, int Team)
{
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m_pGameServer = pGameServer;
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m_ClientID = ClientID;
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m_Team = GameServer()->m_pController->ClampTeam(Team);
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m_pCharacter = 0;
m_NumInputs = 0;
m_KillMe = 0;
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Reset();
}
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CPlayer::~CPlayer()
{
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delete m_pCharacter;
m_pCharacter = 0;
}
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void CPlayer::Reset()
{
m_DieTick = Server()->Tick();
m_JoinTick = Server()->Tick();
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if (m_pCharacter)
delete m_pCharacter;
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m_pCharacter = 0;
m_KillMe = 0;
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m_SpectatorID = SPEC_FREEVIEW;
m_LastActionTick = Server()->Tick();
m_TeamChangeTick = Server()->Tick();
m_LastInvited = 0;
m_WeakHookSpawn = false;
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int* idMap = Server()->GetIdMap(m_ClientID);
for (int i = 1;i < VANILLA_MAX_CLIENTS;i++)
{
idMap[i] = -1;
}
idMap[0] = m_ClientID;
// DDRace
m_LastCommandPos = 0;
m_LastPlaytime = time_get();
m_Sent1stAfkWarning = 0;
m_Sent2ndAfkWarning = 0;
m_ChatScore = 0;
m_EyeEmote = true;
m_TimerType = (g_Config.m_SvDefaultTimerType == CPlayer::TIMERTYPE_GAMETIMER || g_Config.m_SvDefaultTimerType == CPlayer::TIMERTYPE_GAMETIMER_AND_BROADCAST) ? CPlayer::TIMERTYPE_BROADCAST : g_Config.m_SvDefaultTimerType;
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m_DefEmote = EMOTE_NORMAL;
m_Afk = false;
m_LastWhisperTo = -1;
m_LastSetSpectatorMode = 0;
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m_TimeoutCode[0] = '\0';
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m_TuneZone = 0;
m_TuneZoneOld = m_TuneZone;
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m_Halloween = false;
m_FirstPacket = true;
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m_SendVoteIndex = -1;
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if (g_Config.m_SvEvents)
{
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time_t rawtime;
struct tm* timeinfo;
char d[16], m[16], y[16];
int dd, mm;
time ( &rawtime );
timeinfo = localtime ( &rawtime );
strftime (d,sizeof(y),"%d",timeinfo);
strftime (m,sizeof(m),"%m",timeinfo);
strftime (y,sizeof(y),"%Y",timeinfo);
dd = atoi(d);
mm = atoi(m);
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if ((mm == 12 && dd == 31) || (mm == 1 && dd == 1))
{ // New Year
m_DefEmote = EMOTE_HAPPY;
}
else if ((mm == 10 && dd == 31) || (mm == 11 && dd == 1))
{ // Halloween
m_DefEmote = EMOTE_ANGRY;
m_Halloween = true;
}
else
{
m_DefEmote = EMOTE_NORMAL;
}
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}
m_DefEmoteReset = -1;
GameServer()->Score()->PlayerData(m_ClientID)->Reset();
m_ClientVersion = VERSION_VANILLA;
m_ShowOthers = g_Config.m_SvShowOthersDefault;
m_ShowAll = g_Config.m_SvShowAllDefault;
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m_SpecTeam = 0;
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m_NinjaJetpack = false;
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m_Paused = PAUSE_NONE;
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m_DND = false;
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m_LastPause = 0;
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// Variable initialized:
m_Last_Team = 0;
#if defined(CONF_SQL)
m_LastSQLQuery = 0;
#endif
int64 Now = Server()->Tick();
int64 TickSpeed = Server()->TickSpeed();
// If the player joins within ten seconds of the server becoming
// non-empty, allow them to vote immediately. This allows players to
// vote after map changes or when they join an empty server.
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//
// Otherwise, block voting for 60 seconds after joining.
if(Now > GameServer()->m_NonEmptySince + 10 * TickSpeed)
m_FirstVoteTick = Now + g_Config.m_SvJoinVoteDelay * TickSpeed;
else
m_FirstVoteTick = Now;
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}
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void CPlayer::Tick()
{
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#ifdef CONF_DEBUG
if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies)
#endif
if(!Server()->ClientIngame(m_ClientID))
return;
if(m_KillMe != 0)
{
KillCharacter(m_KillMe);
m_KillMe = 0;
return;
}
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if (m_ChatScore > 0)
m_ChatScore--;
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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(((CServer *)Server())->m_NetServer.ErrorString(m_ClientID)[0])
{
char aBuf[512];
str_format(aBuf, sizeof(aBuf), "'%s' would have timed out, but can use timeout protection now", Server()->ClientName(m_ClientID));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
((CServer *)(Server()))->m_NetServer.ResetErrorString(m_ClientID);
}
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if(!GameServer()->m_World.m_Paused)
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{
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if(!m_pCharacter && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick())
m_Spawning = true;
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if(m_pCharacter)
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{
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if(m_pCharacter->IsAlive())
{
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ProcessPause();
if(!m_Paused)
m_ViewPos = m_pCharacter->m_Pos;
}
else if(!m_pCharacter->IsPaused())
{
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delete m_pCharacter;
m_pCharacter = 0;
}
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}
else if(m_Spawning && !m_WeakHookSpawn)
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TryRespawn();
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}
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else
{
++m_DieTick;
++m_JoinTick;
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++m_LastActionTick;
++m_TeamChangeTick;
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}
m_TuneZoneOld = m_TuneZone; // determine needed tunings with viewpos
int CurrentIndex = GameServer()->Collision()->GetMapIndex(m_ViewPos);
m_TuneZone = GameServer()->Collision()->IsTune(CurrentIndex);
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if (m_TuneZone != m_TuneZoneOld) // dont send tunigs all the time
{
GameServer()->SendTuningParams(m_ClientID, m_TuneZone);
}
}
void CPlayer::PostTick()
{
// update latency value
if(m_PlayerFlags&PLAYERFLAG_SCOREBOARD)
{
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetTeam() != TEAM_SPECTATORS)
m_aActLatency[i] = GameServer()->m_apPlayers[i]->m_Latency.m_Min;
}
}
// update view pos for spectators
if((m_Team == TEAM_SPECTATORS || m_Paused) && m_SpectatorID != SPEC_FREEVIEW && GameServer()->m_apPlayers[m_SpectatorID] && GameServer()->m_apPlayers[m_SpectatorID]->GetCharacter())
m_ViewPos = GameServer()->m_apPlayers[m_SpectatorID]->GetCharacter()->m_Pos;
}
void CPlayer::PostPostTick()
{
#ifdef CONF_DEBUG
if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies)
#endif
if(!Server()->ClientIngame(m_ClientID))
return;
if(!GameServer()->m_World.m_Paused && !m_pCharacter && m_Spawning && m_WeakHookSpawn)
TryRespawn();
}
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void CPlayer::Snap(int SnappingClient)
{
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#ifdef CONF_DEBUG
if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies)
#endif
if(!Server()->ClientIngame(m_ClientID))
return;
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int id = m_ClientID;
if (SnappingClient > -1 && !Server()->Translate(id, SnappingClient)) return;
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CNetObj_ClientInfo *pClientInfo = static_cast<CNetObj_ClientInfo *>(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, id, sizeof(CNetObj_ClientInfo)));
if(!pClientInfo)
return;
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StrToInts(&pClientInfo->m_Name0, 4, Server()->ClientName(m_ClientID));
StrToInts(&pClientInfo->m_Clan0, 3, Server()->ClientClan(m_ClientID));
pClientInfo->m_Country = Server()->ClientCountry(m_ClientID);
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if (m_StolenSkin && SnappingClient != m_ClientID && g_Config.m_SvSkinStealAction == 1)
{
StrToInts(&pClientInfo->m_Skin0, 6, "pinky");
pClientInfo->m_UseCustomColor = 0;
pClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
pClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
} else
{
StrToInts(&pClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName);
pClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor;
pClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
pClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
}
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CNetObj_PlayerInfo *pPlayerInfo = static_cast<CNetObj_PlayerInfo *>(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, id, sizeof(CNetObj_PlayerInfo)));
if(!pPlayerInfo)
return;
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pPlayerInfo->m_Latency = SnappingClient == -1 ? m_Latency.m_Min : GameServer()->m_apPlayers[SnappingClient]->m_aActLatency[m_ClientID];
pPlayerInfo->m_Local = 0;
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pPlayerInfo->m_ClientID = id;
pPlayerInfo->m_Score = abs(m_Score) * -1;
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pPlayerInfo->m_Team = (m_ClientVersion < VERSION_DDNET_OLD || m_Paused != PAUSE_PAUSED || m_ClientID != SnappingClient) && m_Paused < PAUSE_SPEC ? m_Team : TEAM_SPECTATORS;
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if(m_ClientID == SnappingClient && (m_Paused != PAUSE_PAUSED || m_ClientVersion >= VERSION_DDNET_OLD))
pPlayerInfo->m_Local = 1;
if(m_ClientID == SnappingClient && (m_Team == TEAM_SPECTATORS || m_Paused))
{
CNetObj_SpectatorInfo *pSpectatorInfo = static_cast<CNetObj_SpectatorInfo *>(Server()->SnapNewItem(NETOBJTYPE_SPECTATORINFO, m_ClientID, sizeof(CNetObj_SpectatorInfo)));
if(!pSpectatorInfo)
return;
pSpectatorInfo->m_SpectatorID = m_SpectatorID;
pSpectatorInfo->m_X = m_ViewPos.x;
pSpectatorInfo->m_Y = m_ViewPos.y;
}
// send 0 if times of others are not shown
if(SnappingClient != m_ClientID && g_Config.m_SvHideScore)
pPlayerInfo->m_Score = -9999;
else
pPlayerInfo->m_Score = abs(m_Score) * -1;
}
void CPlayer::FakeSnap()
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{
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// This is problematic when it's sent before we know whether it's a non-64-player-client
// Then we can't spectate players at the start
if(m_ClientVersion >= VERSION_DDNET_OLD)
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return;
int FakeID = VANILLA_MAX_CLIENTS - 1;
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CNetObj_ClientInfo *pClientInfo = static_cast<CNetObj_ClientInfo *>(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, FakeID, sizeof(CNetObj_ClientInfo)));
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if(!pClientInfo)
return;
StrToInts(&pClientInfo->m_Name0, 4, " ");
StrToInts(&pClientInfo->m_Clan0, 3, "");
StrToInts(&pClientInfo->m_Skin0, 6, "default");
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if(m_Paused != PAUSE_PAUSED)
return;
CNetObj_PlayerInfo *pPlayerInfo = static_cast<CNetObj_PlayerInfo *>(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, FakeID, sizeof(CNetObj_PlayerInfo)));
if(!pPlayerInfo)
return;
pPlayerInfo->m_Latency = m_Latency.m_Min;
pPlayerInfo->m_Local = 1;
pPlayerInfo->m_ClientID = FakeID;
pPlayerInfo->m_Score = -9999;
pPlayerInfo->m_Team = TEAM_SPECTATORS;
CNetObj_SpectatorInfo *pSpectatorInfo = static_cast<CNetObj_SpectatorInfo *>(Server()->SnapNewItem(NETOBJTYPE_SPECTATORINFO, FakeID, sizeof(CNetObj_SpectatorInfo)));
if(!pSpectatorInfo)
return;
pSpectatorInfo->m_SpectatorID = m_SpectatorID;
pSpectatorInfo->m_X = m_ViewPos.x;
pSpectatorInfo->m_Y = m_ViewPos.y;
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}
void CPlayer::OnDisconnect(const char *pReason)
{
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KillCharacter();
if(Server()->ClientIngame(m_ClientID))
{
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char aBuf[512];
if(pReason && *pReason)
str_format(aBuf, sizeof(aBuf), "'%s' has left the game (%s)", Server()->ClientName(m_ClientID), pReason);
else
str_format(aBuf, sizeof(aBuf), "'%s' has left the game", Server()->ClientName(m_ClientID));
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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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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CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
Controller->m_Teams.SetForceCharacterTeam(m_ClientID, 0);
}
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void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput)
{
// skip the input if chat is active
if((m_PlayerFlags&PLAYERFLAG_CHATTING) && (NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING))
return;
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AfkVoteTimer(NewInput);
m_NumInputs++;
if(m_pCharacter && !m_Paused)
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m_pCharacter->OnPredictedInput(NewInput);
// Magic number when we can hope that client has successfully identified itself
if(m_NumInputs == 20)
{
if(g_Config.m_SvClientSuggestion[0] != '\0' && m_ClientVersion <= VERSION_DDNET_OLD)
GameServer()->SendBroadcast(g_Config.m_SvClientSuggestion, m_ClientID);
}
}
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void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
{
if (AfkTimer(NewInput->m_TargetX, NewInput->m_TargetY))
return; // we must return if kicked, as player struct is already deleted
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AfkVoteTimer(NewInput);
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if(NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)
{
// skip the input if chat is active
if(m_PlayerFlags&PLAYERFLAG_CHATTING)
return;
// reset input
if(m_pCharacter)
m_pCharacter->ResetInput();
m_PlayerFlags = NewInput->m_PlayerFlags;
return;
}
m_PlayerFlags = NewInput->m_PlayerFlags;
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if(m_pCharacter)
{
if(!m_Paused)
m_pCharacter->OnDirectInput(NewInput);
else
m_pCharacter->ResetInput();
}
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if(!m_pCharacter && m_Team != TEAM_SPECTATORS && (NewInput->m_Fire&1))
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m_Spawning = true;
if(((!m_pCharacter && m_Team == TEAM_SPECTATORS) || m_Paused) && m_SpectatorID == SPEC_FREEVIEW)
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(m_pCharacter && m_pCharacter->IsAlive())
return m_pCharacter;
return 0;
}
void CPlayer::ThreadKillCharacter(int Weapon)
{
m_KillMe = Weapon;
}
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void CPlayer::KillCharacter(int Weapon)
{
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if(m_pCharacter)
{
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m_pCharacter->Die(m_ClientID, Weapon);
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delete m_pCharacter;
m_pCharacter = 0;
}
}
void CPlayer::Respawn(bool WeakHook)
{
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if(m_Team != TEAM_SPECTATORS)
{
m_WeakHookSpawn = WeakHook;
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m_Spawning = true;
}
}
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CCharacter* CPlayer::ForceSpawn(vec2 Pos)
{
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m_Spawning = false;
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m_pCharacter = new(m_ClientID) CCharacter(&GameServer()->m_World);
m_pCharacter->Spawn(this, Pos);
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m_Team = 0;
return m_pCharacter;
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}
void CPlayer::SetTeam(int Team, bool DoChatMsg)
{
// clamp the team
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Team = GameServer()->m_pController->ClampTeam(Team);
if(m_Team == Team)
return;
char aBuf[512];
if(DoChatMsg)
{
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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if(Team == TEAM_SPECTATORS)
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{
CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
Controller->m_Teams.SetForceCharacterTeam(m_ClientID, 0);
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}
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KillCharacter();
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m_Team = Team;
m_LastSetTeam = Server()->Tick();
m_LastActionTick = Server()->Tick();
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m_SpectatorID = SPEC_FREEVIEW;
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);
//GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);
if(Team == TEAM_SPECTATORS)
{
// update spectator modes
for(int i = 0; i < MAX_CLIENTS; ++i)
{
if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->m_SpectatorID == m_ClientID)
GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW;
}
}
}
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void CPlayer::TryRespawn()
{
vec2 SpawnPos;
if(!GameServer()->m_pController->CanSpawn(m_Team, &SpawnPos))
return;
CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
m_WeakHookSpawn = false;
m_Spawning = false;
m_pCharacter = new(m_ClientID) CCharacter(&GameServer()->m_World);
m_pCharacter->Spawn(this, SpawnPos);
GameServer()->CreatePlayerSpawn(SpawnPos, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
if(g_Config.m_SvTeam == 3)
{
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int NewTeam = 0;
for(; NewTeam < TEAM_SUPER; NewTeam++)
if(Controller->m_Teams.Count(NewTeam) == 0)
break;
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if(NewTeam == TEAM_SUPER)
NewTeam = 0;
Controller->m_Teams.SetForceCharacterTeam(GetCID(), NewTeam);
}
}
bool CPlayer::AfkTimer(int NewTargetX, int NewTargetY)
{
/*
afk timer (x, y = mouse coordinates)
Since a player has to move the mouse to play, this is a better method than checking
the player's position in the game world, because it can easily be bypassed by just locking a key.
Frozen players could be kicked as well, because they can't move.
It also works for spectators.
returns true if kicked
*/
if(m_Authed)
return false; // don't kick admins
if(g_Config.m_SvMaxAfkTime == 0)
return false; // 0 = disabled
if(NewTargetX != m_LastTarget_x || NewTargetY != m_LastTarget_y)
{
m_LastPlaytime = time_get();
m_LastTarget_x = NewTargetX;
m_LastTarget_y = NewTargetY;
m_Sent1stAfkWarning = 0; // afk timer's 1st warning after 50% of sv_max_afk_time
m_Sent2ndAfkWarning = 0;
}
else
{
if(!m_Paused)
{
// not playing, check how long
if(m_Sent1stAfkWarning == 0 && m_LastPlaytime < time_get()-time_freq()*(int)(g_Config.m_SvMaxAfkTime*0.5))
{
sprintf(
m_pAfkMsg,
"You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.",
(int)(g_Config.m_SvMaxAfkTime*0.5),
g_Config.m_SvMaxAfkTime
);
m_pGameServer->SendChatTarget(m_ClientID, m_pAfkMsg);
m_Sent1stAfkWarning = 1;
}
else if(m_Sent2ndAfkWarning == 0 && m_LastPlaytime < time_get()-time_freq()*(int)(g_Config.m_SvMaxAfkTime*0.9))
{
sprintf(
m_pAfkMsg,
"You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.",
(int)(g_Config.m_SvMaxAfkTime*0.9),
g_Config.m_SvMaxAfkTime
);
m_pGameServer->SendChatTarget(m_ClientID, m_pAfkMsg);
m_Sent2ndAfkWarning = 1;
}
else if(m_LastPlaytime < time_get()-time_freq()*g_Config.m_SvMaxAfkTime)
{
CServer* serv = (CServer*)m_pGameServer->Server();
serv->Kick(m_ClientID,"Away from keyboard");
return true;
}
}
}
return false;
}
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void CPlayer::AfkVoteTimer(CNetObj_PlayerInput *NewTarget)
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{
if(g_Config.m_SvMaxAfkVoteTime == 0)
return;
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if(mem_comp(NewTarget, &m_LastTarget, sizeof(CNetObj_PlayerInput)) != 0)
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{
m_LastPlaytime = time_get();
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mem_copy(&m_LastTarget, NewTarget, sizeof(CNetObj_PlayerInput));
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}
else if(m_LastPlaytime < time_get()-time_freq()*g_Config.m_SvMaxAfkVoteTime)
{
m_Afk = true;
return;
}
m_Afk = false;
}
void CPlayer::ProcessPause()
{
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if(m_ForcePauseTime && m_ForcePauseTime < Server()->Tick())
{
m_ForcePauseTime = 0;
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Pause(PAUSE_NONE, true);
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}
if(m_Paused == PAUSE_SPEC && !m_pCharacter->IsPaused() && m_pCharacter->IsGrounded() && m_pCharacter->m_Pos == m_pCharacter->m_PrevPos)
{
m_pCharacter->Pause(true);
GameServer()->CreateDeath(m_pCharacter->m_Pos, m_ClientID, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
GameServer()->CreateSound(m_pCharacter->m_Pos, SOUND_PLAYER_DIE, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
}
}
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int CPlayer::Pause(int State, bool Force)
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{
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if(State < PAUSE_NONE || State > PAUSE_SPEC) // Invalid pause state passed
return 0;
if(!m_pCharacter)
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return 0;
char aBuf[128];
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if(State != m_Paused)
{
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// Get to wanted state
switch(State){
case PAUSE_PAUSED:
case PAUSE_NONE:
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if(m_pCharacter->IsPaused()) // First condition might be unnecessary
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{
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if(!Force && m_LastPause && m_LastPause + g_Config.m_SvPauseFrequency * Server()->TickSpeed() > Server()->Tick())
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{
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GameServer()->SendChatTarget(m_ClientID, "Can't pause that quickly.");
return m_Paused; // Do not update state. Do not collect $200
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}
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m_pCharacter->Pause(false);
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GameServer()->CreatePlayerSpawn(m_pCharacter->m_Pos, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
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}
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case PAUSE_SPEC:
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if(g_Config.m_SvPauseMessages)
{
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str_format(aBuf, sizeof(aBuf), (m_Paused > PAUSE_NONE) ? "'%s' paused" : "'%s' resumed", Server()->ClientName(m_ClientID));
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
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break;
}
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// Update state
m_Paused = State;
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m_LastPause = Server()->Tick();
}
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return m_Paused;
}
int CPlayer::ForcePause(int Time)
{
m_ForcePauseTime = Server()->Tick() + Server()->TickSpeed() * Time;
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if(g_Config.m_SvPauseMessages)
{
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "'%s' was force-paused for %ds", Server()->ClientName(m_ClientID), Time);
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
}
return Pause(PAUSE_SPEC, true);
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}
int CPlayer::IsPaused()
{
return m_ForcePauseTime ? m_ForcePauseTime : -1 * m_Paused;
}
bool CPlayer::IsPlaying()
{
if(m_pCharacter && m_pCharacter->IsAlive())
return true;
return false;
}
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void CPlayer::FindDuplicateSkins()
{
if (m_TeeInfos.m_UseCustomColor == 0 && !m_StolenSkin) return;
m_StolenSkin = 0;
for (int i = 0; i < MAX_CLIENTS; ++i)
{
if (i == m_ClientID) continue;
if(GameServer()->m_apPlayers[i])
{
if (GameServer()->m_apPlayers[i]->m_StolenSkin) continue;
if ((GameServer()->m_apPlayers[i]->m_TeeInfos.m_UseCustomColor == m_TeeInfos.m_UseCustomColor) &&
(GameServer()->m_apPlayers[i]->m_TeeInfos.m_ColorFeet == m_TeeInfos.m_ColorFeet) &&
(GameServer()->m_apPlayers[i]->m_TeeInfos.m_ColorBody == m_TeeInfos.m_ColorBody) &&
!str_comp(GameServer()->m_apPlayers[i]->m_TeeInfos.m_SkinName, m_TeeInfos.m_SkinName))
{
m_StolenSkin = 1;
return;
}
}
}
}