mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-14 03:58:18 +00:00
Move m_pLoadBestTimeResult
to IGameController
Gets rid of more CGameControllerDDRace casts. Those did not show up during compile time only during runtime of another active controller when asan is active.
This commit is contained in:
parent
4d00e8c0e3
commit
16c5a60b53
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@ -953,7 +953,7 @@ void CGameContext::UnlockTeam(int ClientID, int Team)
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void CGameContext::ConInviteTeam(IConsole::IResult *pResult, void *pUserData)
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void CGameContext::ConInviteTeam(IConsole::IResult *pResult, void *pUserData)
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{
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CGameContext *pSelf = (CGameContext *)pUserData;
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CGameControllerDDRace *pController = (CGameControllerDDRace *)pSelf->m_pController;
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auto *pController = pSelf->m_pController;
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const char *pName = pResult->GetString(0);
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const char *pName = pResult->GetString(0);
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if(g_Config.m_SvTeam == SV_TEAM_FORBIDDEN || g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO)
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if(g_Config.m_SvTeam == SV_TEAM_FORBIDDEN || g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO)
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@ -1017,7 +1017,7 @@ void CGameContext::ConInviteTeam(IConsole::IResult *pResult, void *pUserData)
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void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData)
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void CGameContext::ConJoinTeam(IConsole::IResult *pResult, void *pUserData)
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{
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CGameContext *pSelf = (CGameContext *)pUserData;
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CGameControllerDDRace *pController = (CGameControllerDDRace *)pSelf->m_pController;
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auto *pController = pSelf->m_pController;
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if(!CheckClientID(pResult->m_ClientID))
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if(!CheckClientID(pResult->m_ClientID))
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return;
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return;
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@ -774,7 +774,7 @@ void CGameContext::ConModerate(IConsole::IResult *pResult, void *pUserData)
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void CGameContext::ConSetDDRTeam(IConsole::IResult *pResult, void *pUserData)
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void CGameContext::ConSetDDRTeam(IConsole::IResult *pResult, void *pUserData)
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{
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CGameContext *pSelf = (CGameContext *)pUserData;
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CGameControllerDDRace *pController = (CGameControllerDDRace *)pSelf->m_pController;
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auto *pController = pSelf->m_pController;
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if(g_Config.m_SvTeam == SV_TEAM_FORBIDDEN || g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO)
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if(g_Config.m_SvTeam == SV_TEAM_FORBIDDEN || g_Config.m_SvTeam == SV_TEAM_FORCED_SOLO)
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{
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{
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@ -800,7 +800,7 @@ void CGameContext::ConSetDDRTeam(IConsole::IResult *pResult, void *pUserData)
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void CGameContext::ConUninvite(IConsole::IResult *pResult, void *pUserData)
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void CGameContext::ConUninvite(IConsole::IResult *pResult, void *pUserData)
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{
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{
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CGameContext *pSelf = (CGameContext *)pUserData;
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CGameContext *pSelf = (CGameContext *)pUserData;
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CGameControllerDDRace *pController = (CGameControllerDDRace *)pSelf->m_pController;
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auto *pController = pSelf->m_pController;
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pController->Teams().SetClientInvited(pResult->GetInteger(1), pResult->GetVictim(), false);
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pController->Teams().SetClientInvited(pResult->GetInteger(1), pResult->GetVictim(), false);
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}
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}
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@ -4,6 +4,7 @@
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#include <game/generated/protocol.h>
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#include <game/generated/protocol.h>
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#include <game/mapitems.h>
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#include <game/mapitems.h>
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#include <game/server/score.h>
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#include <game/teamscore.h>
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#include <game/teamscore.h>
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#include "gamecontext.h"
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#include "gamecontext.h"
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@ -19,7 +20,7 @@
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#include "entities/projectile.h"
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#include "entities/projectile.h"
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IGameController::IGameController(class CGameContext *pGameServer) :
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IGameController::IGameController(class CGameContext *pGameServer) :
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m_Teams(pGameServer)
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m_Teams(pGameServer), m_pLoadBestTimeResult(nullptr)
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{
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{
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m_pGameServer = pGameServer;
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m_pGameServer = pGameServer;
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m_pConfig = m_pGameServer->Config();
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m_pConfig = m_pGameServer->Config();
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@ -537,6 +538,23 @@ void IGameController::Tick()
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}
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}
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}
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}
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if(m_pLoadBestTimeResult != nullptr && m_pLoadBestTimeResult->m_Completed)
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{
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if(m_pLoadBestTimeResult->m_Success)
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{
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m_CurrentRecord = m_pLoadBestTimeResult->m_CurrentRecord;
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetClientVersion() >= VERSION_DDRACE)
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{
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GameServer()->SendRecord(i);
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}
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}
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}
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m_pLoadBestTimeResult = nullptr;
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}
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DoActivityCheck();
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DoActivityCheck();
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}
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}
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@ -11,6 +11,8 @@
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#include <map>
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#include <map>
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#include <vector>
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#include <vector>
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struct CScoreLoadBestTimeResult;
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/*
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/*
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Class: Game Controller
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Class: Game Controller
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Controls the main game logic. Keeping track of team and player score,
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Controls the main game logic. Keeping track of team and player score,
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@ -155,6 +157,7 @@ public:
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std::map<int, std::vector<vec2>> m_TeleOuts;
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std::map<int, std::vector<vec2>> m_TeleOuts;
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std::map<int, std::vector<vec2>> m_TeleCheckOuts;
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std::map<int, std::vector<vec2>> m_TeleCheckOuts;
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CGameTeams &Teams() { return m_Teams; }
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CGameTeams &Teams() { return m_Teams; }
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std::shared_ptr<CScoreLoadBestTimeResult> m_pLoadBestTimeResult;
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};
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};
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#endif
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#endif
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@ -15,7 +15,7 @@
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#define TEST_TYPE_NAME "TestDDraceNetwork"
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#define TEST_TYPE_NAME "TestDDraceNetwork"
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CGameControllerDDRace::CGameControllerDDRace(class CGameContext *pGameServer) :
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CGameControllerDDRace::CGameControllerDDRace(class CGameContext *pGameServer) :
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IGameController(pGameServer), m_pLoadBestTimeResult(nullptr)
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IGameController(pGameServer)
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{
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{
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m_pGameType = g_Config.m_SvTestingCommands ? TEST_TYPE_NAME : GAME_TYPE_NAME;
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m_pGameType = g_Config.m_SvTestingCommands ? TEST_TYPE_NAME : GAME_TYPE_NAME;
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}
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}
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@ -159,23 +159,6 @@ void CGameControllerDDRace::Tick()
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IGameController::Tick();
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IGameController::Tick();
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Teams().ProcessSaveTeam();
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Teams().ProcessSaveTeam();
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Teams().Tick();
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Teams().Tick();
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if(m_pLoadBestTimeResult != nullptr && m_pLoadBestTimeResult->m_Completed)
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{
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if(m_pLoadBestTimeResult->m_Success)
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{
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m_CurrentRecord = m_pLoadBestTimeResult->m_CurrentRecord;
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for(int i = 0; i < MAX_CLIENTS; i++)
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{
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if(GameServer()->m_apPlayers[i] && GameServer()->m_apPlayers[i]->GetClientVersion() >= VERSION_DDRACE)
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{
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GameServer()->SendRecord(i);
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}
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}
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}
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m_pLoadBestTimeResult = nullptr;
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}
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}
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}
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void CGameControllerDDRace::DoTeamChange(class CPlayer *pPlayer, int Team, bool DoChatMsg)
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void CGameControllerDDRace::DoTeamChange(class CPlayer *pPlayer, int Team, bool DoChatMsg)
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@ -4,7 +4,6 @@
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#include <game/server/gamecontroller.h>
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#include <game/server/gamecontroller.h>
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struct CScoreLoadBestTimeResult;
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class CGameControllerDDRace : public IGameController
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class CGameControllerDDRace : public IGameController
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{
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{
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public:
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public:
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@ -23,7 +22,5 @@ public:
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void Tick() override;
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void Tick() override;
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void DoTeamChange(class CPlayer *pPlayer, int Team, bool DoChatMsg = true) override;
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void DoTeamChange(class CPlayer *pPlayer, int Team, bool DoChatMsg = true) override;
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std::shared_ptr<CScoreLoadBestTimeResult> m_pLoadBestTimeResult;
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};
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};
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#endif // GAME_SERVER_GAMEMODES_DDRACE_H
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#endif // GAME_SERVER_GAMEMODES_DDRACE_H
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@ -110,11 +110,11 @@ CScore::CScore(CGameContext *pGameServer, CDbConnectionPool *pPool) :
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void CScore::LoadBestTime()
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void CScore::LoadBestTime()
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{
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{
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if(((CGameControllerDDRace *)(m_pGameServer->m_pController))->m_pLoadBestTimeResult)
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if(m_pGameServer->m_pController->m_pLoadBestTimeResult)
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return; // already in progress
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return; // already in progress
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auto LoadBestTimeResult = std::make_shared<CScoreLoadBestTimeResult>();
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auto LoadBestTimeResult = std::make_shared<CScoreLoadBestTimeResult>();
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((CGameControllerDDRace *)(m_pGameServer->m_pController))->m_pLoadBestTimeResult = LoadBestTimeResult;
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m_pGameServer->m_pController->m_pLoadBestTimeResult = LoadBestTimeResult;
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auto Tmp = std::make_unique<CSqlLoadBestTimeData>(LoadBestTimeResult);
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auto Tmp = std::make_unique<CSqlLoadBestTimeData>(LoadBestTimeResult);
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str_copy(Tmp->m_aMap, g_Config.m_SvMap, sizeof(Tmp->m_aMap));
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str_copy(Tmp->m_aMap, g_Config.m_SvMap, sizeof(Tmp->m_aMap));
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@ -281,7 +281,7 @@ void CScore::SaveTeam(int ClientID, const char *pCode, const char *pServer)
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{
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{
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if(RateLimitPlayer(ClientID))
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if(RateLimitPlayer(ClientID))
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return;
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return;
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auto *pController = ((CGameControllerDDRace *)(GameServer()->m_pController));
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auto *pController = GameServer()->m_pController;
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int Team = pController->Teams().m_Core.Team(ClientID);
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int Team = pController->Teams().m_Core.Team(ClientID);
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if(pController->Teams().GetSaving(Team))
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if(pController->Teams().GetSaving(Team))
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return;
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return;
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@ -326,7 +326,7 @@ void CScore::LoadTeam(const char *pCode, int ClientID)
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{
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{
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if(RateLimitPlayer(ClientID))
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if(RateLimitPlayer(ClientID))
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return;
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return;
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auto *pController = ((CGameControllerDDRace *)(GameServer()->m_pController));
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auto *pController = GameServer()->m_pController;
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int Team = pController->Teams().m_Core.Team(ClientID);
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int Team = pController->Teams().m_Core.Team(ClientID);
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if(pController->Teams().GetSaving(Team))
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if(pController->Teams().GetSaving(Team))
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return;
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return;
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