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Persist AFK state of players on map change
Store AFK state of players in `CPersistentClientData` and restore it when a client is connected. In order for this to work, `m_LastPlaytime` must be adjusted as well to ensure that the AFK state is not reset again automatically by the `AfkTimer` function. The AFK state is encapsulated using `IsAfk` and `GetAfk`. Closes #1966.
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6723910d38
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@ -1028,7 +1028,7 @@ void CCharacter::SnapCharacter(int SnappingClient, int ID)
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AmmoCount = (!m_FreezeTime) ? m_Core.m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo : 0;
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}
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if(GetPlayer()->m_Afk || GetPlayer()->IsPaused())
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if(GetPlayer()->IsAfk() || GetPlayer()->IsPaused())
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{
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if(m_FreezeTime > 0 || m_FreezeTime == -1 || m_Core.m_DeepFrozen || m_Core.m_LiveFrozen)
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Emote = EMOTE_NORMAL;
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@ -922,7 +922,7 @@ void CGameContext::OnTick()
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GetPlayerChar(m_VoteCreator)->Team() != GetPlayerChar(i)->Team())))
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continue;
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if(m_apPlayers[i]->m_Afk && i != m_VoteCreator)
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if(m_apPlayers[i]->IsAfk() && i != m_VoteCreator)
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continue;
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// can't vote in kick and spec votes in the beginning after joining
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@ -973,7 +973,7 @@ void CGameContext::OnTick()
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if(i != j && (!m_apPlayers[j] || str_comp(aaBuf[j], aaBuf[i]) != 0))
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continue;
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if(m_apPlayers[j] && !m_apPlayers[j]->m_Afk && m_apPlayers[j]->GetTeam() != TEAM_SPECTATORS &&
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if(m_apPlayers[j] && !m_apPlayers[j]->IsAfk() && m_apPlayers[j]->GetTeam() != TEAM_SPECTATORS &&
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((Server()->Tick() - m_apPlayers[j]->m_JoinTick) / (Server()->TickSpeed() * 60) > g_Config.m_SvVoteVetoTime ||
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(m_apPlayers[j]->GetCharacter() && m_apPlayers[j]->GetCharacter()->m_DDRaceState == DDRACE_STARTED &&
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(Server()->Tick() - m_apPlayers[j]->GetCharacter()->m_StartTime) / (Server()->TickSpeed() * 60) > g_Config.m_SvVoteVetoTime)))
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@ -1488,6 +1488,7 @@ bool CGameContext::OnClientDataPersist(int ClientID, void *pData)
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return false;
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}
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pPersistent->m_IsSpectator = m_apPlayers[ClientID]->GetTeam() == TEAM_SPECTATORS;
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pPersistent->m_IsAfk = m_apPlayers[ClientID]->IsAfk();
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return true;
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}
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@ -1495,9 +1496,11 @@ void CGameContext::OnClientConnected(int ClientID, void *pData)
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{
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CPersistentClientData *pPersistentData = (CPersistentClientData *)pData;
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bool Spec = false;
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bool Afk = true;
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if(pPersistentData)
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{
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Spec = pPersistentData->m_IsSpectator;
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Afk = pPersistentData->m_IsAfk;
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}
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{
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@ -1522,6 +1525,7 @@ void CGameContext::OnClientConnected(int ClientID, void *pData)
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if(m_apPlayers[ClientID])
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delete m_apPlayers[ClientID];
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m_apPlayers[ClientID] = new(ClientID) CPlayer(this, NextUniqueClientID, ClientID, StartTeam);
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m_apPlayers[ClientID]->SetAfk(Afk);
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NextUniqueClientID += 1;
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#ifdef CONF_DEBUG
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@ -4361,6 +4365,6 @@ void CGameContext::OnUpdatePlayerServerInfo(char *aBuf, int BufSize, int ID)
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"\"afk\":%s,"
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"\"team\":%d",
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aJsonSkin,
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JsonBool(m_apPlayers[ID]->m_Afk),
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JsonBool(m_apPlayers[ID]->IsAfk()),
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m_apPlayers[ID]->GetTeam());
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}
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@ -127,6 +127,7 @@ class CGameContext : public IGameServer
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struct CPersistentClientData
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{
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bool m_IsSpectator;
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bool m_IsAfk;
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};
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public:
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@ -689,6 +689,23 @@ void CPlayer::AfkTimer()
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m_Afk = g_Config.m_SvMaxAfkTime != 0 && m_LastPlaytime < time_get() - time_freq() * g_Config.m_SvMaxAfkTime;
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}
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void CPlayer::SetAfk(bool Afk)
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{
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if(g_Config.m_SvMaxAfkTime == 0)
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{
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m_Afk = false;
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return;
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}
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m_Afk = Afk;
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// Ensure that the AFK state is not reset again automatically
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if(Afk)
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m_LastPlaytime = time_get() - time_freq() * g_Config.m_SvMaxAfkTime - 1;
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else
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m_LastPlaytime = time_get();
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}
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int CPlayer::GetDefaultEmote() const
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{
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if(m_OverrideEmoteReset >= 0)
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@ -140,6 +140,7 @@ private:
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int m_Paused;
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int64_t m_ForcePauseTime;
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int64_t m_LastPause;
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bool m_Afk;
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int m_DefEmote;
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int m_OverrideEmote;
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@ -181,7 +182,6 @@ public:
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vec2 m_ShowDistance;
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bool m_SpecTeam;
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bool m_NinjaJetpack;
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bool m_Afk;
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bool m_HasFinishScore;
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int m_ChatScore;
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@ -190,6 +190,9 @@ public:
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void UpdatePlaytime();
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void AfkTimer();
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void SetAfk(bool Afk);
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bool IsAfk() const { return m_Afk; }
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int64_t m_LastPlaytime;
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int64_t m_LastEyeEmote;
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int64_t m_LastBroadcast;
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