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Make it so that spectators stay as spectators when map changes
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parent
f4c0f57bef
commit
c9fc5c6cb6
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@ -85,7 +85,7 @@ public:
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virtual void OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID) = 0;
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virtual void OnClientConnected(int ClientID) = 0;
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virtual void OnClientConnected(int ClientID, bool AsSpec) = 0;
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virtual void OnClientEnter(int ClientID) = 0;
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virtual void OnClientDrop(int ClientID, const char *pReason) = 0;
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virtual void OnClientDirectInput(int ClientID, void *pInput) = 0;
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@ -93,6 +93,7 @@ public:
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virtual bool IsClientReady(int ClientID) const = 0;
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virtual bool IsClientPlayer(int ClientID) const = 0;
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virtual bool IsClientSpectator(int ClientID) const = 0;
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virtual const char *GameType() const = 0;
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virtual const char *Version() const = 0;
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@ -892,7 +892,7 @@ void CServer::ProcessClientPacket(CNetChunk *pPacket)
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}
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else if(Msg == NETMSG_READY)
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{
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if((pPacket->m_Flags&NET_CHUNKFLAG_VITAL) != 0 && m_aClients[ClientID].m_State == CClient::STATE_CONNECTING)
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if((pPacket->m_Flags&NET_CHUNKFLAG_VITAL) != 0 && (m_aClients[ClientID].m_State == CClient::STATE_CONNECTING || m_aClients[ClientID].m_State == CClient::STATE_CONNECTING_AS_SPEC))
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{
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char aAddrStr[NETADDR_MAXSTRSIZE];
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net_addr_str(m_NetServer.ClientAddr(ClientID), aAddrStr, sizeof(aAddrStr), true);
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@ -900,8 +900,10 @@ void CServer::ProcessClientPacket(CNetChunk *pPacket)
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char aBuf[256];
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str_format(aBuf, sizeof(aBuf), "player is ready. ClientID=%x addr=%s", ClientID, aAddrStr);
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Console()->Print(IConsole::OUTPUT_LEVEL_ADDINFO, "server", aBuf);
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bool ConnectAsSpec = m_aClients[ClientID].m_State == CClient::STATE_CONNECTING_AS_SPEC;
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m_aClients[ClientID].m_State = CClient::STATE_READY;
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GameServer()->OnClientConnected(ClientID);
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GameServer()->OnClientConnected(ClientID, ConnectAsSpec);
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SendConnectionReady(ClientID);
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}
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}
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@ -1359,6 +1361,10 @@ int CServer::Run()
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if(LoadMap(g_Config.m_SvMap))
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{
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// new map loaded
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bool aSpecs[MAX_CLIENTS];
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for(int c = 0; c < MAX_CLIENTS; c++)
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aSpecs[c] = GameServer()->IsClientSpectator(c);
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GameServer()->OnShutdown();
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for(int c = 0; c < MAX_CLIENTS; c++)
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@ -1368,7 +1374,7 @@ int CServer::Run()
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SendMap(c);
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m_aClients[c].Reset();
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m_aClients[c].m_State = CClient::STATE_CONNECTING;
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m_aClients[c].m_State = aSpecs[c] ? CClient::STATE_CONNECTING_AS_SPEC : CClient::STATE_CONNECTING;
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}
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m_GameStartTime = time_get();
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@ -92,6 +92,7 @@ public:
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STATE_EMPTY = 0,
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STATE_AUTH,
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STATE_CONNECTING,
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STATE_CONNECTING_AS_SPEC,
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STATE_READY,
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STATE_INGAME,
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@ -656,9 +656,9 @@ void CGameContext::OnClientEnter(int ClientID)
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}
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}
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void CGameContext::OnClientConnected(int ClientID, bool Dummy)
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void CGameContext::OnClientConnected(int ClientID, bool Dummy, bool AsSpec)
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{
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m_apPlayers[ClientID] = new(ClientID) CPlayer(this, ClientID, Dummy);
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m_apPlayers[ClientID] = new(ClientID) CPlayer(this, ClientID, Dummy, AsSpec);
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if(Dummy)
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return;
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@ -1531,7 +1531,12 @@ bool CGameContext::IsClientReady(int ClientID) const
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bool CGameContext::IsClientPlayer(int ClientID) const
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{
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return m_apPlayers[ClientID] && m_apPlayers[ClientID]->GetTeam() == TEAM_SPECTATORS ? false : true;
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return m_apPlayers[ClientID] && m_apPlayers[ClientID]->GetTeam() != TEAM_SPECTATORS;
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}
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bool CGameContext::IsClientSpectator(int ClientID) const
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{
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return m_apPlayers[ClientID] && m_apPlayers[ClientID]->GetTeam() == TEAM_SPECTATORS;
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}
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const char *CGameContext::GameType() const { return m_pController && m_pController->GetGameType() ? m_pController->GetGameType() : ""; }
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@ -163,8 +163,8 @@ public:
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virtual void OnMessage(int MsgID, CUnpacker *pUnpacker, int ClientID);
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virtual void OnClientConnected(int ClientID) { OnClientConnected(ClientID, false); }
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void OnClientConnected(int ClientID, bool Dummy);
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virtual void OnClientConnected(int ClientID, bool AsSpec) { OnClientConnected(ClientID, false, AsSpec); }
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void OnClientConnected(int ClientID, bool Dummy, bool AsSpec);
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void OnClientTeamChange(int ClientID);
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virtual void OnClientEnter(int ClientID);
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virtual void OnClientDrop(int ClientID, const char *pReason);
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@ -173,6 +173,7 @@ public:
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virtual bool IsClientReady(int ClientID) const;
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virtual bool IsClientPlayer(int ClientID) const;
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virtual bool IsClientSpectator(int ClientID) const;
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virtual const char *GameType() const;
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virtual const char *Version() const;
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@ -12,7 +12,7 @@ MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS)
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IServer *CPlayer::Server() const { return m_pGameServer->Server(); }
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CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, bool Dummy)
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CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, bool Dummy, bool AsSpec)
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{
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m_pGameServer = pGameServer;
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m_RespawnTick = Server()->Tick();
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@ -20,7 +20,7 @@ CPlayer::CPlayer(CGameContext *pGameServer, int ClientID, bool Dummy)
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m_ScoreStartTick = Server()->Tick();
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m_pCharacter = 0;
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m_ClientID = ClientID;
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m_Team = GameServer()->m_pController->GetStartTeam();
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m_Team = AsSpec ? TEAM_SPECTATORS : GameServer()->m_pController->GetStartTeam();
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m_SpecMode = SPEC_FREEVIEW;
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m_SpectatorID = -1;
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m_pSpecFlag = 0;
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@ -19,7 +19,7 @@ class CPlayer
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MACRO_ALLOC_POOL_ID()
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public:
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CPlayer(CGameContext *pGameServer, int ClientID, bool Dummy);
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CPlayer(CGameContext *pGameServer, int ClientID, bool Dummy, bool AsSpec = false);
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~CPlayer();
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void Init(int CID);
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