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4439cbd7a1
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.
224 lines
4.7 KiB
C++
224 lines
4.7 KiB
C++
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
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/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_SERVER_PLAYER_H
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#define GAME_SERVER_PLAYER_H
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#include <base/vmath.h>
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#include <engine/shared/protocol.h>
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#include "alloc.h"
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#include "teeinfo.h"
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#include <memory>
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class CCharacter;
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class CGameContext;
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class IServer;
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struct CNetObj_PlayerInput;
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struct CScorePlayerResult;
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enum
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{
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WEAPON_GAME = -3, // team switching etc
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WEAPON_SELF = -2, // console kill command
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WEAPON_WORLD = -1, // death tiles etc
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};
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// player object
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class CPlayer
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{
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MACRO_ALLOC_POOL_ID()
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public:
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CPlayer(CGameContext *pGameServer, uint32_t UniqueClientID, int ClientID, int Team);
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~CPlayer();
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void Reset();
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void TryRespawn();
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void Respawn(bool WeakHook = false); // with WeakHook == true the character will be spawned after all calls of Tick from other Players
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CCharacter *ForceSpawn(vec2 Pos); // required for loading savegames
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void SetTeam(int Team, bool DoChatMsg = true);
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int GetTeam() const { return m_Team; }
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int GetCID() const { return m_ClientID; }
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uint32_t GetUniqueCID() const { return m_UniqueClientID; }
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int GetClientVersion() const;
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bool SetTimerType(int TimerType);
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void Tick();
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void PostTick();
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// will be called after all Tick and PostTick calls from other players
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void PostPostTick();
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void Snap(int SnappingClient);
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void FakeSnap();
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void OnDirectInput(CNetObj_PlayerInput *pNewInput);
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void OnPredictedInput(CNetObj_PlayerInput *pNewInput);
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void OnPredictedEarlyInput(CNetObj_PlayerInput *pNewInput);
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void OnDisconnect();
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void KillCharacter(int Weapon = WEAPON_GAME);
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CCharacter *GetCharacter();
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void SpectatePlayerName(const char *pName);
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//---------------------------------------------------------
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// this is used for snapping so we know how we can clip the view for the player
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vec2 m_ViewPos;
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int m_TuneZone;
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int m_TuneZoneOld;
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// states if the client is chatting, accessing a menu etc.
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int m_PlayerFlags;
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// used for snapping to just update latency if the scoreboard is active
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int m_aCurLatency[MAX_CLIENTS];
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// used for spectator mode
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int m_SpectatorID;
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bool m_IsReady;
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//
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int m_Vote;
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int m_VotePos;
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//
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int m_LastVoteCall;
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int m_LastVoteTry;
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int m_LastChat;
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int m_LastSetTeam;
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int m_LastSetSpectatorMode;
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int m_LastChangeInfo;
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int m_LastEmote;
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int m_LastKill;
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int m_aLastCommands[4];
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int m_LastCommandPos;
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int m_LastWhisperTo;
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int m_LastInvited;
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int m_SendVoteIndex;
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CTeeInfo m_TeeInfos;
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int m_DieTick;
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int m_PreviousDieTick;
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int m_Score;
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int m_JoinTick;
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bool m_ForceBalanced;
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int m_LastActionTick;
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int m_TeamChangeTick;
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bool m_SentSemicolonTip;
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// network latency calculations
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struct
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{
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int m_Accum;
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int m_AccumMin;
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int m_AccumMax;
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int m_Avg;
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int m_Min;
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int m_Max;
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} m_Latency;
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private:
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const uint32_t m_UniqueClientID;
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CCharacter *m_pCharacter;
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int m_NumInputs;
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CGameContext *m_pGameServer;
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CGameContext *GameServer() const { return m_pGameServer; }
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IServer *Server() const;
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//
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bool m_Spawning;
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bool m_WeakHookSpawn;
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int m_ClientID;
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int m_Team;
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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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int m_OverrideEmoteReset;
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bool m_Halloween;
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public:
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enum
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{
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PAUSE_NONE = 0,
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PAUSE_PAUSED,
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PAUSE_SPEC
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};
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enum
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{
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TIMERTYPE_DEFAULT = -1,
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TIMERTYPE_GAMETIMER = 0,
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TIMERTYPE_BROADCAST,
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TIMERTYPE_GAMETIMER_AND_BROADCAST,
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TIMERTYPE_SIXUP,
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TIMERTYPE_NONE,
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};
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bool m_DND;
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int64_t m_FirstVoteTick;
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char m_aTimeoutCode[64];
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void ProcessPause();
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int Pause(int State, bool Force);
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int ForcePause(int Time);
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int IsPaused();
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bool IsPlaying();
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int64_t m_Last_KickVote;
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int64_t m_Last_Team;
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int m_ShowOthers;
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bool m_ShowAll;
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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_HasFinishScore;
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int m_ChatScore;
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bool m_Moderating;
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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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bool m_LastBroadcastImportance;
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CNetObj_PlayerInput *m_pLastTarget;
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bool m_LastTargetInit;
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bool m_EyeEmoteEnabled;
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int m_TimerType;
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int GetDefaultEmote() const;
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void OverrideDefaultEmote(int Emote, int Tick);
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bool CanOverrideDefaultEmote() const;
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bool m_FirstPacket;
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int64_t m_LastSQLQuery;
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void ProcessScoreResult(CScorePlayerResult &Result);
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std::shared_ptr<CScorePlayerResult> m_ScoreQueryResult;
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std::shared_ptr<CScorePlayerResult> m_ScoreFinishResult;
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bool m_NotEligibleForFinish;
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int64_t m_EligibleForFinishCheck;
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bool m_VotedForPractice;
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int m_SwapTargetsClientID; //Client ID of the swap target for the given player
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bool m_BirthdayAnnounced;
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};
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#endif
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