ddnet/src/game/server/player.cpp

358 lines
11 KiB
C++

#include <new>
#include <stdio.h>
#include <engine/server.h>
#include <engine/server/server.h>
#include <engine/shared/config.h>
#include "player.h"
#include "gamecontext.h"
#include <game/gamecore.h>
#include "gamemodes/DDRace.h"
MACRO_ALLOC_POOL_ID_IMPL(CPlayer, MAX_CLIENTS)
IServer *CPlayer::Server() const { return m_pGameServer->Server(); }
CPlayer::CPlayer(CGameContext *pGameServer, int CID, int Team)
{
m_pGameServer = pGameServer;
m_RespawnTick = Server()->Tick();
m_DieTick = Server()->Tick();
m_ScoreStartTick = Server()->Tick();
Character = 0;
m_Muted = 0;
this->m_ClientID = CID;
m_Team = GameServer()->m_pController->ClampTeam(Team);
m_LastPlaytime = time_get();
m_LastTarget_x = 0;
m_LastTarget_y = 0;
m_SentAfkWarning = 0; // afk timer's 1st warning after 50% of sv_max_afk_time
m_SentAfkWarning2 = 0;
m_PauseInfo.m_Respawn = false;
m_IsUsingRaceClient = false;
m_LastSentTime = 0;
GameServer()->Score()->PlayerData(CID)->Reset();
}
CPlayer::~CPlayer()
{
delete Character;
Character = 0;
}
void CPlayer::Tick()
{
Server()->SetClientAuthed(m_ClientID, m_Authed);
Server()->SetClientScore(m_ClientID, m_Score);
if(m_Muted > 0) m_Muted--;
// do latency stuff
{
IServer::CClientInfo Info;
if(Server()->GetClientInfo(m_ClientID, &Info))
{
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);
}
// each second
if(Server()->Tick()%Server()->TickSpeed() == 0)
{
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;
}
}
if(!Character && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick())
m_Spawning = true;
if(Character)
{
if(Character->IsAlive())
{
m_ViewPos = Character->m_Pos;
}
else
{
delete Character;
Character = 0;
}
}
else if(m_Spawning && m_RespawnTick <= Server()->Tick())
TryRespawn();
// send best time
if(m_IsUsingRaceClient)
{
if(m_LastSentTime > GameServer()->m_pController->m_CurrentRecord || (!m_LastSentTime && GameServer()->m_pController->m_CurrentRecord))
{
char aBuf[16];
str_format(aBuf, sizeof(aBuf), "%.0f", GameServer()->m_pController->m_CurrentRecord*100.0f); // damn ugly but the only way i know to do it
int TimeToSend;
sscanf(aBuf, "%d", &TimeToSend);
CNetMsg_Sv_Record Msg;
Msg.m_Time = TimeToSend;
Server()->SendPackMsg(&Msg, MSGFLAG_VITAL, m_ClientID);
m_LastSentTime = GameServer()->m_pController->m_CurrentRecord;
}
}
}
void CPlayer::Snap(int SnappingClient)
{
CNetObj_ClientInfo *ClientInfo = static_cast<CNetObj_ClientInfo *>(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, m_ClientID, sizeof(CNetObj_ClientInfo)));
StrToInts(&ClientInfo->m_Name0, 6, Server()->ClientName(m_ClientID));
StrToInts(&ClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName);
ClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor;
ClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
ClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
CNetObj_PlayerInfo *Info = static_cast<CNetObj_PlayerInfo *>(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, m_ClientID, sizeof(CNetObj_PlayerInfo)));
Info->m_Latency = m_Latency.m_Min;
Info->m_LatencyFlux = m_Latency.m_Max-m_Latency.m_Min;
Info->m_Local = 0;
Info->m_ClientId = m_ClientID;
if(m_ClientID == SnappingClient)
Info->m_Local = 1;
// send 0 if times of otheres are not shown
if(SnappingClient != m_ClientID)
Info->m_Score = 0;
else
Info->m_Score = m_Score;
Info->m_Team = m_Team;
}
void CPlayer::OnDisconnect()
{
KillCharacter();
if(Server()->ClientIngame(m_ClientID))
{
char aBuf[512];
const char * Name = Server()->ClientName(m_ClientID);
str_format(aBuf, sizeof(aBuf), "%s has left the game", Server()->ClientName(m_ClientID));
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
char Cmd[64];
str_format(aBuf, sizeof(aBuf), "leave player='%d:%s'", m_ClientID, Server()->ClientName(m_ClientID));
GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "game", aBuf);
if(m_Muted > 0) {
str_format(Cmd, sizeof(Cmd), "ban %d %d '%s'", m_ClientID, m_Muted/Server()->TickSpeed(), "ppc");
GameServer()->Console()->ExecuteLine(Cmd, 3, -1);
}
}
}
void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput)
{
if(Character)
Character->OnPredictedInput(NewInput);
}
void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
{
if(Character)
Character->OnDirectInput(NewInput);
if(!Character && m_Team >= 0 && (NewInput->m_Fire&1))
m_Spawning = true;
if(!Character && m_Team == -1)
m_ViewPos = vec2(NewInput->m_TargetX, NewInput->m_TargetY);
AfkTimer(NewInput->m_TargetX, NewInput->m_TargetY);
}
CCharacter *CPlayer::GetCharacter()
{
if(Character && Character->IsAlive())
return Character;
return 0;
}
void CPlayer::KillCharacter(int Weapon)
{
if(Character)
{
Character->Die(m_ClientID, Weapon);
delete Character;
Character = 0;
}
}
void CPlayer::Respawn()
{
if(m_Team > -1)
m_Spawning = true;
}
void CPlayer::SetTeam(int Team)
{
// clamp the team
Team = GameServer()->m_pController->ClampTeam(Team);
if(m_Team == Team)
return;
char aBuf[512];
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);
KillCharacter();
m_Team = Team;
// we got to wait 0.5 secs before respawning
m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
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]);
}
void CPlayer::TryRespawn()
{
if(m_PauseInfo.m_Respawn) {
Character = new(m_ClientID) CCharacter(&GameServer()->m_World);
Character->Spawn(this, m_PauseInfo.m_Core.m_Pos);
GameServer()->CreatePlayerSpawn(m_PauseInfo.m_Core.m_Pos);
LoadCharacter();
} else {
vec2 SpawnPos = vec2(100.0f, -60.0f);
if(!GameServer()->m_pController->CanSpawn(this, &SpawnPos))
return;
// check if the position is occupado
CEntity *apEnts[2] = {0};
int NumEnts = GameServer()->m_World.FindEntities(SpawnPos, 64, apEnts, 2, NETOBJTYPE_CHARACTER);
if(NumEnts < 3)
{
m_Spawning = false;
Character = new(m_ClientID) CCharacter(&GameServer()->m_World);
Character->Spawn(this, SpawnPos);
GameServer()->CreatePlayerSpawn(SpawnPos);
}
}
}
void CPlayer::LoadCharacter() {
Character->m_Core = m_PauseInfo.m_Core;
Character->m_StartTime = Server()->Tick() - (m_PauseInfo.m_PauseTime - m_PauseInfo.m_StartTime);
Character->m_RaceState = m_PauseInfo.m_RaceState;
Character->m_RefreshTime = Server()->Tick();
for(int i = 0; i < NUM_WEAPONS; ++i) {
if(m_PauseInfo.m_aHasWeapon[i])
if(!m_PauseInfo.m_FreezeTime)
Character->GiveWeapon(i, -1);
else
Character->GiveWeapon(i, 0);
}
Character->m_FreezeTime = m_PauseInfo.m_FreezeTime;
Character->m_Doored = m_PauseInfo.m_Doored;
Character->m_OldPos = m_PauseInfo.m_OldPos;
Character->m_OlderPos = m_PauseInfo.m_OlderPos;
Character->m_LastAction = m_PauseInfo.m_LastAction;
Character->m_Jumped = m_PauseInfo.m_Jumped;
Character->m_Health = m_PauseInfo.m_Health;
Character->m_Armor = m_PauseInfo.m_Armor;
Character->m_PlayerState = m_PauseInfo.m_PlayerState;
Character->m_LastMove = m_PauseInfo.m_LastMove;
Character->m_PrevPos = m_PauseInfo.m_PrevPos;
Character->m_ActiveWeapon = m_PauseInfo.m_ActiveWeapon;
Character->m_LastWeapon = m_PauseInfo.m_LastWeapon;
Character->m_HammerType = m_PauseInfo.m_HammerType;
Character->m_Super = m_PauseInfo.m_Super;
m_PauseInfo.m_Respawn = false;
}
void CPlayer::SaveCharacter()
{
m_PauseInfo.m_Core = Character->m_Core;
m_PauseInfo.m_StartTime = Character->m_StartTime;
m_PauseInfo.m_RaceState = Character->m_RaceState;
for(int i = 0; i < WEAPON_NINJA; ++i)
{
m_PauseInfo.m_aHasWeapon[i] = Character->m_aWeapons[i].m_Got;
}
m_PauseInfo.m_FreezeTime=Character->m_FreezeTime;
m_PauseInfo.m_Doored = Character->m_Doored;
m_PauseInfo.m_OldPos = Character->m_OldPos;
m_PauseInfo.m_OlderPos = Character->m_OlderPos;
m_PauseInfo.m_LastAction = Character->m_LastAction;
m_PauseInfo.m_Jumped = Character->m_Jumped;
m_PauseInfo.m_Health = Character->m_Health;
m_PauseInfo.m_Armor = Character->m_Armor;
m_PauseInfo.m_PlayerState = Character->m_PlayerState;
m_PauseInfo.m_LastMove = Character->m_LastMove;
m_PauseInfo.m_PrevPos = Character->m_PrevPos;
m_PauseInfo.m_ActiveWeapon = Character->m_ActiveWeapon;
m_PauseInfo.m_LastWeapon = Character->m_LastWeapon;
m_PauseInfo.m_HammerType = Character->m_HammerType;
m_PauseInfo.m_Super = Character->m_Super;
m_PauseInfo.m_PauseTime = Server()->Tick();
//m_PauseInfo.m_RefreshTime = Character->m_RefreshTime;
}
void CPlayer::AfkTimer(int new_target_x, int new_target_y)
{
/*
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.
*/
if(m_Authed) return; // don't kick admins
if(g_Config.m_SvMaxAfkTime == 0) return; // 0 = disabled
if(new_target_x != m_LastTarget_x || new_target_y != m_LastTarget_y)
{
m_LastPlaytime = time_get();
m_LastTarget_x = new_target_x;
m_LastTarget_y = new_target_y;
m_SentAfkWarning = 0; // afk timer's 1st warning after 50% of sv_max_afk_time
m_SentAfkWarning2 = 0;
}
else
{
// not playing, check how long
if(m_SentAfkWarning == 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_SentAfkWarning = 1;
} else if(m_SentAfkWarning2 == 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_SentAfkWarning = 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");
}
}
}