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486 lines
14 KiB
C++
486 lines
14 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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#include <new>
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#include <engine/shared/config.h>
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#include "player.h"
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#include <engine/server.h>
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#include <engine/server/server.h>
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#include "gamecontext.h"
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#include <game/gamecore.h>
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#include "gamemodes/DDRace.h"
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#include <stdio.h>
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#include <time.h>
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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, int Team)
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{
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m_pGameServer = pGameServer;
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m_RespawnTick = Server()->Tick();
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m_DieTick = Server()->Tick();
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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->ClampTeam(Team);
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m_SpectatorID = SPEC_FREEVIEW;
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m_LastActionTick = Server()->Tick();
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m_TeamChangeTick = Server()->Tick();
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// DDRace
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m_LastPlaytime = time_get();
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m_LastTarget_x = 0;
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m_LastTarget_y = 0;
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m_Sent1stAfkWarning = 0;
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m_Sent2ndAfkWarning = 0;
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m_ChatScore = 0;
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m_EyeEmote = true;
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m_TimerType = g_Config.m_SvDefaultTimerType;
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m_DefEmote = EMOTE_NORMAL;
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//New Year
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if (g_Config.m_SvEvents)
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{
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time_t rawtime;
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struct tm* timeinfo;
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char d[16], m[16], y[16];
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int dd, mm, yy;
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time ( &rawtime );
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timeinfo = localtime ( &rawtime );
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strftime (d,sizeof(y),"%d",timeinfo);
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strftime (m,sizeof(m),"%m",timeinfo);
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strftime (y,sizeof(y),"%Y",timeinfo);
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dd = atoi(d);
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mm = atoi(m);
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yy = atoi(y);
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m_DefEmote = ((mm == 12 && dd == 31) || (mm == 1 && dd == 1)) ? EMOTE_HAPPY : EMOTE_NORMAL;
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}
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m_DefEmoteReset = -1;
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GameServer()->Score()->PlayerData(ClientID)->Reset();
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m_IsUsingDDRaceClient = false;
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m_ShowOthers = false;
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m_Paused = PAUSED_NONE;
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m_NextPauseTick = 0;
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// Variable initialized:
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m_Last_Team = 0;
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#if defined(CONF_SQL)
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m_LastSQLQuery = 0;
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#endif
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}
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CPlayer::~CPlayer()
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{
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delete m_pCharacter;
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m_pCharacter = 0;
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}
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void CPlayer::Tick()
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{
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#ifdef CONF_DEBUG
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if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies)
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#endif
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if(!Server()->ClientIngame(m_ClientID))
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return;
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if (m_ChatScore > 0)
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m_ChatScore--;
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if (m_ForcePauseTime > 0)
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m_ForcePauseTime--;
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Server()->SetClientScore(m_ClientID, m_Score);
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// do latency stuff
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{
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IServer::CClientInfo Info;
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if(Server()->GetClientInfo(m_ClientID, &Info))
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{
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m_Latency.m_Accum += Info.m_Latency;
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m_Latency.m_AccumMax = max(m_Latency.m_AccumMax, Info.m_Latency);
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m_Latency.m_AccumMin = min(m_Latency.m_AccumMin, Info.m_Latency);
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}
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// each second
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if(Server()->Tick()%Server()->TickSpeed() == 0)
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{
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m_Latency.m_Avg = m_Latency.m_Accum/Server()->TickSpeed();
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m_Latency.m_Max = m_Latency.m_AccumMax;
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m_Latency.m_Min = m_Latency.m_AccumMin;
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m_Latency.m_Accum = 0;
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m_Latency.m_AccumMin = 1000;
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m_Latency.m_AccumMax = 0;
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}
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}
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if(!GameServer()->m_World.m_Paused)
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{
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if(!m_pCharacter && m_Team == TEAM_SPECTATORS && m_SpectatorID == SPEC_FREEVIEW)
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m_ViewPos -= vec2(clamp(m_ViewPos.x-m_LatestActivity.m_TargetX, -500.0f, 500.0f), clamp(m_ViewPos.y-m_LatestActivity.m_TargetY, -400.0f, 400.0f));
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if(!m_pCharacter && m_DieTick+Server()->TickSpeed()*3 <= Server()->Tick())
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m_Spawning = true;
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if(m_pCharacter)
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{
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if(m_pCharacter->IsAlive())
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{
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if(m_Paused >= PAUSED_FORCE)
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{
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if(m_ForcePauseTime == 0)
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m_Paused = PAUSED_NONE;
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ProcessPause();
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}
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else if(m_Paused == PAUSED_PAUSED && m_NextPauseTick < Server()->Tick())
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{
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if((!m_pCharacter->GetWeaponGot(WEAPON_NINJA) || m_pCharacter->m_FreezeTime) && m_pCharacter->IsGrounded() && m_pCharacter->m_Pos == m_pCharacter->m_PrevPos)
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ProcessPause();
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}
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else if(m_NextPauseTick < Server()->Tick())
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{
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ProcessPause();
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}
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if(!m_Paused)
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m_ViewPos = m_pCharacter->m_Pos;
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}
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else if(!m_pCharacter->IsPaused())
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{
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delete m_pCharacter;
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m_pCharacter = 0;
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}
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}
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else if(m_Spawning && m_RespawnTick <= Server()->Tick())
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TryRespawn();
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}
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else
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{
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++m_RespawnTick;
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++m_DieTick;
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++m_ScoreStartTick;
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++m_LastActionTick;
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++m_TeamChangeTick;
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}
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}
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void CPlayer::PostTick()
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{
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// update latency value
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if(m_PlayerFlags&PLAYERFLAG_SCOREBOARD)
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{
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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]->GetTeam() != TEAM_SPECTATORS)
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m_aActLatency[i] = GameServer()->m_apPlayers[i]->m_Latency.m_Min;
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}
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}
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// update view pos for spectators
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if((m_Team == TEAM_SPECTATORS || m_Paused) && m_SpectatorID != SPEC_FREEVIEW && GameServer()->m_apPlayers[m_SpectatorID] && GameServer()->m_apPlayers[m_SpectatorID]->GetCharacter())
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m_ViewPos = GameServer()->m_apPlayers[m_SpectatorID]->GetCharacter()->m_Pos;
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}
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void CPlayer::Snap(int SnappingClient)
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{
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#ifdef CONF_DEBUG
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if(!g_Config.m_DbgDummies || m_ClientID < MAX_CLIENTS-g_Config.m_DbgDummies)
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#endif
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if(!Server()->ClientIngame(m_ClientID))
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return;
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CNetObj_ClientInfo *pClientInfo = static_cast<CNetObj_ClientInfo *>(Server()->SnapNewItem(NETOBJTYPE_CLIENTINFO, m_ClientID, sizeof(CNetObj_ClientInfo)));
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if(!pClientInfo)
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return;
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StrToInts(&pClientInfo->m_Name0, 4, Server()->ClientName(m_ClientID));
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StrToInts(&pClientInfo->m_Clan0, 3, Server()->ClientClan(m_ClientID));
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pClientInfo->m_Country = Server()->ClientCountry(m_ClientID);
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StrToInts(&pClientInfo->m_Skin0, 6, m_TeeInfos.m_SkinName);
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pClientInfo->m_UseCustomColor = m_TeeInfos.m_UseCustomColor;
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pClientInfo->m_ColorBody = m_TeeInfos.m_ColorBody;
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pClientInfo->m_ColorFeet = m_TeeInfos.m_ColorFeet;
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CNetObj_PlayerInfo *pPlayerInfo = static_cast<CNetObj_PlayerInfo *>(Server()->SnapNewItem(NETOBJTYPE_PLAYERINFO, m_ClientID, sizeof(CNetObj_PlayerInfo)));
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if(!pPlayerInfo)
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return;
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pPlayerInfo->m_Latency = SnappingClient == -1 ? m_Latency.m_Min : GameServer()->m_apPlayers[SnappingClient]->m_aActLatency[m_ClientID];
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pPlayerInfo->m_Local = 0;
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pPlayerInfo->m_ClientID = m_ClientID;
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pPlayerInfo->m_Score = abs(m_Score) * -1;
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pPlayerInfo->m_Team = (m_Paused != PAUSED_SPEC || m_ClientID != SnappingClient) && m_Paused < PAUSED_PAUSED ? m_Team : TEAM_SPECTATORS;
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if(m_ClientID == SnappingClient)
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pPlayerInfo->m_Local = 1;
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if(m_ClientID == SnappingClient && (m_Team == TEAM_SPECTATORS || m_Paused))
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{
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CNetObj_SpectatorInfo *pSpectatorInfo = static_cast<CNetObj_SpectatorInfo *>(Server()->SnapNewItem(NETOBJTYPE_SPECTATORINFO, m_ClientID, sizeof(CNetObj_SpectatorInfo)));
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if(!pSpectatorInfo)
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return;
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pSpectatorInfo->m_SpectatorID = m_SpectatorID;
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pSpectatorInfo->m_X = m_ViewPos.x;
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pSpectatorInfo->m_Y = m_ViewPos.y;
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}
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// send 0 if times of others are not shown
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if(SnappingClient != m_ClientID && g_Config.m_SvHideScore)
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pPlayerInfo->m_Score = -9999;
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else
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pPlayerInfo->m_Score = abs(m_Score) * -1;
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}
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void CPlayer::OnDisconnect(const char *pReason)
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{
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KillCharacter();
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if(Server()->ClientIngame(m_ClientID))
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{
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char aBuf[512];
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if(pReason && *pReason)
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str_format(aBuf, sizeof(aBuf), "'%s' has left the game (%s)", Server()->ClientName(m_ClientID), pReason);
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else
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str_format(aBuf, sizeof(aBuf), "'%s' has left the game", Server()->ClientName(m_ClientID));
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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str_format(aBuf, sizeof(aBuf), "leave player='%d:%s'", m_ClientID, Server()->ClientName(m_ClientID));
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "game", aBuf);
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}
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CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
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Controller->m_Teams.m_Core.Team(m_ClientID, 0);
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}
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void CPlayer::OnPredictedInput(CNetObj_PlayerInput *NewInput)
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{
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// skip the input if chat is active
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if((m_PlayerFlags&PLAYERFLAG_CHATTING) && (NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING))
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return;
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if(m_pCharacter && !m_Paused)
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m_pCharacter->OnPredictedInput(NewInput);
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}
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void CPlayer::OnDirectInput(CNetObj_PlayerInput *NewInput)
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{
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if (AfkTimer(NewInput->m_TargetX, NewInput->m_TargetY))
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return; // we must return if kicked, as player struct is already deleted
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if(NewInput->m_PlayerFlags&PLAYERFLAG_CHATTING)
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{
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// skip the input if chat is active
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if(m_PlayerFlags&PLAYERFLAG_CHATTING)
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return;
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// reset input
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if(m_pCharacter)
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m_pCharacter->ResetInput();
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m_PlayerFlags = NewInput->m_PlayerFlags;
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return;
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}
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m_PlayerFlags = NewInput->m_PlayerFlags;
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if(m_pCharacter)
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{
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if(!m_Paused)
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m_pCharacter->OnDirectInput(NewInput);
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else
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m_pCharacter->ResetInput();
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}
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if(!m_pCharacter && m_Team != TEAM_SPECTATORS && (NewInput->m_Fire&1))
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m_Spawning = true;
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if(((!m_pCharacter && m_Team == TEAM_SPECTATORS) || m_Paused) && m_SpectatorID == SPEC_FREEVIEW)
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m_ViewPos = vec2(NewInput->m_TargetX, NewInput->m_TargetY);
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// check for activity
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if(NewInput->m_Direction || m_LatestActivity.m_TargetX != NewInput->m_TargetX ||
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m_LatestActivity.m_TargetY != NewInput->m_TargetY || NewInput->m_Jump ||
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NewInput->m_Fire&1 || NewInput->m_Hook)
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{
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m_LatestActivity.m_TargetX = NewInput->m_TargetX;
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m_LatestActivity.m_TargetY = NewInput->m_TargetY;
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m_LastActionTick = Server()->Tick();
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}
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}
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CCharacter *CPlayer::GetCharacter()
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{
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if(m_pCharacter && m_pCharacter->IsAlive())
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return m_pCharacter;
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return 0;
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}
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void CPlayer::KillCharacter(int Weapon)
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{
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if(m_pCharacter)
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{
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m_pCharacter->Die(m_ClientID, Weapon);
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delete m_pCharacter;
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m_pCharacter = 0;
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}
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}
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void CPlayer::Respawn()
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{
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if(m_Team != TEAM_SPECTATORS)
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m_Spawning = true;
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}
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void CPlayer::SetTeam(int Team, bool DoChatMsg)
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{
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// clamp the team
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Team = GameServer()->m_pController->ClampTeam(Team);
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if(m_Team == Team)
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return;
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char aBuf[512];
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if(DoChatMsg)
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{
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str_format(aBuf, sizeof(aBuf), "'%s' joined the %s", Server()->ClientName(m_ClientID), GameServer()->m_pController->GetTeamName(Team));
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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}
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KillCharacter();
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m_Team = Team;
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m_LastSetTeam = Server()->Tick();
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m_LastActionTick = Server()->Tick();
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// we got to wait 0.5 secs before respawning
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m_RespawnTick = Server()->Tick()+Server()->TickSpeed()/2;
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str_format(aBuf, sizeof(aBuf), "team_join player='%d:%s' m_Team=%d", m_ClientID, Server()->ClientName(m_ClientID), m_Team);
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GameServer()->Console()->Print(IConsole::OUTPUT_LEVEL_DEBUG, "game", aBuf);
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//GameServer()->m_pController->OnPlayerInfoChange(GameServer()->m_apPlayers[m_ClientID]);
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if(Team == TEAM_SPECTATORS)
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{
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// update spectator modes
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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]->m_SpectatorID == m_ClientID)
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GameServer()->m_apPlayers[i]->m_SpectatorID = SPEC_FREEVIEW;
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}
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}
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}
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void CPlayer::TryRespawn()
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{
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vec2 SpawnPos;
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if(!GameServer()->m_pController->CanSpawn(m_Team, &SpawnPos))
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return;
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m_Spawning = false;
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m_pCharacter = new(m_ClientID) CCharacter(&GameServer()->m_World);
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m_pCharacter->Spawn(this, SpawnPos);
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GameServer()->CreatePlayerSpawn(SpawnPos, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
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}
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bool CPlayer::AfkTimer(int NewTargetX, int NewTargetY)
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{
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/*
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afk timer (x, y = mouse coordinates)
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Since a player has to move the mouse to play, this is a better method than checking
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the player's position in the game world, because it can easily be bypassed by just locking a key.
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Frozen players could be kicked as well, because they can't move.
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It also works for spectators.
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returns true if kicked
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*/
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if(m_Authed)
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return false; // don't kick admins
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if(g_Config.m_SvMaxAfkTime == 0)
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return false; // 0 = disabled
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if(NewTargetX != m_LastTarget_x || NewTargetY != m_LastTarget_y)
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{
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m_LastPlaytime = time_get();
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m_LastTarget_x = NewTargetX;
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m_LastTarget_y = NewTargetY;
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m_Sent1stAfkWarning = 0; // afk timer's 1st warning after 50% of sv_max_afk_time
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m_Sent2ndAfkWarning = 0;
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}
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else
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{
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if(!m_Paused)
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{
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// not playing, check how long
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if(m_Sent1stAfkWarning == 0 && m_LastPlaytime < time_get()-time_freq()*(int)(g_Config.m_SvMaxAfkTime*0.5))
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{
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sprintf(
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m_pAfkMsg,
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"You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.",
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(int)(g_Config.m_SvMaxAfkTime*0.5),
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g_Config.m_SvMaxAfkTime
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);
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m_pGameServer->SendChatTarget(m_ClientID, m_pAfkMsg);
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m_Sent1stAfkWarning = 1;
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}
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else if(m_Sent2ndAfkWarning == 0 && m_LastPlaytime < time_get()-time_freq()*(int)(g_Config.m_SvMaxAfkTime*0.9))
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{
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sprintf(
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m_pAfkMsg,
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"You have been afk for %d seconds now. Please note that you get kicked after not playing for %d seconds.",
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(int)(g_Config.m_SvMaxAfkTime*0.9),
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g_Config.m_SvMaxAfkTime
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);
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m_pGameServer->SendChatTarget(m_ClientID, m_pAfkMsg);
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m_Sent2ndAfkWarning = 1;
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}
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else if(m_LastPlaytime < time_get()-time_freq()*g_Config.m_SvMaxAfkTime)
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{
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CServer* serv = (CServer*)m_pGameServer->Server();
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serv->Kick(m_ClientID,"Away from keyboard");
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return true;
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}
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}
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}
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return false;
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}
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void CPlayer::ProcessPause()
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{
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char aBuf[128];
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if(m_Paused >= PAUSED_PAUSED)
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{
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if(!m_pCharacter->IsPaused())
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{
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m_pCharacter->Pause(true);
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str_format(aBuf, sizeof(aBuf), (m_Paused == PAUSED_PAUSED) ? "'%s' paused" : "'%s' was force-paused for %ds", Server()->ClientName(m_ClientID), m_ForcePauseTime/Server()->TickSpeed());
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GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
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|
GameServer()->CreateDeath(m_pCharacter->m_Pos, m_ClientID, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
|
|
GameServer()->CreateSound(m_pCharacter->m_Pos, SOUND_PLAYER_DIE, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
|
|
m_NextPauseTick = Server()->Tick() + g_Config.m_SvPauseFrequency * Server()->TickSpeed();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(m_pCharacter->IsPaused())
|
|
{
|
|
m_pCharacter->Pause(false);
|
|
str_format(aBuf, sizeof(aBuf), "'%s' resumed", Server()->ClientName(m_ClientID));
|
|
GameServer()->SendChat(-1, CGameContext::CHAT_ALL, aBuf);
|
|
GameServer()->CreatePlayerSpawn(m_pCharacter->m_Pos, m_pCharacter->Teams()->TeamMask(m_pCharacter->Team(), -1, m_ClientID));
|
|
m_NextPauseTick = Server()->Tick() + g_Config.m_SvPauseFrequency * Server()->TickSpeed();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CPlayer::IsPlaying()
|
|
{
|
|
if(m_pCharacter && m_pCharacter->IsAlive())
|
|
return true;
|
|
return false;
|
|
}
|