| 1 | #include "playermapping.h" |
| 2 | |
| 3 | #include <base/net.h> |
| 4 | |
| 5 | #include <engine/shared/config.h> |
| 6 | |
| 7 | #include <game/server/entities/character.h> |
| 8 | #include <game/server/gamecontext.h> |
| 9 | #include <game/server/gamecontroller.h> |
| 10 | #include <game/server/player.h> |
| 11 | |
| 12 | void CPlayerMapping::Init(CGameContext *pGameServer) |
| 13 | { |
| 14 | m_pGameServer = pGameServer; |
| 15 | m_pConfig = m_pGameServer->Config(); |
| 16 | m_pServer = m_pGameServer->Server(); |
| 17 | std::fill(first: std::begin(arr&: m_aTeamSizes), last: std::end(arr&: m_aTeamSizes), value: 0); |
| 18 | |
| 19 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 20 | m_aMap[i].Init(ClientId: i, pPlayerMapping: this); |
| 21 | } |
| 22 | |
| 23 | void CPlayerMapping::Tick() |
| 24 | { |
| 25 | UpdatePlayerMap(ClientId: -1); |
| 26 | |
| 27 | // Translate StrongWeakId to clamp it to 64 players |
| 28 | bool NeedsLegacyMapping = false; |
| 29 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 30 | { |
| 31 | if(GameServer()->m_apPlayers[i] && GameServer()->GetClientVersion(ClientId: i) < VERSION_DDNET_128_PLAYERS) |
| 32 | { |
| 33 | NeedsLegacyMapping = true; |
| 34 | break; |
| 35 | } |
| 36 | } |
| 37 | if(!NeedsLegacyMapping) |
| 38 | return; // or continue past this block — nothing to do on modern-only servers |
| 39 | |
| 40 | // Walk the character list ONCE per tick, not once per legacy client |
| 41 | int aCharacterIds[MAX_CLIENTS]; |
| 42 | int NumCharacters = 0; |
| 43 | for(CCharacter *pChar = (CCharacter *)GameServer()->m_World.FindFirst(Type: CGameWorld::ENTTYPE_CHARACTER); pChar; pChar = (CCharacter *)pChar->TypeNext()) |
| 44 | { |
| 45 | aCharacterIds[NumCharacters++] = pChar->GetPlayer()->GetCid(); |
| 46 | } |
| 47 | |
| 48 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 49 | { |
| 50 | CPlayer *pPlayer = GameServer()->m_apPlayers[i]; |
| 51 | if(!pPlayer || GameServer()->GetClientVersion(ClientId: i) >= VERSION_DDNET_128_PLAYERS) |
| 52 | continue; |
| 53 | |
| 54 | int StrongWeakId = 0; |
| 55 | for(int c = 0; c < NumCharacters; c++) |
| 56 | { |
| 57 | int Id = aCharacterIds[c]; |
| 58 | if(Server()->Translate(Target&: Id, ClientId: i)) |
| 59 | pPlayer->m_aStrongWeakId[Id] = StrongWeakId++; |
| 60 | } |
| 61 | } |
| 62 | } |
| 63 | |
| 64 | void CPlayerMapping::CPlayerMap::Init(int ClientId, CPlayerMapping *pPlayerMapping) |
| 65 | { |
| 66 | m_ClientId = ClientId; |
| 67 | m_pPlayerMapping = pPlayerMapping; |
| 68 | m_pMap = m_pPlayerMapping->Server()->GetIdMap(ClientId: m_ClientId); |
| 69 | m_pReverseMap = m_pPlayerMapping->Server()->GetReverseIdMap(ClientId: m_ClientId); |
| 70 | m_ResortReserved = false; |
| 71 | std::fill(first: std::begin(arr&: m_aReserved), last: std::end(arr&: m_aReserved), value: false); |
| 72 | m_NumPages = 0; |
| 73 | m_TotalOverhang = 0; |
| 74 | m_NumReserved = 0; |
| 75 | m_DoSeeOthersByVote = false; |
| 76 | ResetSeeOthers(); |
| 77 | } |
| 78 | |
| 79 | CPlayer *CPlayerMapping::CPlayerMap::Player() const |
| 80 | { |
| 81 | return m_pPlayerMapping->GameServer()->m_apPlayers[m_ClientId]; |
| 82 | } |
| 83 | |
| 84 | void CPlayerMapping::CPlayerMap::InitPlayer(bool Timeout) |
| 85 | { |
| 86 | std::fill(first: std::begin(arr&: m_aReserved), last: std::end(arr&: m_aReserved), value: false); |
| 87 | |
| 88 | int NextFreeId = 0; |
| 89 | const NETADDR *pOwnAddr = m_pPlayerMapping->Server()->ClientAddr(ClientId: m_ClientId); |
| 90 | for(bool Finished = false; !Finished;) |
| 91 | { |
| 92 | Finished = true; |
| 93 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 94 | { |
| 95 | if(!m_pPlayerMapping->GameServer()->m_apPlayers[i]) |
| 96 | continue; |
| 97 | |
| 98 | const NETADDR *pAddr = m_pPlayerMapping->Server()->ClientAddr(ClientId: i); |
| 99 | if(net_addr_comp_noport(a: pOwnAddr, b: pAddr) == 0) |
| 100 | { |
| 101 | // For 0.7 timeout: Rejoin has to check ourselves because it's the id of the old connection that we want to skip |
| 102 | // Do not access our own reverse map on initial initialization, as it's only initialized below |
| 103 | if((i != m_ClientId || Timeout) && m_pPlayerMapping->m_aMap[i].m_pReverseMap[i] == NextFreeId) |
| 104 | { |
| 105 | NextFreeId++; |
| 106 | Finished = false; |
| 107 | } |
| 108 | } |
| 109 | } |
| 110 | } |
| 111 | |
| 112 | // make sure no outdated data is stored, so we can start and insert new values |
| 113 | // after a timeout remove all players from the previous map in correct order (important for 0.7 net msgs...) |
| 114 | if(Timeout) |
| 115 | { |
| 116 | m_UpdateTeamsState = true; // to get back all teams |
| 117 | for(int i = 0; i < LEGACY_MAX_CLIENTS; i++) |
| 118 | Remove(MapId: i); |
| 119 | } |
| 120 | |
| 121 | // Clear map, for 0.7 timeouts do this after we got our id back |
| 122 | for(int i = 0; i < LEGACY_MAX_CLIENTS; i++) |
| 123 | m_pMap[i] = -1; |
| 124 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 125 | m_pReverseMap[i] = -1; |
| 126 | |
| 127 | m_NumReserved = 2; |
| 128 | m_pMap[LEGACY_MAX_CLIENTS - 1] = -1; // player with empty name to say chat msgs |
| 129 | m_pMap[m_pPlayerMapping->SeeOthersId()] = -1; // see others in spec menu |
| 130 | m_TotalOverhang = 0; |
| 131 | |
| 132 | if(m_pPlayerMapping->Server()->IsSixup(ClientId: m_ClientId)) |
| 133 | { |
| 134 | protocol7::CNetMsg_Sv_ClientInfo FakeInfo; |
| 135 | FakeInfo.m_ClientId = LEGACY_MAX_CLIENTS - 1; |
| 136 | FakeInfo.m_Local = 0; |
| 137 | FakeInfo.m_Team = TEAM_BLUE; |
| 138 | FakeInfo.m_pName = " " ; |
| 139 | FakeInfo.m_pClan = "" ; |
| 140 | FakeInfo.m_Country = -1; |
| 141 | FakeInfo.m_Silent = 1; |
| 142 | for(int p = 0; p < protocol7::NUM_SKINPARTS; p++) |
| 143 | { |
| 144 | FakeInfo.m_apSkinPartNames[p] = "standard" ; |
| 145 | FakeInfo.m_aUseCustomColors[p] = 0; |
| 146 | FakeInfo.m_aSkinPartColors[p] = 0; |
| 147 | } |
| 148 | m_pPlayerMapping->Server()->SendPackMsg(pMsg: &FakeInfo, Flags: MSGFLAG_VITAL | MSGFLAG_NORECORD | MSGFLAG_NOTRANSLATE, ClientId: m_ClientId); |
| 149 | // see others |
| 150 | UpdateSeeOthers(); |
| 151 | } |
| 152 | |
| 153 | // Breaks with more than 64 tees from the same ip |
| 154 | if(NextFreeId < MapSize()) |
| 155 | { |
| 156 | m_aReserved[m_ClientId] = true; |
| 157 | Add(MapId: NextFreeId, ClientId: m_ClientId); |
| 158 | } |
| 159 | |
| 160 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 161 | { |
| 162 | if(!m_pPlayerMapping->GameServer()->m_apPlayers[i] || i == m_ClientId) |
| 163 | continue; |
| 164 | |
| 165 | const NETADDR *pAddr = m_pPlayerMapping->Server()->ClientAddr(ClientId: i); |
| 166 | if(net_addr_comp_noport(a: pOwnAddr, b: pAddr) != 0) |
| 167 | continue; |
| 168 | |
| 169 | // update us with other same ip player infos |
| 170 | if(m_pPlayerMapping->m_aMap[i].m_pReverseMap[i] < MapSize()) |
| 171 | { |
| 172 | m_aReserved[i] = true; |
| 173 | Add(MapId: m_pPlayerMapping->m_aMap[i].m_pReverseMap[i], ClientId: i); |
| 174 | } |
| 175 | |
| 176 | // update other same ip players with our info |
| 177 | if(NextFreeId < m_pPlayerMapping->m_aMap[i].MapSize()) |
| 178 | { |
| 179 | m_pPlayerMapping->m_aMap[i].m_aReserved[m_ClientId] = true; |
| 180 | m_pPlayerMapping->m_aMap[i].Add(MapId: NextFreeId, ClientId: m_ClientId); |
| 181 | } |
| 182 | } |
| 183 | } |
| 184 | |
| 185 | void CPlayerMapping::CPlayerMap::Add(int MapId, int ClientId) |
| 186 | { |
| 187 | dbg_assert(Player(), "invalid player map insertion: player does not exist" ); |
| 188 | if(MapId == -1 || ClientId == -1 || m_pReverseMap[ClientId] == MapId) |
| 189 | return; |
| 190 | |
| 191 | Remove(MapId: m_pReverseMap[ClientId]); |
| 192 | |
| 193 | int OldClientId = Remove(MapId); |
| 194 | if((OldClientId == -1 && m_pPlayerMapping->GameServer()->GetDDRaceTeam(ClientId) > 0) || (OldClientId != -1 && m_pPlayerMapping->GameServer()->GetDDRaceTeam(ClientId: OldClientId) != m_pPlayerMapping->GameServer()->GetDDRaceTeam(ClientId))) |
| 195 | m_UpdateTeamsState = true; |
| 196 | |
| 197 | if(m_aReserved[ClientId]) |
| 198 | m_ResortReserved = true; |
| 199 | |
| 200 | m_pMap[MapId] = ClientId; |
| 201 | m_pReverseMap[ClientId] = MapId; |
| 202 | Player()->SendConnect(FakeId: MapId, ClientId); |
| 203 | } |
| 204 | |
| 205 | int CPlayerMapping::CPlayerMap::Remove(int MapId) |
| 206 | { |
| 207 | dbg_assert(Player(), "invalid player map removal: player does not exist" ); |
| 208 | if(MapId == -1) |
| 209 | return -1; |
| 210 | |
| 211 | int ClientId = m_pMap[MapId]; |
| 212 | if(ClientId != -1) |
| 213 | { |
| 214 | if(m_pPlayerMapping->GameServer()->GetDDRaceTeam(ClientId) > 0) |
| 215 | m_UpdateTeamsState = true; |
| 216 | |
| 217 | if(m_aReserved[ClientId]) |
| 218 | m_ResortReserved = true; |
| 219 | |
| 220 | Player()->SendDisconnect(FakeId: MapId); |
| 221 | m_pReverseMap[ClientId] = -1; |
| 222 | m_pMap[MapId] = -1; |
| 223 | } |
| 224 | return ClientId; |
| 225 | } |
| 226 | |
| 227 | void CPlayerMapping::CPlayerMap::Update() |
| 228 | { |
| 229 | if(!m_pPlayerMapping->Server()->ClientIngame(ClientId: m_ClientId) || !Player()) |
| 230 | return; |
| 231 | if(m_pPlayerMapping->GameServer()->GetClientVersion(ClientId: m_ClientId) >= VERSION_DDNET_128_PLAYERS) |
| 232 | return; |
| 233 | |
| 234 | if(m_DoSeeOthersByVote) |
| 235 | { |
| 236 | CCharacter *pChr = m_pPlayerMapping->GameServer()->GetPlayerChar(ClientId: m_ClientId); |
| 237 | if(pChr && !pChr->IsIdle()) |
| 238 | { |
| 239 | ResetSeeOthers(); |
| 240 | m_DoSeeOthersByVote = false; |
| 241 | } |
| 242 | } |
| 243 | |
| 244 | bool ResortReserved = m_ResortReserved; |
| 245 | m_ResortReserved = false; |
| 246 | |
| 247 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 248 | { |
| 249 | if(i == m_ClientId) |
| 250 | continue; |
| 251 | |
| 252 | CPlayer *pPlayer = m_pPlayerMapping->GameServer()->m_apPlayers[i]; |
| 253 | |
| 254 | if(!m_pPlayerMapping->Server()->ClientIngame(ClientId: i) || !pPlayer) |
| 255 | { |
| 256 | Remove(MapId: m_pReverseMap[i]); |
| 257 | m_aReserved[i] = false; |
| 258 | continue; |
| 259 | } |
| 260 | |
| 261 | // If a team (not 0) has more than 10 players, do not reserve their slots because it can get messy quickly if a few huge teams form. |
| 262 | // To keep teams state the same on main and dummy big teams do not get highlighted at all. |
| 263 | int DDTeam = m_pPlayerMapping->GameServer()->GetDDRaceTeam(ClientId: i); |
| 264 | bool ReserveTeamSlots = m_pPlayerMapping->ReserveTeamSlots(DDTeam); |
| 265 | |
| 266 | if(m_aReserved[i]) |
| 267 | { |
| 268 | const NETADDR *pOwnAddr = m_pPlayerMapping->Server()->ClientAddr(ClientId: m_ClientId); |
| 269 | const NETADDR *pAddr = m_pPlayerMapping->Server()->ClientAddr(ClientId: i); |
| 270 | if(net_addr_comp_noport(a: pOwnAddr, b: pAddr) != 0) |
| 271 | { |
| 272 | if(ResortReserved || !ReserveTeamSlots) // condition to unset reserved slot |
| 273 | { |
| 274 | m_aReserved[i] = false; |
| 275 | |
| 276 | // reset our team to 0 when we are in a big team for example |
| 277 | if(DDTeam != TEAM_FLOCK) |
| 278 | m_UpdateTeamsState = true; |
| 279 | } |
| 280 | } |
| 281 | continue; |
| 282 | } |
| 283 | else if(ResortReserved) |
| 284 | continue; |
| 285 | |
| 286 | int Insert = -1; |
| 287 | if(DDTeam != TEAM_FLOCK && ReserveTeamSlots) |
| 288 | { |
| 289 | for(int j = 0; j < MapSize() - m_NumSeeOthers; j++) |
| 290 | { |
| 291 | int CId = m_pMap[j]; |
| 292 | if(CId == -1 || !m_aReserved[CId]) |
| 293 | { |
| 294 | Insert = j; |
| 295 | m_aReserved[i] = true; |
| 296 | break; |
| 297 | } |
| 298 | } |
| 299 | } |
| 300 | else if(m_pReverseMap[i] != -1) |
| 301 | { |
| 302 | Insert = m_pReverseMap[i]; |
| 303 | } |
| 304 | else |
| 305 | { |
| 306 | for(int j = 0; j < MapSize() - m_NumSeeOthers; j++) |
| 307 | if(m_pMap[j] == -1) |
| 308 | { |
| 309 | Insert = j; |
| 310 | break; |
| 311 | } |
| 312 | } |
| 313 | |
| 314 | if(Insert != -1) |
| 315 | { |
| 316 | Add(MapId: Insert, ClientId: i); |
| 317 | } |
| 318 | else if(pPlayer->GetCharacter() && !pPlayer->GetCharacter()->NetworkClipped(SnappingClient: m_ClientId)) |
| 319 | { |
| 320 | InsertNextEmpty(ClientId: i); |
| 321 | } |
| 322 | } |
| 323 | |
| 324 | if(m_UpdateTeamsState) |
| 325 | { |
| 326 | m_pPlayerMapping->GameServer()->m_pController->Teams().SendTeamsState(ClientId: m_ClientId); |
| 327 | m_UpdateTeamsState = false; |
| 328 | } |
| 329 | } |
| 330 | |
| 331 | void CPlayerMapping::CPlayerMap::InsertNextEmpty(int ClientId) |
| 332 | { |
| 333 | if(ClientId == -1 || m_pReverseMap[ClientId] != -1) |
| 334 | return; |
| 335 | |
| 336 | for(int i = 0; i < MapSize() - m_NumSeeOthers; i++) |
| 337 | { |
| 338 | int MappedClientId = m_pMap[i]; |
| 339 | if(MappedClientId != -1 && m_aReserved[MappedClientId]) |
| 340 | continue; |
| 341 | |
| 342 | if(MappedClientId == -1 || (!m_pPlayerMapping->GameServer()->GetPlayerChar(ClientId: MappedClientId) || m_pPlayerMapping->GameServer()->GetPlayerChar(ClientId: MappedClientId)->NetworkClipped(SnappingClient: m_ClientId))) |
| 343 | { |
| 344 | Add(MapId: i, ClientId); |
| 345 | break; |
| 346 | } |
| 347 | } |
| 348 | } |
| 349 | |
| 350 | bool CPlayerMapping::ReserveTeamSlots(int DDTeam) const |
| 351 | { |
| 352 | return !g_Config.m_SvSoloServer && DDTeam != TEAM_FLOCK && m_aTeamSizes[DDTeam] <= ms_MaxTeamSizePlayerMap; |
| 353 | } |
| 354 | |
| 355 | int CPlayerMapping::SeeOthersId() const |
| 356 | { |
| 357 | return LEGACY_MAX_CLIENTS - 2; |
| 358 | } |
| 359 | |
| 360 | bool CPlayerMapping::DoSeeOthers(int ClientId, int SelectedId, bool DoByVote) |
| 361 | { |
| 362 | if(GameServer()->GetClientVersion(ClientId) >= VERSION_DDNET_128_PLAYERS) |
| 363 | return false; |
| 364 | if(SelectedId == SeeOthersId()) |
| 365 | { |
| 366 | if(DoByVote) |
| 367 | { |
| 368 | m_aMap[ClientId].m_DoSeeOthersByVote = true; |
| 369 | } |
| 370 | m_aMap[ClientId].DoSeeOthers(); |
| 371 | return true; |
| 372 | } |
| 373 | return false; |
| 374 | } |
| 375 | |
| 376 | void CPlayerMapping::ResetSeeOthers(int ClientId) |
| 377 | { |
| 378 | m_aMap[ClientId].ResetSeeOthers(); |
| 379 | } |
| 380 | |
| 381 | int CPlayerMapping::TotalOverhang(int ClientId) const |
| 382 | { |
| 383 | return m_aMap[ClientId].m_TotalOverhang; |
| 384 | } |
| 385 | |
| 386 | void CPlayerMapping::UpdatePlayerMap(int ClientId) |
| 387 | { |
| 388 | if(ClientId == -1) |
| 389 | { |
| 390 | bool Update = Server()->Tick() % Config()->m_SvMapUpdateRate == 0; |
| 391 | int ClientCount = Server()->ClientCount(); |
| 392 | |
| 393 | if(Update) |
| 394 | { |
| 395 | // Cache team sizes to avoid more loops |
| 396 | std::fill(first: std::begin(arr&: m_aTeamSizes), last: std::end(arr&: m_aTeamSizes), value: 0); |
| 397 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 398 | { |
| 399 | CPlayer *pPlayer = GameServer()->m_apPlayers[i]; |
| 400 | if(!pPlayer) |
| 401 | continue; |
| 402 | int DDTeam = GameServer()->GetDDRaceTeam(ClientId: i); |
| 403 | m_aTeamSizes[DDTeam]++; |
| 404 | } |
| 405 | } |
| 406 | |
| 407 | for(auto &Map : m_aMap) |
| 408 | { |
| 409 | if(!Map.Player()) |
| 410 | continue; |
| 411 | |
| 412 | // Calculate overhang every tick, not only when the map updates |
| 413 | int Overhang = std::max(a: 0, b: ClientCount - Map.MapSize()); |
| 414 | if(Overhang != Map.m_TotalOverhang) |
| 415 | { |
| 416 | Map.m_TotalOverhang = Overhang; |
| 417 | Map.m_NumPages = std::max(a: 1, b: (Overhang + ms_MaxNumSeeOthers - 1) / ms_MaxNumSeeOthers); |
| 418 | if(Map.m_TotalOverhang <= 0 && Map.m_SeeOthersPage != -1) |
| 419 | Map.ResetSeeOthers(); |
| 420 | |
| 421 | Map.UpdateSeeOthers(); |
| 422 | Map.m_UpdateTeamsState = true; |
| 423 | } |
| 424 | |
| 425 | if(Update) |
| 426 | { |
| 427 | Map.Update(); |
| 428 | } |
| 429 | } |
| 430 | } |
| 431 | else |
| 432 | { |
| 433 | m_aMap[ClientId].Update(); |
| 434 | } |
| 435 | } |
| 436 | |
| 437 | CPlayerMapping::ESeeOthersInd CPlayerMapping::SeeOthersInd(int ClientId, int MapId) const |
| 438 | { |
| 439 | if(m_aMap[ClientId].m_TotalOverhang && MapId == SeeOthersId()) |
| 440 | return ESeeOthersInd::BUTTON; |
| 441 | if(m_aMap[ClientId].m_NumSeeOthers && MapId >= m_aMap[ClientId].MapSize() - m_aMap[ClientId].m_NumSeeOthers && MapId < m_aMap[ClientId].MapSize()) |
| 442 | return ESeeOthersInd::PLAYER; |
| 443 | return ESeeOthersInd::NONE; |
| 444 | } |
| 445 | |
| 446 | const char *CPlayerMapping::SeeOthersName(int ClientId) |
| 447 | { |
| 448 | int Page = m_aMap[ClientId].m_SeeOthersPage + 1; |
| 449 | if(m_aMap[ClientId].m_NumPages > 1 && Page == m_aMap[ClientId].m_NumPages) |
| 450 | { |
| 451 | str_format(buffer: m_aSeeOthersName, buffer_size: sizeof(m_aSeeOthersName), format: "⋅ %d/%d | Close" , Page, Page); |
| 452 | } |
| 453 | else if(m_aMap[ClientId].m_SeeOthersPage != -1) |
| 454 | { |
| 455 | if(m_aMap[ClientId].m_TotalOverhang > ms_MaxNumSeeOthers) |
| 456 | str_format(buffer: m_aSeeOthersName, buffer_size: sizeof(m_aSeeOthersName), format: "⋅ %d/%d" , Page, m_aMap[ClientId].m_NumPages); |
| 457 | else |
| 458 | str_copy(dst&: m_aSeeOthersName, src: "⋅ Close" ); |
| 459 | } |
| 460 | else |
| 461 | { |
| 462 | str_format(buffer: m_aSeeOthersName, buffer_size: sizeof(m_aSeeOthersName), format: "⋅ %d others" , m_aMap[ClientId].m_TotalOverhang); |
| 463 | } |
| 464 | return m_aSeeOthersName; |
| 465 | } |
| 466 | |
| 467 | void CPlayerMapping::CPlayerMap::CycleSeeOthers() |
| 468 | { |
| 469 | if(m_TotalOverhang <= 0) |
| 470 | return; |
| 471 | |
| 472 | for(int i = 0; i < LEGACY_MAX_CLIENTS; i++) |
| 473 | if(m_pMap[i] != -1) |
| 474 | m_aWasSeeOthers[m_pMap[i]] = true; |
| 475 | |
| 476 | int Size = std::min(a: m_TotalOverhang, b: ms_MaxNumSeeOthers); |
| 477 | int Added = 0; |
| 478 | int MapId = MapSize() - 1; |
| 479 | for(int i = 0; i < MAX_CLIENTS; i++) |
| 480 | { |
| 481 | if(!m_pPlayerMapping->GameServer()->m_apPlayers[i] || m_aWasSeeOthers[i]) |
| 482 | continue; |
| 483 | |
| 484 | Add(MapId, ClientId: i); |
| 485 | m_aWasSeeOthers[i] = true; |
| 486 | Added++; |
| 487 | MapId--; |
| 488 | |
| 489 | if(Added >= Size) |
| 490 | break; |
| 491 | } |
| 492 | |
| 493 | m_NumSeeOthers = Added; |
| 494 | } |
| 495 | |
| 496 | void CPlayerMapping::CPlayerMap::DoSeeOthers() |
| 497 | { |
| 498 | if(m_TotalOverhang <= 0) |
| 499 | return; |
| 500 | |
| 501 | // -1 (none) to 1 then 2, or even more if ms_MaxNumSeeOthers is lowered (currently 34 so there are only two pages at most) |
| 502 | m_SeeOthersPage++; |
| 503 | UpdateSeeOthers(); |
| 504 | |
| 505 | CycleSeeOthers(); |
| 506 | |
| 507 | // aggressively trigger reset now |
| 508 | if(m_NumSeeOthers == 0) |
| 509 | { |
| 510 | // Reset these for the next cycle so we can get the fresh page we had before |
| 511 | for(bool &WasSeeOthers : m_aWasSeeOthers) |
| 512 | WasSeeOthers = false; |
| 513 | CycleSeeOthers(); |
| 514 | ResetSeeOthers(); |
| 515 | } |
| 516 | |
| 517 | // instantly update so we dont have to wait for the map to be executed |
| 518 | m_UpdateTeamsState = true; |
| 519 | Update(); |
| 520 | } |
| 521 | |
| 522 | void CPlayerMapping::CPlayerMap::ResetSeeOthers() |
| 523 | { |
| 524 | m_SeeOthersPage = -1; |
| 525 | m_NumSeeOthers = 0; |
| 526 | for(bool &WasSeeOthers : m_aWasSeeOthers) |
| 527 | WasSeeOthers = false; |
| 528 | m_UpdateTeamsState = true; |
| 529 | UpdateSeeOthers(); |
| 530 | } |
| 531 | |
| 532 | void CPlayerMapping::CPlayerMap::UpdateSeeOthers() const |
| 533 | { |
| 534 | if(!m_pPlayerMapping->Server()->IsSixup(ClientId: m_ClientId)) |
| 535 | return; |
| 536 | |
| 537 | int SeeOthersId = m_pPlayerMapping->SeeOthersId(); |
| 538 | protocol7::CNetMsg_Sv_ClientDrop ClientDropMsg; |
| 539 | ClientDropMsg.m_ClientId = SeeOthersId; |
| 540 | ClientDropMsg.m_pReason = "" ; |
| 541 | ClientDropMsg.m_Silent = 1; |
| 542 | |
| 543 | protocol7::CNetMsg_Sv_ClientInfo NewClientInfoMsg; |
| 544 | NewClientInfoMsg.m_ClientId = SeeOthersId; |
| 545 | NewClientInfoMsg.m_Local = 0; |
| 546 | NewClientInfoMsg.m_Team = TEAM_BLUE; |
| 547 | NewClientInfoMsg.m_pName = m_pPlayerMapping->SeeOthersName(ClientId: m_ClientId); |
| 548 | NewClientInfoMsg.m_pClan = "" ; |
| 549 | NewClientInfoMsg.m_Country = -1; |
| 550 | NewClientInfoMsg.m_Silent = 1; |
| 551 | for(int p = 0; p < protocol7::NUM_SKINPARTS; p++) |
| 552 | { |
| 553 | bool Colored = p == protocol7::SKINPART_BODY || p == protocol7::SKINPART_FEET; |
| 554 | NewClientInfoMsg.m_apSkinPartNames[p] = "standard" ; |
| 555 | NewClientInfoMsg.m_aUseCustomColors[p] = (int)Colored; |
| 556 | NewClientInfoMsg.m_aSkinPartColors[p] = Colored ? 5963600 : 0; |
| 557 | } |
| 558 | |
| 559 | m_pPlayerMapping->Server()->SendPackMsg(pMsg: &ClientDropMsg, Flags: MSGFLAG_VITAL | MSGFLAG_NORECORD | MSGFLAG_NOTRANSLATE, ClientId: m_ClientId); |
| 560 | m_pPlayerMapping->Server()->SendPackMsg(pMsg: &NewClientInfoMsg, Flags: MSGFLAG_VITAL | MSGFLAG_NORECORD | MSGFLAG_NOTRANSLATE, ClientId: m_ClientId); |
| 561 | } |
| 562 | |