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//: string uid of the player
typedef Param2<int, string> LogoutInfo;
class MissionServer extends MissionBase
{
ref array<Man> m_Players;
ref array<ref CorpseData> m_DeadPlayersArray;
ref map<PlayerBase, ref LogoutInfo> m_LogoutPlayers;
ref map<PlayerBase, ref LogoutInfo> m_NewLogoutPlayers;
ref RainProcurementHandler m_RainProcHandler;
const int SCHEDULER_PLAYERS_PER_TICK = 5;
int m_currentPlayer;
int m_RespawnMode;
// -----------------------
// ARTILLERY SOUNDS SETUP
// -----------------------
private float m_ArtyBarrageTimer = 0; // This is not to be edited in Init.c this is just to increment time
// Variables to be modified in Init.c
protected bool m_PlayArty = false; // Toggle if Off map artillery sounds are played
protected float m_ArtyDelay = 0; // Set how much time there is between two barrages (in seconds)
protected int m_MinSimultaneousStrikes = 0; // The MIN of simultaneous shots on the map (Will be clamped between 1 and max shots)
protected int m_MaxSimultaneousStrikes = 0; // The MAX of simultaneous shots on the map (Will be clamped between 1 and max amount of coords)
protected ref array<vector> m_FiringPos; // Where we should fire from. On Init set the relevant data
//All Chernarus firing coordinates
protected const ref array<vector> CHERNARUS_STRIKE_POS =
{
"-500.00 165.00 5231.69",
"-500.00 300.00 9934.41",
"10406.86 192.00 15860.00",
"4811.75 370.00 15860.00",
"-500.00 453.00 15860.00"
};
//All livonia firing coordinates
protected const ref array<vector> LIVONIA_STRIKE_POS =
{
"7440.00 417.00 -500.00",
"-500.00 276.00 5473.00",
"-500.00 265.00 9852.00",
"4953.00 240.00 13300.00",
"9620.00 188.00 13300.00",
"13300.00 204.00 10322.00",
"13300.00 288.00 6204.00",
"13300.00 296.00 -500.00"
};
// -----------------------
// END OF ARTILLERY SETUP
// -----------------------
PlayerBase m_player;
MissionBase m_mission;
PluginAdditionalInfo m_moduleDefaultCharacter;
void MissionServer()
{
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.UpdatePlayersStats, 30000, true);
m_DeadPlayersArray = new array<ref CorpseData>;
UpdatePlayersStats();
m_Players = new array<Man>;
m_LogoutPlayers = new map<PlayerBase, ref LogoutInfo>;
m_NewLogoutPlayers = new map<PlayerBase, ref LogoutInfo>;
m_RainProcHandler = new RainProcurementHandler(this);
}
void ~MissionServer()
{
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Remove(this.UpdatePlayersStats);
}
override void OnInit()
{
super.OnInit();
CfgGameplayHandler.LoadData();
PlayerSpawnHandler.LoadData();
UndergroundAreaLoader.SpawnAllTriggerCarriers();
//Either pass consts in Init.c or insert all desired coords (or do both ;))
m_FiringPos = new array<vector>();
}
override void OnMissionStart()
{
super.OnMissionStart();
// We will load the Effect areas on Default mission start
EffectAreaLoader.CreateZones();
}
override void OnUpdate(float timeslice)
{
UpdateDummyScheduler();
TickScheduler(timeslice);
UpdateLogoutPlayers();
m_WorldData.UpdateBaseEnvTemperature(timeslice); // re-calculate base enviro temperature
m_RainProcHandler.Update(timeslice);
RandomArtillery(timeslice);
super.OnUpdate(timeslice);
}
override void OnGameplayDataHandlerLoad()
{
m_RespawnMode = CfgGameplayHandler.GetDisableRespawnDialog();
GetGame().SetDebugMonitorEnabled(GetGame().ServerConfigGetInt("enableDebugMonitor"));
InitialiseWorldData();
}
void RandomArtillery(float deltaTime)
{
// ARTY barrage
if (m_PlayArty)
{
// We only perform timer checks and increments if we enabled the artillery barrage
if (m_ArtyBarrageTimer > m_ArtyDelay)
{
//We clamp to guarantee 1 and never have multiple shots on same pos, even in case of entry error
m_MaxSimultaneousStrikes = Math.Clamp(m_MaxSimultaneousStrikes, 1, m_FiringPos.Count());
m_MinSimultaneousStrikes = Math.Clamp(m_MinSimultaneousStrikes, 1, m_MaxSimultaneousStrikes);
// Variables to be used in this scope
int randPos; // Select random position
Param1<vector> pos; // The value to be sent through RPC
array<ref Param> params; // The RPC params
if (m_MaxSimultaneousStrikes == 1)
{
// We only have one set of coordinates to send
randPos = Math.RandomIntInclusive(0, m_FiringPos.Count() - 1);
pos = new Param1<vector>(m_FiringPos[randPos]);
params = new array<ref Param>;
params.Insert(pos);
GetGame().RPC(null, ERPCs.RPC_SOUND_ARTILLERY, params, true);
}
else
{
//We will do some extra steps to
/*
1. Send multiple coords (Send one RPC per coord set)
2. Ensure we don't have duplicates
*/
array<int> usedIndices = new array<int>; // Will store all previusly fired upon indices
// We determine how many positions fire between MIN and MAX
int randFireNb = Math.RandomIntInclusive(m_MinSimultaneousStrikes, m_MaxSimultaneousStrikes);
for (int i = 0; i < randFireNb; i++)
{
randPos = Math.RandomIntInclusive(0, m_FiringPos.Count() - 1);
if (usedIndices.Count() <= 0 || usedIndices.Find(randPos) < 0) //We do not find the index or array is empty
{
// We prepare to send the message
pos = new Param1<vector>(m_FiringPos[randPos]);
params = new array<ref Param>;
// We send the message with this set of coords
params.Insert(pos);
GetGame().RPC(null, ERPCs.RPC_SOUND_ARTILLERY, params, true);
// We store the last used value
usedIndices.Insert(randPos);
}
}
}
// Reset timer for new loop
m_ArtyBarrageTimer = 0.0;
}
m_ArtyBarrageTimer += deltaTime;
}
}
override bool IsServer()
{
return true;
}
override bool IsPlayerDisconnecting(Man player)
{
return (m_LogoutPlayers && m_LogoutPlayers.Contains(PlayerBase.Cast(player))) || (m_NewLogoutPlayers && m_NewLogoutPlayers.Contains(PlayerBase.Cast(player)));
}
void UpdatePlayersStats()
{
PluginLifespan moduleLifespan;
Class.CastTo(moduleLifespan, GetPlugin(PluginLifespan));
array<Man> players = new array<Man>();
GetGame().GetPlayers(players);
foreach (Man man : players)
{
PlayerBase player;
if (Class.CastTo(player, man))
{
player.StatUpdateByTime(AnalyticsManagerServer.STAT_PLAYTIME);
player.StatUpdateByPosition(AnalyticsManagerServer.STAT_DISTANCE);
moduleLifespan.UpdateLifespan(player);
}
}
UpdateCorpseStatesServer();
}
protected void AddNewPlayerLogout(PlayerBase player, notnull LogoutInfo info)
{
m_LogoutPlayers.Insert(player, info);
m_NewLogoutPlayers.Remove(player);
}
// check if logout finished for some players
void UpdateLogoutPlayers()
{
for (int i = 0; i < m_LogoutPlayers.Count();)
{
LogoutInfo info = m_LogoutPlayers.GetElement(i);
if (GetGame().GetTime() >= info.param1)
{
PlayerIdentity identity;
PlayerBase player = m_LogoutPlayers.GetKey(i);
if (player)
{
identity = player.GetIdentity();
m_LogoutPlayers.Remove(player);
}
else
{
m_LogoutPlayers.RemoveElement(i);
}
// disable reconnecting to old char
// GetGame().RemoveFromReconnectCache(info.param2);
PlayerDisconnected(player, identity, info.param2);
}
else
{
++i;
}
}
}
override void OnEvent(EventType eventTypeId, Param params)
{
PlayerIdentity identity;
PlayerBase player;
int counter = 0;
switch (eventTypeId)
{
case ClientPrepareEventTypeID:
ClientPrepareEventParams clientPrepareParams;
Class.CastTo(clientPrepareParams, params);
CfgGameplayHandler.SyncDataSendEx(clientPrepareParams.param1);
UndergroundAreaLoader.SyncDataSend(clientPrepareParams.param1);
OnClientPrepareEvent(clientPrepareParams.param1, clientPrepareParams.param2, clientPrepareParams.param3, clientPrepareParams.param4, clientPrepareParams.param5);
break;
case ClientNewEventTypeID:
ClientNewEventParams newParams;
Class.CastTo(newParams, params);
player = OnClientNewEvent(newParams.param1, newParams.param2, newParams.param3);
if (!player)
{
Debug.Log("ClientNewEvent: Player is empty");
return;
}
identity = newParams.param1;
InvokeOnConnect(player,identity);
SyncEvents.SendPlayerList();
ControlPersonalLight(player);
SyncGlobalLighting(player);
break;
case ClientReadyEventTypeID:
ClientReadyEventParams readyParams;
Class.CastTo(readyParams, params);
identity = readyParams.param1;
Class.CastTo(player, readyParams.param2);
if (!player)
{
Debug.Log("ClientReadyEvent: Player is empty");
return;
}
OnClientReadyEvent(identity, player);
InvokeOnConnect(player, identity);
// Send list of players at all clients
SyncEvents.SendPlayerList();
ControlPersonalLight(player);
SyncGlobalLighting(player);
break;
case ClientRespawnEventTypeID:
ClientRespawnEventParams respawnParams;
Class.CastTo(respawnParams, params);
identity = respawnParams.param1;
Class.CastTo(player, respawnParams.param2);
if (!player)
{
Debug.Log("ClientRespawnEvent: Player is empty");
return;
}
OnClientRespawnEvent(identity, player);
break;
case ClientReconnectEventTypeID:
ClientReconnectEventParams reconnectParams;
Class.CastTo(reconnectParams, params);
identity = reconnectParams.param1;
Class.CastTo(player, reconnectParams.param2);
if (!player)
{
Debug.Log("ClientReconnectEvent: Player is empty");
return;
}
OnClientReconnectEvent(identity, player);
break;
case ClientDisconnectedEventTypeID:
ClientDisconnectedEventParams discoParams;
Class.CastTo(discoParams, params);
identity = discoParams.param1;
Class.CastTo(player, discoParams.param2);
int logoutTime = discoParams.param3;
bool authFailed = discoParams.param4;
if (!player)
{
Debug.Log("ClientDisconnectenEvent: Player is empty");
return;
}
OnClientDisconnectedEvent(identity, player, logoutTime, authFailed);
break;
case LogoutCancelEventTypeID:
LogoutCancelEventParams logoutCancelParams;
Class.CastTo(logoutCancelParams, params);
Class.CastTo(player, logoutCancelParams.param1);
identity = player.GetIdentity();
if (identity)
{
// disable reconnecting to old char
// GetGame().RemoveFromReconnectCache(identity.GetId());
Print("[Logout]: Player " + identity.GetId() + " cancelled");
}
else
{
Print("[Logout]: Player cancelled");
}
m_LogoutPlayers.Remove(player);
m_NewLogoutPlayers.Remove(player);
break;
}
}
void InvokeOnConnect(PlayerBase player, PlayerIdentity identity)
{
Debug.Log("InvokeOnConnect:"+this.ToString(),"Connect");
if (player)
player.OnConnect();
}
void InvokeOnDisconnect(PlayerBase player)
{
Debug.Log("InvokeOnDisconnect:"+this.ToString(),"Connect");
if (player)
player.OnDisconnect();
}
void OnClientPrepareEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int preloadTimeout)
{
if (GetHive())
{
// use character from database
useDB = true;
}
else
{
// use following data without database
useDB = false;
pos = "1189.3 0.0 5392.48";
yaw = 0;
}
}
// Enables/Disables personal light on the given player.
void ControlPersonalLight(PlayerBase player)
{
if (player)
{
bool is_personal_light = ! GetGame().ServerConfigGetInt("disablePersonalLight");
Param1<bool> personal_light_toggle = new Param1<bool>(is_personal_light);
GetGame().RPCSingleParam(player, ERPCs.RPC_TOGGLE_PERSONAL_LIGHT, personal_light_toggle, true, player.GetIdentity());
}
else
{
Error("Error! Player was not initialized at the right time. Thus cannot send RPC command to enable or disable personal light!");
}
}
// syncs global lighting setup from the server (lightingConfig server config parameter)
void SyncGlobalLighting(PlayerBase player)
{
if (player)
{
int lightingID = GetGame().ServerConfigGetInt("lightingConfig");
Param1<int> lightID = new Param1<int>(lightingID);
GetGame().RPCSingleParam(player, ERPCs.RPC_SEND_LIGHTING_SETUP, lightID, true, player.GetIdentity());
}
}
//! returns whether received data is valid, ctx can be filled on client in StoreLoginData()
bool ProcessLoginData(ParamsReadContext ctx)
{
//creates temporary server-side structure for handling default character spawn
return GetGame().GetMenuDefaultCharacterData(false).DeserializeCharacterData(ctx);
}
//
PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
{
Entity playerEnt;
playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player
Class.CastTo(m_player, playerEnt);
GetGame().SelectPlayer(identity, m_player);
return m_player;
}
//! Spawns character equip from received data. Checks validity against config, randomizes if invalid value and config array not empty.
void EquipCharacter(MenuDefaultCharacterData char_data)
{
int slot_ID;
string attachment_type;
for (int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Count(); i++)
{
slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
attachment_type = "";
if (m_RespawnMode != GameConstants.RESPAWN_MODE_CUSTOM || !char_data.GetAttachmentMap().Find(slot_ID,attachment_type) || !VerifyAttachmentType(slot_ID,attachment_type)) //todo insert verification fn here
{
//randomize
if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
{
attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
}
else //undefined, moving on
continue;
}
if (attachment_type != "")
{
m_player.GetInventory().CreateAttachmentEx(attachment_type,slot_ID);
}
}
StartingEquipSetup(m_player, true);
}
//! can be overriden to manually set up starting equip. 'clothesChosen' is legacy parameter, does nothing.
void StartingEquipSetup(PlayerBase player, bool clothesChosen)
{
}
bool VerifyAttachmentType(int slot_ID, string attachment_type)
{
return DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).Find(attachment_type) > -1;
}
PlayerBase OnClientNewEvent(PlayerIdentity identity, vector pos, ParamsReadContext ctx)
{
string characterType = GetGame().CreateRandomPlayer();
bool generateRandomEquip = false;
// get login data for new character
if (ProcessLoginData(ctx) && (m_RespawnMode == GameConstants.RESPAWN_MODE_CUSTOM) && !GetGame().GetMenuDefaultCharacterData(false).IsRandomCharacterForced())
{
if (GetGame().ListAvailableCharacters().Find(GetGame().GetMenuDefaultCharacterData().GetCharacterType()) > -1)
characterType = GetGame().GetMenuDefaultCharacterData().GetCharacterType();
}
else
{
generateRandomEquip = true;
}
if (PlayerSpawnHandler.IsInitialized())
{
PlayerSpawnPreset presetData = PlayerSpawnHandler.GetRandomCharacterPreset();
if (presetData && presetData.IsValid())
{
string presetCharType = presetData.GetRandomCharacterType();
if (presetCharType == string.Empty)
presetCharType = characterType;
if (CreateCharacter(identity, pos, ctx, presetCharType) != null)
{
PlayerSpawnHandler.ProcessEquipmentData(m_player,presetData);
return m_player;
}
else
{
ErrorEx("Failed to create character from type: " + presetCharType + ", using default spawning method");
}
}
else
{
ErrorEx("Failed to load PlayerSpawnPreset data properly, using default spawning method");
}
}
if (CreateCharacter(identity, pos, ctx, characterType))
{
if (generateRandomEquip)
GetGame().GetMenuDefaultCharacterData().GenerateRandomEquip();
EquipCharacter(GetGame().GetMenuDefaultCharacterData());
}
return m_player;
}
void OnClientReadyEvent(PlayerIdentity identity, PlayerBase player)
{
GetGame().SelectPlayer(identity, player);
#ifdef DIAG_DEVELOPER
if (FeatureTimeAccel.m_CurrentTimeAccel)
{
GetGame().RPCSingleParam(player, ERPCs.DIAG_TIMEACCEL_CLIENT_SYNC, FeatureTimeAccel.m_CurrentTimeAccel, true, identity);
}
#endif
}
void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player)
{
if (player)
{
if (player.IsUnconscious() || player.IsRestrained())
{
// kill character
player.SetHealth("", "", 0.0);
}
}
#ifdef DIAG_DEVELOPER
if (FeatureTimeAccel.m_CurrentTimeAccel)
{
GetGame().RPCSingleParam(player, ERPCs.DIAG_TIMEACCEL_CLIENT_SYNC, FeatureTimeAccel.m_CurrentTimeAccel, true, identity);
}
#endif
}
void OnClientReconnectEvent(PlayerIdentity identity, PlayerBase player)
{
if (player)
{
player.OnReconnect();
}
}
void OnClientDisconnectedEvent(PlayerIdentity identity, PlayerBase player, int logoutTime, bool authFailed)
{
bool disconnectNow = true;
// TODO: get out of vehicle
// using database and no saving if authorization failed
if (GetHive() && !authFailed)
{
if (player.IsAlive())
{
if (!m_LogoutPlayers.Contains(player) && !m_NewLogoutPlayers.Contains(player))
{
Print("[Logout]: New player " + identity.GetId() + " with logout time " + logoutTime.ToString());
// send statistics to client
player.StatSyncToClient();
// inform client about logout time
GetGame().SendLogoutTime(player, logoutTime);
// wait for some time before logout and save
LogoutInfo params = new LogoutInfo(GetGame().GetTime() + logoutTime * 1000, identity.GetId());
m_NewLogoutPlayers.Insert(player, params);
GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(AddNewPlayerLogout, 0, false, player, params);
// allow reconnecting to old char only if not in cars, od ladders etc. as they cannot be properly synchronized for reconnect
//if (!player.GetCommand_Vehicle() && !player.GetCommand_Ladder())
//{
// GetGame().AddToReconnectCache(identity);
//}
// wait until logout timer runs out
disconnectNow = false;
}
return;
}
}
if (disconnectNow)
{
Print("[Logout]: New player " + identity.GetId() + " with instant logout");
// inform client about instant logout
GetGame().SendLogoutTime(player, 0);
PlayerDisconnected(player, identity, identity.GetId());
}
}
void PlayerDisconnected(PlayerBase player, PlayerIdentity identity, string uid)
{
// Note: At this point, identity can be already deleted
if (!player)
{
Print("[Logout]: Skipping player " + uid + ", already removed");
return;
}
// disable reconnecting to old char
//GetGame().RemoveFromReconnectCache(uid);
// now player can't cancel logout anymore, so call everything needed upon disconnect
InvokeOnDisconnect(player);
Print("[Logout]: Player " + uid + " finished");
if (GetHive())
{
// save player
player.Save();
// unlock player in DB
GetHive().CharacterExit(player);
}
// handle player's existing char in the world
player.ReleaseNetworkControls();
HandleBody(player);
// remove player from server
GetGame().DisconnectPlayer(identity, uid);
// Send list of players at all clients
GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(SyncEvents.SendPlayerList, 1000);
}
bool ShouldPlayerBeKilled(PlayerBase player)
{
if (player.IsUnconscious() || player.IsRestrained())
{
switch (player.GetKickOffReason())
{
case EClientKicked.SERVER_EXIT:
return false;
case EClientKicked.KICK_ALL_ADMIN:
return false;
case EClientKicked.KICK_ALL_SERVER:
return false;
case EClientKicked.SERVER_SHUTDOWN:
return false;
default:
return true;
}
}
return false;
}
void HandleBody(PlayerBase player)
{
if (player.IsAlive())
{
if (ShouldPlayerBeKilled(player))
{
player.SetHealth("", "", 0.0);//kill
}
else
{
player.Delete();// remove the body
}
}
}
void TickScheduler(float timeslice)
{
GetGame().GetWorld().GetPlayerList(m_Players);
int players_count = m_Players.Count();
int tick_count_max = Math.Min(players_count, SCHEDULER_PLAYERS_PER_TICK);
for (int i = 0; i < tick_count_max; i++)
{
if (m_currentPlayer >= players_count)
{
m_currentPlayer = 0;
}
PlayerBase currentPlayer = PlayerBase.Cast(m_Players.Get(m_currentPlayer));
if (currentPlayer)
currentPlayer.OnTick();
m_currentPlayer++;
}
}
//--------------------------------------------------
override bool InsertCorpse(Man player)
{
CorpseData corpse_data = new CorpseData(PlayerBase.Cast(player),GetGame().GetTime());
return m_DeadPlayersArray.Insert(corpse_data) >= 0;
}
void UpdateCorpseStatesServer()
{
if (m_DeadPlayersArray.Count() == 0)//nothing to process, abort
return;
int current_time = GetGame().GetTime();
array<int> invalid_corpses = new array<int>;
CorpseData corpse_data;
for (int i = 0; i < m_DeadPlayersArray.Count(); i++)
{
corpse_data = m_DeadPlayersArray.Get(i);
if (!corpse_data || (corpse_data && (!corpse_data.m_Player || !corpse_data.m_bUpdate)))
{
invalid_corpses.Insert(i);
}
else if (corpse_data.m_bUpdate && current_time - corpse_data.m_iLastUpdateTime >= 30000)
{
corpse_data.UpdateCorpseState();
corpse_data.m_iLastUpdateTime = current_time;
}
}
//cleanup
if (invalid_corpses.Count() > 0)
{
for (i = invalid_corpses.Count() - 1; i > -1; i--)
{
m_DeadPlayersArray.Remove(invalid_corpses.Get(i));
}
}
}
//--------------------------------------------------
override void SyncRespawnModeInfo(PlayerIdentity identity)
{
ScriptRPC rpc = new ScriptRPC();
rpc.Write(m_RespawnMode);
rpc.Send(null, ERPCs.RPC_SERVER_RESPAWN_MODE, true, identity);
}
override RainProcurementHandler GetRainProcurementHandler()
{
return m_RainProcHandler;
}
}
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