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164 lines
5.6 KiB
164 lines
5.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Entity that propagates general data needed by clients for every player. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "player.h" |
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#include "player_resource.h" |
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#include <coordsize.h> |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// Datatable |
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CPlayerResource, DT_PlayerResource) |
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// SendPropArray( SendPropString( SENDINFO(m_szName[0]) ), SENDARRAYINFO(m_szName) ), |
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SendPropArray3( SENDINFO_ARRAY3(m_iPing), SendPropInt( SENDINFO_ARRAY(m_iPing), 10, SPROP_UNSIGNED ) ), |
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// SendPropArray( SendPropInt( SENDINFO_ARRAY(m_iPacketloss), 7, SPROP_UNSIGNED ), m_iPacketloss ), |
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SendPropArray3( SENDINFO_ARRAY3(m_iScore), SendPropInt( SENDINFO_ARRAY(m_iScore), 12 ) ), |
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SendPropArray3( SENDINFO_ARRAY3(m_iDeaths), SendPropInt( SENDINFO_ARRAY(m_iDeaths), 12 ) ), |
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SendPropArray3( SENDINFO_ARRAY3(m_bConnected), SendPropInt( SENDINFO_ARRAY(m_bConnected), 1, SPROP_UNSIGNED ) ), |
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SendPropArray3( SENDINFO_ARRAY3(m_iTeam), SendPropInt( SENDINFO_ARRAY(m_iTeam), 4 ) ), |
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SendPropArray3( SENDINFO_ARRAY3(m_bAlive), SendPropInt( SENDINFO_ARRAY(m_bAlive), 1, SPROP_UNSIGNED ) ), |
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SendPropArray3( SENDINFO_ARRAY3(m_iHealth), SendPropInt( SENDINFO_ARRAY(m_iHealth), -1, SPROP_VARINT | SPROP_UNSIGNED ) ), |
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SendPropArray3( SENDINFO_ARRAY3(m_iAccountID), SendPropInt( SENDINFO_ARRAY(m_iAccountID), 32, SPROP_UNSIGNED ) ), |
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SendPropArray3( SENDINFO_ARRAY3(m_bValid), SendPropInt( SENDINFO_ARRAY(m_bValid), 1, SPROP_UNSIGNED ) ), |
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END_SEND_TABLE() |
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BEGIN_DATADESC( CPlayerResource ) |
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// DEFINE_ARRAY( m_iPing, FIELD_INTEGER, MAX_PLAYERS+1 ), |
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// DEFINE_ARRAY( m_iPacketloss, FIELD_INTEGER, MAX_PLAYERS+1 ), |
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// DEFINE_ARRAY( m_iScore, FIELD_INTEGER, MAX_PLAYERS+1 ), |
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// DEFINE_ARRAY( m_iDeaths, FIELD_INTEGER, MAX_PLAYERS+1 ), |
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// DEFINE_ARRAY( m_bConnected, FIELD_INTEGER, MAX_PLAYERS+1 ), |
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// DEFINE_FIELD( m_flNextPingUpdate, FIELD_FLOAT ), |
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// DEFINE_ARRAY( m_iTeam, FIELD_INTEGER, MAX_PLAYERS+1 ), |
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// DEFINE_ARRAY( m_bAlive, FIELD_INTEGER, MAX_PLAYERS+1 ), |
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// DEFINE_ARRAY( m_iHealth, FIELD_INTEGER, MAX_PLAYERS+1 ), |
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// DEFINE_FIELD( m_nUpdateCounter, FIELD_INTEGER ), |
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// Function Pointers |
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DEFINE_FUNCTION( ResourceThink ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( player_manager, CPlayerResource ); |
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CPlayerResource *g_pPlayerResource; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerResource::Spawn( void ) |
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{ |
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for ( int i=0; i < MAX_PLAYERS+1; i++ ) |
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{ |
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Init( i ); |
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} |
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SetThink( &CPlayerResource::ResourceThink ); |
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SetNextThink( gpGlobals->curtime ); |
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m_nUpdateCounter = 0; |
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} |
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void CPlayerResource::Init( int iIndex ) |
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{ |
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m_iPing.Set( iIndex, 0 ); |
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m_iScore.Set( iIndex, 0 ); |
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m_iDeaths.Set( iIndex, 0 ); |
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m_bConnected.Set( iIndex, 0 ); |
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m_iTeam.Set( iIndex, 0 ); |
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m_bAlive.Set( iIndex, 0 ); |
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m_iHealth.Set( iIndex, 0 ); |
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m_iAccountID.Set( iIndex, 0 ); |
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m_bValid.Set( iIndex, 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: The Player resource is always transmitted to clients |
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//----------------------------------------------------------------------------- |
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int CPlayerResource::UpdateTransmitState() |
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{ |
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// ALWAYS transmit to all clients. |
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return SetTransmitState( FL_EDICT_ALWAYS ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Wrapper for the virtual GrabPlayerData Think function |
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//----------------------------------------------------------------------------- |
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void CPlayerResource::ResourceThink( void ) |
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{ |
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m_nUpdateCounter++; |
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UpdatePlayerData(); |
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SetNextThink( gpGlobals->curtime + 0.1f ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerResource::UpdatePlayerData( void ) |
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{ |
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for ( int i = 1; i <= MAX_PLAYERS; i++ ) |
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{ |
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CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( i ); |
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if ( pPlayer && pPlayer->IsConnected() ) |
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{ |
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UpdateConnectedPlayer( i, pPlayer ); |
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} |
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else |
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{ |
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UpdateDisconnectedPlayer( i ); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerResource::UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer ) |
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{ |
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m_iScore.Set( iIndex, pPlayer->FragCount() ); |
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m_iDeaths.Set( iIndex, pPlayer->DeathCount() ); |
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m_bConnected.Set( iIndex, 1 ); |
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m_iTeam.Set( iIndex, pPlayer->GetTeamNumber() ); |
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m_bAlive.Set( iIndex, pPlayer->IsAlive()?1:0 ); |
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m_iHealth.Set( iIndex, MAX( 0, pPlayer->GetHealth() ) ); |
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m_bValid.Set( iIndex, 1 ); |
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// Don't update ping / packetloss every time |
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if ( !(m_nUpdateCounter%20) ) |
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{ |
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// update ping all 20 think ticks = (20*0.1=2seconds) |
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int ping, packetloss; |
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UTIL_GetPlayerConnectionInfo( iIndex, ping, packetloss ); |
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// calc avg for scoreboard so it's not so jittery |
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ping = 0.8f * m_iPing.Get( iIndex ) + 0.2f * ping; |
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m_iPing.Set( iIndex, ping ); |
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// m_iPacketloss.Set( iSlot, packetloss ); |
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} |
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CSteamID steamID; |
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pPlayer->GetSteamID( &steamID ); |
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m_iAccountID.Set( iIndex, steamID.GetAccountID() ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPlayerResource::UpdateDisconnectedPlayer( int iIndex ) |
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{ |
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m_bConnected.Set( iIndex, 0 ); |
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m_iAccountID.Set( iIndex, 0 ); |
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m_bValid.Set( iIndex, 0 ); |
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}
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