some rework of autovacate... again

This commit is contained in:
jeefo 2016-01-12 23:57:02 +03:00
commit c850e45ed2
3 changed files with 96 additions and 17 deletions

View file

@ -1111,6 +1111,25 @@ int ClientConnect (edict_t *ent, const char *name, const char *addr, char reject
return (*g_functionTable.pfnClientConnect) (ent, name, addr, rejectReason);
}
void ClientPutInServer (edict_t *ent)
{
// this function is called once a just connected client actually enters the game, after
// having downloaded and synchronized its resources with the of the server's. It's the
// perfect place to hook for client connecting, since a client can always try to connect
// passing the ClientConnect() step, and not be allowed by the server later (because of a
// latency timeout or whatever reason). We can here keep track of both bots and players
// counts on occurence, since bots connect the server just like the way normal client do,
// and their third party bot flag is already supposed to be set then. If it's a bot which
// is connecting, we also have to awake its brain(s) by reading them from the disk.
bots.AdjustQuota (true, ent);
if (g_isMetamod)
RETURN_META (MRES_IGNORED);
(*g_functionTable.pfnClientPutInServer) (ent);
}
void ClientDisconnect (edict_t *ent)
{
// this function is called whenever a client is VOLUNTARILY disconnected from the server,
@ -1124,6 +1143,8 @@ void ClientDisconnect (edict_t *ent)
// to reset his entity pointer for safety. There are still a few server frames to go once a
// listen server client disconnects, and we don't want to send him any sort of message then.
bots.AdjustQuota (false, ent);
int i = IndexOfEntity (ent) - 1;
InternalAssert (i >= 0 && i < 32);
@ -2819,6 +2840,7 @@ export int GetEntityAPI2 (gamefuncs_t *functionTable, int *)
functionTable->pfnTouch = Touch;
functionTable->pfnClientConnect = ClientConnect;
functionTable->pfnClientDisconnect = ClientDisconnect;
functionTable->pfnClientPutInServer = ClientPutInServer;
functionTable->pfnClientUserInfoChanged = ClientUserInfoChanged;
functionTable->pfnClientCommand = ClientCommand;
functionTable->pfnServerActivate = ServerActivate;

View file

@ -9,11 +9,10 @@
#include <core.h>
ConVar yb_autovacate ("yb_autovacate", "-1");
ConVar yb_autovacate ("yb_autovacate", "0");
ConVar yb_quota ("yb_quota", "0");
ConVar yb_quota_match ("yb_quota_match", "0");
ConVar yb_quota_match_max ("yb_quota_match_max", "0");
ConVar yb_quota ("yb_quota", "0", VT_NORMAL);
ConVar yb_quota_mode ("yb_quota_mode", "normal");
ConVar yb_join_after_player ("yb_join_after_player", "0");
ConVar yb_join_team ("yb_join_team", "any");
@ -333,9 +332,21 @@ void BotManager::AddBot (const String &name, const String &difficulty, const Str
m_creationTab.Push (bot);
int newBotsNum = GetBotsNum () + 1;
// keep quota number up to date
if (GetBotsNum () + 1 > yb_quota.GetInt ())
yb_quota.SetInt (GetBotsNum () + 1);
if (newBotsNum < GetMaxClients () && newBotsNum > yb_quota.GetInt ())
yb_quota.SetInt (newBotsNum);
}
void BotManager::AdjustQuota (bool isPlayerConnection, edict_t *ent)
{
// this function increases or decreases bot quota amount depending on autovacate variables
if (!IsDedicatedServer () || !yb_autovacate.GetBool () || GetBot (ent) != NULL)
return;
m_quotaOption = isPlayerConnection ? QUOTA_DECREMENT : QUOTA_INCREMENT;
}
void BotManager::MaintainBotQuota (void)
@ -346,12 +357,7 @@ void BotManager::MaintainBotQuota (void)
if (g_numWaypoints < 1 || g_waypointsChanged)
return;
if (yb_join_after_player.GetInt () > 0 && GetHumansJoinedTeam () == 0)
{
RemoveAll (false);
return;
}
// bot's creation update
if (!m_creationTab.IsEmpty () && m_maintainTime < GetWorldTime ())
{
CreateQueue last = m_creationTab.Pop ();
@ -374,6 +380,46 @@ void BotManager::MaintainBotQuota (void)
// now keep bot number up to date
if (m_maintainTime < GetWorldTime ())
{
// don't allow that quota is below zero
if (yb_quota.GetInt () < 0)
yb_quota.SetInt (0);
int numBots = GetBotsNum ();
int numHumans = GetHumansJoinedTeam ();
int desiredCount = yb_quota.GetInt ();
if (yb_join_after_player.GetInt () > 0 && !numHumans)
desiredCount = 0;
if (m_quotaOption != QUOTA_NONE && numBots > 1 && desiredCount > 1)
{
if (m_quotaOption == QUOTA_INCREMENT)
desiredCount++;
else
desiredCount--;
}
// quota mode
char mode = yb_quota_mode.GetString ()[0];
if (mode == 'f') // fill
desiredCount = max (0, desiredCount - numHumans);
else if (mode == 'm') // match
desiredCount = max (0, yb_quota.GetInt () * numHumans);
if (yb_autovacate.GetBool ())
desiredCount = min (desiredCount, GetMaxClients () - (numHumans + 1));
else
desiredCount = min (desiredCount, GetMaxClients () - numHumans);
m_quotaOption = QUOTA_NONE;
if (desiredCount > numBots)
AddRandom ();
else if (desiredCount < numBots)
RemoveRandom ();
#if 0
int botNumber = GetBotsNum ();
int humanNumber = GetHumansNum ();
@ -396,7 +442,7 @@ void BotManager::MaintainBotQuota (void)
if (yb_autovacate.GetBool ())
{
if (botNumber < yb_quota.GetInt () && botNumber < GetMaxClients () - 1)
if (botNumber < yb_quota.GetInt () && humanNumber < GetMaxClients () - 1)
AddRandom ();
if (humanNumber >= GetMaxClients ())
@ -404,11 +450,11 @@ void BotManager::MaintainBotQuota (void)
}
else
{
if (botNumber < yb_quota.GetInt () && botNumber < GetMaxClients ())
if (botNumber < yb_quota.GetInt () && humanNumber < GetMaxClients ())
AddRandom ();
}
int botQuota = yb_autovacate.GetBool () ? (GetMaxClients () - 1 - (humanNumber + 1)) : GetMaxClients ();
int botQuota = yb_autovacate.GetBool () ? GetMaxClients () - humanNumber : GetMaxClients ();
// check valid range of quota
if (yb_quota.GetInt () > botQuota)
@ -416,7 +462,7 @@ void BotManager::MaintainBotQuota (void)
else if (yb_quota.GetInt () < 0)
yb_quota.SetInt (0);
#endif
m_maintainTime = GetWorldTime () + 0.15f;
}
}
@ -425,6 +471,7 @@ void BotManager::InitQuota (void)
{
m_maintainTime = GetWorldTime () + 3.0f;
m_creationTab.RemoveAll ();
m_quotaOption = QUOTA_NONE;
}
void BotManager::FillServer (int selection, int personality, int difficulty, int numToAdd)
@ -458,7 +505,6 @@ void BotManager::FillServer (int selection, int personality, int difficulty, int
AddBot ("", difficulty, personality, selection, -1);
yb_quota.SetInt (toAdd);
yb_quota_match.SetInt (0);
CenterPrint ("Fill Server with %s bots...", &teamDesc[selection][0]);
}