some rework of autovacate... again
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c6422c19a9
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c850e45ed2
3 changed files with 96 additions and 17 deletions
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@ -1111,6 +1111,25 @@ int ClientConnect (edict_t *ent, const char *name, const char *addr, char reject
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return (*g_functionTable.pfnClientConnect) (ent, name, addr, rejectReason);
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}
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void ClientPutInServer (edict_t *ent)
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{
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// this function is called once a just connected client actually enters the game, after
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// having downloaded and synchronized its resources with the of the server's. It's the
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// perfect place to hook for client connecting, since a client can always try to connect
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// passing the ClientConnect() step, and not be allowed by the server later (because of a
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// latency timeout or whatever reason). We can here keep track of both bots and players
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// counts on occurence, since bots connect the server just like the way normal client do,
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// and their third party bot flag is already supposed to be set then. If it's a bot which
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// is connecting, we also have to awake its brain(s) by reading them from the disk.
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bots.AdjustQuota (true, ent);
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if (g_isMetamod)
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RETURN_META (MRES_IGNORED);
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(*g_functionTable.pfnClientPutInServer) (ent);
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}
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void ClientDisconnect (edict_t *ent)
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{
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// this function is called whenever a client is VOLUNTARILY disconnected from the server,
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@ -1124,6 +1143,8 @@ void ClientDisconnect (edict_t *ent)
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// to reset his entity pointer for safety. There are still a few server frames to go once a
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// listen server client disconnects, and we don't want to send him any sort of message then.
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bots.AdjustQuota (false, ent);
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int i = IndexOfEntity (ent) - 1;
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InternalAssert (i >= 0 && i < 32);
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@ -2819,6 +2840,7 @@ export int GetEntityAPI2 (gamefuncs_t *functionTable, int *)
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functionTable->pfnTouch = Touch;
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functionTable->pfnClientConnect = ClientConnect;
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functionTable->pfnClientDisconnect = ClientDisconnect;
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functionTable->pfnClientPutInServer = ClientPutInServer;
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functionTable->pfnClientUserInfoChanged = ClientUserInfoChanged;
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functionTable->pfnClientCommand = ClientCommand;
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functionTable->pfnServerActivate = ServerActivate;
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@ -9,11 +9,10 @@
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#include <core.h>
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ConVar yb_autovacate ("yb_autovacate", "-1");
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ConVar yb_autovacate ("yb_autovacate", "0");
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ConVar yb_quota ("yb_quota", "0");
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ConVar yb_quota_match ("yb_quota_match", "0");
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ConVar yb_quota_match_max ("yb_quota_match_max", "0");
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ConVar yb_quota ("yb_quota", "0", VT_NORMAL);
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ConVar yb_quota_mode ("yb_quota_mode", "normal");
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ConVar yb_join_after_player ("yb_join_after_player", "0");
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ConVar yb_join_team ("yb_join_team", "any");
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@ -333,9 +332,21 @@ void BotManager::AddBot (const String &name, const String &difficulty, const Str
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m_creationTab.Push (bot);
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int newBotsNum = GetBotsNum () + 1;
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// keep quota number up to date
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if (GetBotsNum () + 1 > yb_quota.GetInt ())
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yb_quota.SetInt (GetBotsNum () + 1);
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if (newBotsNum < GetMaxClients () && newBotsNum > yb_quota.GetInt ())
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yb_quota.SetInt (newBotsNum);
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}
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void BotManager::AdjustQuota (bool isPlayerConnection, edict_t *ent)
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{
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// this function increases or decreases bot quota amount depending on autovacate variables
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if (!IsDedicatedServer () || !yb_autovacate.GetBool () || GetBot (ent) != NULL)
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return;
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m_quotaOption = isPlayerConnection ? QUOTA_DECREMENT : QUOTA_INCREMENT;
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}
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void BotManager::MaintainBotQuota (void)
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@ -346,12 +357,7 @@ void BotManager::MaintainBotQuota (void)
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if (g_numWaypoints < 1 || g_waypointsChanged)
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return;
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if (yb_join_after_player.GetInt () > 0 && GetHumansJoinedTeam () == 0)
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{
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RemoveAll (false);
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return;
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}
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// bot's creation update
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if (!m_creationTab.IsEmpty () && m_maintainTime < GetWorldTime ())
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{
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CreateQueue last = m_creationTab.Pop ();
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@ -374,6 +380,46 @@ void BotManager::MaintainBotQuota (void)
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// now keep bot number up to date
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if (m_maintainTime < GetWorldTime ())
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{
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// don't allow that quota is below zero
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if (yb_quota.GetInt () < 0)
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yb_quota.SetInt (0);
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int numBots = GetBotsNum ();
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int numHumans = GetHumansJoinedTeam ();
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int desiredCount = yb_quota.GetInt ();
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if (yb_join_after_player.GetInt () > 0 && !numHumans)
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desiredCount = 0;
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if (m_quotaOption != QUOTA_NONE && numBots > 1 && desiredCount > 1)
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{
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if (m_quotaOption == QUOTA_INCREMENT)
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desiredCount++;
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else
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desiredCount--;
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}
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// quota mode
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char mode = yb_quota_mode.GetString ()[0];
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if (mode == 'f') // fill
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desiredCount = max (0, desiredCount - numHumans);
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else if (mode == 'm') // match
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desiredCount = max (0, yb_quota.GetInt () * numHumans);
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if (yb_autovacate.GetBool ())
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desiredCount = min (desiredCount, GetMaxClients () - (numHumans + 1));
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else
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desiredCount = min (desiredCount, GetMaxClients () - numHumans);
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m_quotaOption = QUOTA_NONE;
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if (desiredCount > numBots)
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AddRandom ();
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else if (desiredCount < numBots)
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RemoveRandom ();
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#if 0
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int botNumber = GetBotsNum ();
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int humanNumber = GetHumansNum ();
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@ -396,7 +442,7 @@ void BotManager::MaintainBotQuota (void)
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if (yb_autovacate.GetBool ())
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{
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if (botNumber < yb_quota.GetInt () && botNumber < GetMaxClients () - 1)
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if (botNumber < yb_quota.GetInt () && humanNumber < GetMaxClients () - 1)
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AddRandom ();
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if (humanNumber >= GetMaxClients ())
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@ -404,11 +450,11 @@ void BotManager::MaintainBotQuota (void)
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}
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else
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{
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if (botNumber < yb_quota.GetInt () && botNumber < GetMaxClients ())
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if (botNumber < yb_quota.GetInt () && humanNumber < GetMaxClients ())
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AddRandom ();
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}
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int botQuota = yb_autovacate.GetBool () ? (GetMaxClients () - 1 - (humanNumber + 1)) : GetMaxClients ();
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int botQuota = yb_autovacate.GetBool () ? GetMaxClients () - humanNumber : GetMaxClients ();
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// check valid range of quota
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if (yb_quota.GetInt () > botQuota)
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@ -416,7 +462,7 @@ void BotManager::MaintainBotQuota (void)
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else if (yb_quota.GetInt () < 0)
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yb_quota.SetInt (0);
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#endif
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m_maintainTime = GetWorldTime () + 0.15f;
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}
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}
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@ -425,6 +471,7 @@ void BotManager::InitQuota (void)
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{
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m_maintainTime = GetWorldTime () + 3.0f;
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m_creationTab.RemoveAll ();
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m_quotaOption = QUOTA_NONE;
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}
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void BotManager::FillServer (int selection, int personality, int difficulty, int numToAdd)
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@ -458,7 +505,6 @@ void BotManager::FillServer (int selection, int personality, int difficulty, int
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AddBot ("", difficulty, personality, selection, -1);
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yb_quota.SetInt (toAdd);
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yb_quota_match.SetInt (0);
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CenterPrint ("Fill Server with %s bots...", &teamDesc[selection][0]);
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}
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