void ReadyRestart(bool forceWarmupEnd)
{
- if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || intermission_running || race_completing) localcmd("restart\n");
+ if (MUTATOR_CALLHOOK(ReadyRestart_Deny) || intermission_running || race_completing)
+ {
+ // NOTE: ReadyRestart support is mandatory in campaign
+ if (autocvar_g_campaign)
+ error("ReadyRestart must be supported in campaign mode!");
+ localcmd("restart\n"); // if ReadyRestart is denied, restart the server
+ }
else localcmd("\nsv_hook_readyrestart\n");
if(forceWarmupEnd || autocvar_g_campaign)
ReadyRestart_force(false);
}
-// Count the players who are ready and determine whether or not to restart the match
+/* Count the players who are ready and determine whether or not to restart the match when:
+ * a player presses F4 server/command/cmd.qc ClientCommand_ready()
+ * a player switches from players to specs server/client.qc PutObserverInServer()
+ * a player joins (from specs or directly) server/client.qc PutPlayerInServer()
+ * a player disconnects server/client.qc ClientDisconnect() */
void ReadyCount()
{
+ // cannot reset the game while a timeout is active or pending
+ if (timeout_status) return;
+
float ready_needed_factor, ready_needed_count;
- float t_ready = 0, t_players = 0;
+ float t_players = 0;
+ readycount = 0;
FOREACH_CLIENT(IS_REAL_CLIENT(it) && (IS_PLAYER(it) || INGAME_JOINED(it)), {
++t_players;
- if (it.ready) ++t_ready;
+ if (it.ready) ++readycount;
});
- readycount = t_ready;
-
Nagger_ReadyCounted();
+ if (t_players < map_minplayers) // map_minplayers will only be set if g_warmup -1 at worldspawn
+ {
+ // TODO: handle player spectating/disconnecting during countdown
+ if (warmup_limit > 0)
+ warmup_limit = -1;
+ return; // don't ReadyRestart if players are ready but too few
+ }
+ else if (map_minplayers && warmup_limit <= 0)
+ {
+ // there's enough players now but we're still in infinite warmup
+ warmup_limit = cvar("g_warmup_limit");
+ if (warmup_limit == 0)
+ warmup_limit = autocvar_timelimit * 60;
+ if (warmup_limit > 0)
+ game_starttime = time;
+ // implicit else: g_warmup -1 && g_warmup_limit -1 means
+ // warmup continues until enough players AND enough RUPs (no time limit)
+ }
+
ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 0.999);
ready_needed_count = floor(t_players * ready_needed_factor) + 1;