// ======================================================= // Server side client commands code, reworked by Samual // Last updated: July 23rd, 2011 // ======================================================= #define CC_REQUEST_HELP 1 #define CC_REQUEST_COMMAND 2 #define CC_REQUEST_USAGE 3 float readyrestart_happened; entity nagger; float readycount; void ReadyCount(); string MapVote_Suggest(string m); // ============================ // Misc. Supporting Functions // ============================ float Nagger_SendEntity(entity to, float sendflags) { float nags, i, f, b; entity e; WriteByte(MSG_ENTITY, ENT_CLIENT_NAGGER); nags = 0; if(readycount) { nags |= 1; if(to.ready == 0) nags |= 2; } if(votecalled) { nags |= 4; if(to.vote_vote == 0) nags |= 8; } if(inWarmupStage) nags |= 16; if(sendflags & 128) nags |= 128; if(!(nags & 4)) // no vote called? send no string nags &~= 128; WriteByte(MSG_ENTITY, nags); if(nags & 128) { WriteString(MSG_ENTITY, votecalledvote_display); } if(nags & 1) { for(i = 1; i <= maxclients; i += 8) { for(f = 0, e = edict_num(i), b = 1; b < 256; b *= 2, e = nextent(e)) if(clienttype(e) != CLIENTTYPE_REAL || e.ready) f |= b; WriteByte(MSG_ENTITY, f); } } return TRUE; } void Nagger_Init() { Net_LinkEntity(nagger = spawn(), FALSE, 0, Nagger_SendEntity); } void Nagger_VoteChanged() { if(nagger) nagger.SendFlags |= 128; } void Nagger_VoteCountChanged() { if(nagger) nagger.SendFlags |= 1; } void Nagger_ReadyCounted() { if(nagger) nagger.SendFlags |= 1; } void ReadyRestartForce() { local entity e; bprint("^1Server is restarting...\n"); VoteReset(); // clear overtime if (checkrules_overtimesadded > 0 && g_race_qualifying != 2) { //we have to decrease timelimit to its original value again!! float newTL; newTL = autocvar_timelimit; newTL -= checkrules_overtimesadded * autocvar_timelimit_overtime; cvar_set("timelimit", ftos(newTL)); } checkrules_suddendeathend = checkrules_overtimesadded = checkrules_suddendeathwarning = 0; readyrestart_happened = 1; game_starttime = time; if(!g_ca && !g_arena) game_starttime += RESTART_COUNTDOWN; restart_mapalreadyrestarted = 0; //reset this var, needed when cvar sv_ready_restart_repeatable is in use inWarmupStage = 0; //once the game is restarted the game is in match stage //reset the .ready status of all players (also spectators) FOR_EACH_CLIENTSLOT(e) e.ready = 0; readycount = 0; Nagger_ReadyCounted(); // NOTE: this causes a resend of that entity, and will also turn off warmup state on the client if(autocvar_teamplay_lockonrestart && teamplay) { lockteams = 1; bprint("^1The teams are now locked.\n"); } //initiate the restart-countdown-announcer entity if(autocvar_sv_ready_restart_after_countdown && !g_ca && !g_arena) { restartTimer = spawn(); restartTimer.think = restartTimer_Think; restartTimer.nextthink = game_starttime; } //after a restart every players number of allowed timeouts gets reset, too if(autocvar_sv_timeout) { FOR_EACH_REALPLAYER(e) e.allowedTimeouts = autocvar_sv_timeout_number; } //reset map immediately if this cvar is not set if (!autocvar_sv_ready_restart_after_countdown) reset_map(TRUE); if(autocvar_sv_eventlog) GameLogEcho(":restart"); } void ReadyRestart() { // no arena, assault support yet... if(g_arena | g_assault | gameover | intermission_running | race_completing) localcmd("restart\n"); else localcmd("\nsv_hook_gamerestart\n"); ReadyRestartForce(); // reset ALL scores, but only do that at the beginning //of the countdown if sv_ready_restart_after_countdown is off! //Otherwise scores could be manipulated during the countdown! if (!autocvar_sv_ready_restart_after_countdown) Score_ClearAll(); } /** * Counts how many players are ready. If not enough players are ready, the function * does nothing. If all players are ready, the timelimit will be extended and the * restart_countdown variable is set to allow other functions like PlayerPostThink * to detect that the countdown is now active. If the cvar sv_ready_restart_after_countdown * is not set the map will be resetted. * * Function is called after the server receives a 'ready' sign from a player. */ void ReadyCount() { local entity e; local float r, p; r = p = 0; FOR_EACH_REALPLAYER(e) { p += 1; if(e.ready) r += 1; } readycount = r; Nagger_ReadyCounted(); if(r) // at least one is ready if(r == p) // and, everyone is ready ReadyRestart(); } /** * Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown * is set) */ void restartTimer_Think() { restart_mapalreadyrestarted = 1; reset_map(TRUE); Score_ClearAll(); remove(self); return; } /** * Checks whether the player who calls the timeout is allowed to do so. * If so, it initializes the timeout countdown. It also checks whether another * timeout was already running at this time and reacts correspondingly. * * affected globals/fields: .allowedTimeouts, remainingTimeoutTime, remainingLeadTime, * timeoutInitiator, timeoutStatus, timeoutHandler * * This function is called when a player issues the calltimeout command. */ void evaluateTimeout() { if (inWarmupStage && !g_warmup_allow_timeout) return sprint(self, "^7Error: You can not call a timeout in warmup-stage!\n"); if (time < game_starttime ) return sprint(self, "^7Error: You can not call a timeout while the map is being restarted!\n"); if (timeoutStatus != 2) { //if the map uses a timelimit make sure that timeout cannot be called right before the map ends if (autocvar_timelimit) { //a timelimit was used local float myTl; myTl = autocvar_timelimit; local float lastPossibleTimeout; lastPossibleTimeout = (myTl*60) - autocvar_sv_timeout_leadtime - 1; if (lastPossibleTimeout < time - game_starttime) return sprint(self, "^7Error: It is too late to call a timeout now!\n"); } } //player may not call a timeout if he has no calls left if (self.allowedTimeouts < 1) return sprint(self, "^7Error: You already used all your timeout calls for this map!\n"); //now all required checks are passed self.allowedTimeouts -= 1; bprint(self.netname, " ^7called a timeout (", ftos(self.allowedTimeouts), " timeouts left)!\n"); //write a bprint who started the timeout (and how many he has left) remainingTimeoutTime = autocvar_sv_timeout_length; remainingLeadTime = autocvar_sv_timeout_leadtime; timeoutInitiator = self; if (timeoutStatus == 0) { //if another timeout was already active, don't change its status (which was 1 or 2) to 1, only change it to 1 if no timeout was active yet timeoutStatus = 1; //create the timeout indicator which centerprints the information to all players and takes care of pausing/unpausing timeoutHandler = spawn(); timeoutHandler.think = timeoutHandler_Think; } timeoutHandler.nextthink = time; //always let the entity think asap //inform all connected clients about the timeout call Announce("timeoutcalled"); } /** * Checks whether a player is allowed to resume the game. If he is allowed to do it, * and the lead time for the timeout is still active, this countdown just will be aborted (the * game will never be paused). Otherwise the remainingTimeoutTime will be set to the corresponding * value of the cvar sv_timeout_resumetime. * * This function is called when a player issues the resumegame command. */ void evaluateTimein() { if (!timeoutStatus) return sprint(self, "^7Error: There is no active timeout which could be aborted!\n"); if (self != timeoutInitiator) return sprint(self, "^7Error: You may not abort the active timeout. Only the player who called it can do that!\n"); if (timeoutStatus == 1) { remainingTimeoutTime = timeoutStatus = 0; timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately bprint(strcat("^7The timeout was aborted by ", self.netname, " !\n")); } else if (timeoutStatus == 2) { //only shorten the remainingTimeoutTime if it makes sense if( remainingTimeoutTime > (autocvar_sv_timeout_resumetime + 1) ) { bprint(strcat("^1Attention: ^7", self.netname, " resumed the game! Prepare for battle!\n")); remainingTimeoutTime = autocvar_sv_timeout_resumetime; timeoutHandler.nextthink = time; //timeoutHandler has to take care of it immediately } else sprint(self, "^7Error: Your resumegame call was discarded!\n"); } } // ======================= // Command Sub-Functions // ======================= void ClientCommand_autoswitch(float request, entity client, float argc) { switch(request) { case CC_REQUEST_HELP: print(" ^2autoswitch^7: Whether or not to switch automatically when getting a better weapon\n"); return; case CC_REQUEST_COMMAND: client.autoswitch = ("0" != argv(1)); sprint(client, strcat("^1autoswitch has been turned ", (client.autoswitch ? "on" : "off"), ".\n")); return; default: case CC_REQUEST_USAGE: print("\nUsage:^3 cl_cmd autoswitch\n"); print(" No arguments required.\n"); return; } } // ====================================== // Main Function Called By Engine (cmd) // ====================================== // If this function exists, server game code parses clientcommand before the engine code gets it. void SV_ParseClientCommand(string command) { float search_request_type; float argc = tokenize_console(command); search_request_type = CC_REQUEST_COMMAND; // for now, we're not going to be sending /*if(argv(0) == "help") { if(argc == 1) { print("\nUsage:^3 cl_cmd COMMAND...^7, where possible commands are:\n"); ClientCommand_autoswitch(CC_REQUEST_HELP, world, 0); print("For help about specific commands, type cl_cmd help COMMAND\n"); return; } else search_request_type = CC_REQUEST_USAGE; // Instead of trying to call a command, we're going to see detailed information about it } /*else if(GameCommand_Vote(command, world)) { return; // handled by server/vote.qc } else if(GameCommand_Ban(command)) { return; // handled by server/ipban.qc } else if(GameCommand_Generic(command)) { return; // handled by common/gamecommand.qc } else search_request_type = CC_REQUEST_COMMAND; // continue as usual and scan for normal commands */ // ((argv(0) == "help") ? argv(1) : argv(0)) switch(argv(0)) // if first argument is help, then search for the second argument. Else, search for first. { // Do not hard code aliases for these, instead create them in defaultXonotic.cfg // also: keep in alphabetical order, please ;) case "autoswitch": ClientCommand_autoswitch(search_request_type, self, argc); break; default: print("Invalid command. For a list of supported commands, try sv_cmd help.\n"); } }