#include <common/stats.qh>
#include <common/util.qh>
#include <common/weapons/_all.qh>
+#include <server/campaign.qh>
#include <server/client.qh>
#include <server/command/banning.qh>
#include <server/command/common.qh>
// Restarts the map after the countdown is over (and cvar sv_ready_restart_after_countdown is set)
void ReadyRestart_think(entity this)
{
- reset_map(true, false);
+ if (!warmup_stage) // if the countdown was not aborted
+ reset_map(true, false);
delete(this);
}
if (time <= game_starttime && game_stopped)
return;
if (!is_fake_round_start)
- bprint("^1Match is restarting...\n");
+ Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_COUNTDOWN_RESTART);
VoteReset();
if(warmup_stage)
game_starttime = time; // Warmup: No countdown in warmup
+ else if (autocvar_g_campaign)
+ game_starttime = time + 3;
else
game_starttime = time + RESTART_COUNTDOWN; // Go into match mode
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)
+ if(forceWarmupEnd || autocvar_g_campaign)
warmup_stage = 0; // forcefully end warmup and go to match stage
else
- warmup_stage = cvar("g_warmup"); // go into warmup if it's enabled, otherwise restart into match stage
+ warmup_stage = autocvar_g_warmup; // go into warmup if it's enabled, otherwise restart into match stage
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();
- ready_needed_factor = bound(0.5, cvar("g_warmup_majority_factor"), 0.999);
- ready_needed_count = floor(t_players * ready_needed_factor) + 1;
+ // can't read warmup_stage here as it could have been set to 0 by ReadyRestart()
+ // and we need to use this when checking if we should abort the countdown
+ // map_minplayers can only be > 0 if g_warmup was -1 at worldspawn
+ int minplayers = autocvar_g_warmup > 1 ? autocvar_g_warmup : map_minplayers;
+
+ if (t_players < minplayers)
+ {
+ if (game_starttime > time) // someone bailed during countdown, back to warmup
+ {
+ warmup_stage = autocvar_g_warmup; // CAN change it AFTER calling Nagger_ReadyCounted() this frame
+ game_starttime = time;
+ Send_Notification(NOTIF_ALL, NULL, MSG_MULTI, COUNTDOWN_STOP, minplayers);
+ if (!sv_ready_restart_after_countdown) // if we ran reset_map() at start of countdown
+ FOREACH_CLIENT(IS_PLAYER(it), { GiveWarmupResources(it); });
+ }
+ if (warmup_limit > 0)
+ warmup_limit = -1;
+ return; // don't ReadyRestart if players are ready but too few
+ }
+ else if (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"), 1);
+ ready_needed_count = ceil(t_players * ready_needed_factor);
if (readycount >= ready_needed_count) ReadyRestart(true);
}
// Supporting functions for VoteCommand
// ======================================
-float Votecommand_check_assignment(entity caller, float assignment)
+bool Votecommand_check_assignment(entity caller, float assignment)
{
- float from_server = (!caller);
+ bool from_server = (!caller);
if ((assignment == VC_ASGNMNT_BOTH)
|| ((!from_server && assignment == VC_ASGNMNT_CLIENTONLY)
return output;
}
-float VoteCommand_checknasty(string vote_command)
+bool VoteCommand_checknasty(string vote_command)
{
- if ((strstrofs(vote_command, ";", 0) >= 0)
+ return !((strstrofs(vote_command, ";", 0) >= 0)
|| (strstrofs(vote_command, "\n", 0) >= 0)
|| (strstrofs(vote_command, "\r", 0) >= 0)
- || (strstrofs(vote_command, "$", 0) >= 0)) return false;
-
- return true;
+ || (strstrofs(vote_command, "$", 0) >= 0));
}
// NOTE: requires input to be surrounded by spaces
string VoteCommand_checkreplacements(string input)
{
- string output = input;
+ // add a space around the input so the start and end of the list is captured
+ string output = strcat(" ", input, " ");
// allow gotomap replacements
output = strreplace(" map ", " gotomap ", output);
output = strreplace(" chmap ", " gotomap ", output);
return output;
}
-float VoteCommand_checkinlist(string vote_command, string list)
+bool VoteCommand_checkinlist(string vote_command, string list)
{
- string l = VoteCommand_checkreplacements(strcat(" ", list, " "));
-
- if (strstrofs(l, VoteCommand_checkreplacements(strcat(" ", vote_command, " ")), 0) >= 0) return true;
+ if (vote_command == "" || list == "")
+ return false;
- return false;
+ string l = VoteCommand_checkreplacements(list);
+ return (strstrofs(l, VoteCommand_checkreplacements(vote_command), 0) >= 0);
}
string ValidateMap(string validated_map, entity caller)
break;
}
- case "restart": // re-direct all match restarting to resetmatch
- vote_command = "resetmatch"; // fall-through
- case "resetmatch":
+ case "restart":
{
- vote_parsed_command = vote_command;
+ // add a delay so that vote result can be seen and announcer can be heard
+ // if the vote is accepted
+ vote_parsed_command = strcat("defer 1 ", vote_command);
vote_parsed_display = strzone(strcat("^1", vote_command));
break;