//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Entity that propagates general data needed by clients for every player. // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "player.h" #include "player_resource.h" #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Datatable IMPLEMENT_SERVERCLASS_ST_NOBASE(CPlayerResource, DT_PlayerResource) // SendPropArray( SendPropString( SENDINFO(m_szName[0]) ), SENDARRAYINFO(m_szName) ), SendPropArray3( SENDINFO_ARRAY3(m_iPing), SendPropInt( SENDINFO_ARRAY(m_iPing), 10, SPROP_UNSIGNED ) ), // SendPropArray( SendPropInt( SENDINFO_ARRAY(m_iPacketloss), 7, SPROP_UNSIGNED ), m_iPacketloss ), SendPropArray3( SENDINFO_ARRAY3(m_iKills), SendPropInt( SENDINFO_ARRAY(m_iKills), 16 ) ), SendPropArray3( SENDINFO_ARRAY3(m_iAssists), SendPropInt( SENDINFO_ARRAY(m_iAssists), 16 ) ), SendPropArray3( SENDINFO_ARRAY3(m_iDeaths), SendPropInt( SENDINFO_ARRAY(m_iDeaths), 12 ) ), SendPropArray3( SENDINFO_ARRAY3(m_bConnected), SendPropInt( SENDINFO_ARRAY(m_bConnected), 1, SPROP_UNSIGNED ) ), SendPropArray3( SENDINFO_ARRAY3(m_iTeam), SendPropInt( SENDINFO_ARRAY(m_iTeam), 4 ) ), SendPropArray3( SENDINFO_ARRAY3(m_iPendingTeam), SendPropInt( SENDINFO_ARRAY(m_iPendingTeam), 4 ) ), SendPropArray3( SENDINFO_ARRAY3(m_bAlive), SendPropInt( SENDINFO_ARRAY(m_bAlive), 1, SPROP_UNSIGNED ) ), SendPropArray3( SENDINFO_ARRAY3(m_iHealth), SendPropInt( SENDINFO_ARRAY(m_iHealth), 10 ) ), SendPropArray3( SENDINFO_ARRAY3(m_iCoachingTeam), SendPropInt( SENDINFO_ARRAY(m_iCoachingTeam), 4 ) ), END_SEND_TABLE() BEGIN_DATADESC( CPlayerResource ) // DEFINE_ARRAY( m_iPing, FIELD_INTEGER, MAX_PLAYERS+1 ), // DEFINE_ARRAY( m_iPacketloss, FIELD_INTEGER, MAX_PLAYERS+1 ), // DEFINE_ARRAY( m_iKills, FIELD_INTEGER, MAX_PLAYERS+1 ), // DEFINE_ARRAY( m_iDeaths, FIELD_INTEGER, MAX_PLAYERS+1 ), // DEFINE_ARRAY( m_bConnected, FIELD_INTEGER, MAX_PLAYERS+1 ), // DEFINE_FIELD( m_flNextPingUpdate, FIELD_FLOAT ), // DEFINE_ARRAY( m_iTeam, FIELD_INTEGER, MAX_PLAYERS+1 ), // DEFINE_ARRAY( m_bAlive, FIELD_INTEGER, MAX_PLAYERS+1 ), // DEFINE_ARRAY( m_iHealth, FIELD_INTEGER, MAX_PLAYERS+1 ), // DEFINE_FIELD( m_nUpdateCounter, FIELD_INTEGER ), // Function Pointers DEFINE_FUNCTION( ResourceThink ), END_DATADESC() LINK_ENTITY_TO_CLASS( player_manager, CPlayerResource ); CPlayerResource *g_pPlayerResource; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerResource::Spawn( void ) { for ( int i=0; i < MAX_PLAYERS+1; i++ ) { m_iPing.Set( i, 0 ); m_iKills.Set( i, 0 ); m_iAssists.Set( i, 0 ); m_iDeaths.Set( i, 0 ); m_bConnected.Set( i, 0 ); m_iTeam.Set( i, 0 ); m_iPendingTeam.Set( i, 0 ); m_bAlive.Set( i, 0 ); m_iCoachingTeam.Set( i, 0 ); } SetThink( &CPlayerResource::ResourceThink ); SetNextThink( gpGlobals->curtime ); m_nUpdateCounter = 0; } //----------------------------------------------------------------------------- // Purpose: The Player resource is always transmitted to clients //----------------------------------------------------------------------------- int CPlayerResource::UpdateTransmitState() { // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_ALWAYS ); } //----------------------------------------------------------------------------- // Purpose: Wrapper for the virtual GrabPlayerData Think function //----------------------------------------------------------------------------- void CPlayerResource::ResourceThink( void ) { m_nUpdateCounter++; UpdatePlayerData(); SetNextThink( gpGlobals->curtime + 0.1f ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerResource::UpdatePlayerData( void ) { for ( int i = 1; i <= gpGlobals->maxClients; i++ ) { CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( i ); if ( pPlayer && pPlayer->IsConnected() ) { m_iKills.Set( i, pPlayer->FragCount() ); m_iAssists.Set(i, pPlayer->AssistsCount() ); m_iDeaths.Set( i, pPlayer->DeathCount() ); m_bConnected.Set( i, 1 ); m_iTeam.Set( i, pPlayer->GetTeamNumber() ); m_iPendingTeam.Set( i, pPlayer->GetPendingTeamNumber() ); m_bAlive.Set( i, pPlayer->IsAlive()?1:0 ); m_iHealth.Set(i, MAX( 0, pPlayer->GetHealth() ) ); m_iCoachingTeam.Set( i, pPlayer->GetCoachingTeam() ); // Don't update ping / packetloss everytime if ( !(m_nUpdateCounter%20) ) { // update ping all 20 think ticks = (20*0.1=2seconds) int ping, packetloss; UTIL_GetPlayerConnectionInfo( i, ping, packetloss ); // calc avg for scoreboard so it's not so jittery ping = 0.8f * m_iPing.Get(i) + 0.2f * ping; m_iPing.Set( i, ping ); // m_iPacketloss.Set( i, packetloss ); } } else { m_bConnected.Set( i, 0 ); } } } //----------------------------------------------------------------------------- // Purpose: Exposes smooth player ping that this PR accumulates over time //----------------------------------------------------------------------------- int CPlayerResource::GetPlayerSmoothPing( int iClientIndex ) { if ( ( iClientIndex > 0 ) && ( iClientIndex <= gpGlobals->maxClients ) ) return m_iPing.Get( iClientIndex ); else return 0; }