Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 <coordsize.h>
// 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_iScore), SendPropInt( SENDINFO_ARRAY(m_iScore), 12 ) ),
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_bAlive), SendPropInt( SENDINFO_ARRAY(m_bAlive), 1, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3(m_iHealth), SendPropInt( SENDINFO_ARRAY(m_iHealth), -1, SPROP_VARINT | SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3(m_iAccountID), SendPropInt( SENDINFO_ARRAY(m_iAccountID), 32, SPROP_UNSIGNED ) ),
SendPropArray3( SENDINFO_ARRAY3(m_bValid), SendPropInt( SENDINFO_ARRAY(m_bValid), 1, SPROP_UNSIGNED ) ),
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_iScore, 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++ )
{
Init( i );
}
SetThink( &CPlayerResource::ResourceThink );
SetNextThink( gpGlobals->curtime );
m_nUpdateCounter = 0;
}
void CPlayerResource::Init( int iIndex )
{
m_iPing.Set( iIndex, 0 );
m_iScore.Set( iIndex, 0 );
m_iDeaths.Set( iIndex, 0 );
m_bConnected.Set( iIndex, 0 );
m_iTeam.Set( iIndex, 0 );
m_bAlive.Set( iIndex, 0 );
m_iHealth.Set( iIndex, 0 );
m_iAccountID.Set( iIndex, 0 );
m_bValid.Set( iIndex, 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 <= MAX_PLAYERS; i++ )
{
CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( i );
if ( pPlayer && pPlayer->IsConnected() )
{
UpdateConnectedPlayer( i, pPlayer );
}
else
{
UpdateDisconnectedPlayer( i );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerResource::UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer )
{
m_iScore.Set( iIndex, pPlayer->FragCount() );
m_iDeaths.Set( iIndex, pPlayer->DeathCount() );
m_bConnected.Set( iIndex, 1 );
m_iTeam.Set( iIndex, pPlayer->GetTeamNumber() );
m_bAlive.Set( iIndex, pPlayer->IsAlive()?1:0 );
m_iHealth.Set( iIndex, MAX( 0, pPlayer->GetHealth() ) );
m_bValid.Set( iIndex, 1 );
// Don't update ping / packetloss every time
if ( !(m_nUpdateCounter%20) )
{
// update ping all 20 think ticks = (20*0.1=2seconds)
int ping, packetloss;
UTIL_GetPlayerConnectionInfo( iIndex, ping, packetloss );
// calc avg for scoreboard so it's not so jittery
ping = 0.8f * m_iPing.Get( iIndex ) + 0.2f * ping;
m_iPing.Set( iIndex, ping );
// m_iPacketloss.Set( iSlot, packetloss );
}
CSteamID steamID;
pPlayer->GetSteamID( &steamID );
m_iAccountID.Set( iIndex, steamID.GetAccountID() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerResource::UpdateDisconnectedPlayer( int iIndex )
{
m_bConnected.Set( iIndex, 0 );
m_iAccountID.Set( iIndex, 0 );
m_bValid.Set( iIndex, 0 );
}