Ejemplo n.º 1
0
// --------------------------------------------------------------------------- //
//
//	ROUTINE:	CTronPlayerObj::AcquireSubroutine
//
//	PURPOSE:	A message came telling us to acquire this
//
// --------------------------------------------------------------------------- //
bool CTronPlayerObj::AcquireSubroutine(char const* pName, char const* pState, char const* pCondition)
{
	// Send a message to the client
	CAutoMessage cMsg;
	cMsg.Writeuint8(MID_SUBROUTINE_OBTAINED);
	cMsg.WriteString(pName);
	
	if(pState)
	{
		// Sanity check
		if(CheckSubState(pState))
		{
			cMsg.WriteString(pState);
		}
		else
		{
			// We have a bad subroutine state!
			// Bad level deisgner... BAD!!!
			g_pLTServer->CPrint("ERROR - Could not give subroutine to the player with alpha/beta/gold state = (%s). Bad level designer. BAD!!!\n",pState);
			ASSERT(FALSE);
			return false;
		}
	}
	else
	{
		cMsg.WriteString("ALPHA");
	}
	
	if(pCondition)
	{
		// Sanity check
		if(CheckSubCondition(pCondition))
		{
			cMsg.WriteString(pCondition);
		}
		else
		{
			// We have a bad subroutine condition!
			// Bad level deisgner... BAD!!!
			g_pLTServer->CPrint("ERROR - Could not give subroutine to the player with condition = (%s). Bad level designer. BAD!!!\n",pCondition);
			ASSERT(FALSE);
			return false;
		}
	}
	else
	{
		cMsg.WriteString("NORMAL");
	}
	
	g_pLTServer->SendToClient(cMsg.Read(), GetClient(), MESSAGE_GUARANTEED);
	return true;
}
Ejemplo n.º 2
0
bool CServerMissionMgr::SendExitLevelMessage( )
{
	// Tell the players to prepare to exit a level.
	CPlayerObj::PlayerObjList::const_iterator iter = CPlayerObj::GetPlayerObjList( ).begin( );
	while( iter != CPlayerObj::GetPlayerObjList( ).end( ))
	{
		CPlayerObj* pPlayerObj = *iter;
		pPlayerObj->HandlePreExit();
		g_pGameServerShell->SendPlayerInfoMsgToClients(NULL,pPlayerObj,MID_PI_UPDATE);
		iter++;
	}

	CTeamMgr::Instance().UpdateClient();

	// See if we have already visited the level we are going to.
	CString sLoadGameFile = g_pServerSaveLoadMgr->GetWorldSaveFile( m_sCurrentWorldName );
	bool bRestoringLevel = !!CWinUtil::FileExist( sLoadGameFile );

	// Tell client's we're exiting.  Wait for their response.
	CAutoMessage cMsg;
	cMsg.Writeuint8( MID_EXIT_LEVEL );
	cMsg.WriteString( m_sCurrentWorldName );
	cMsg.Writebool( m_bNewMission );
	cMsg.Writebool( bRestoringLevel );
	cMsg.Writebool( true );
	g_pLTServer->SendToClient(cMsg.Read(), LTNULL, MESSAGE_GUARANTEED);

	return true;
}
Ejemplo n.º 3
0
// --------------------------------------------------------------------------- //
//
//	ROUTINE:	CTronPlayerObj::AcquirePrimitive
//
//	PURPOSE:	A message came telling us to acquire this
//
// --------------------------------------------------------------------------- //
bool CTronPlayerObj::AcquirePrimitive(char const* pName)
{
	// Send a message to the client
	CAutoMessage cMsg;
	cMsg.WriteString(pName);
	g_pLTServer->SendToClient(cMsg, MID_PRIMITIVE_OBTAINED, GetClient(), MESSAGE_GUARANTEED);
	return true;
}
Ejemplo n.º 4
0
// --------------------------------------------------------------------------- //
//
//	ROUTINE:	CTronPlayerObj::AcquireProcedural
//
//	PURPOSE:	A message came telling us to acquire this
//
// --------------------------------------------------------------------------- //
bool CTronPlayerObj::AcquireProcedural(char const* pName)
{
	// Send a message to the client
	CAutoMessage cMsg;
	cMsg.Writeuint8(MID_PROCEDURAL_OBTAINED);
	cMsg.WriteString(pName);
	g_pLTServer->SendToClient(cMsg.Read(), GetClient(), MESSAGE_GUARANTEED);
	return true;
}
Ejemplo n.º 5
0
bool CServerMissionMgr::ExitLevelToSavedGame( char const* pszNewLevel )
{
	TRACE( "CServerMissionMgr::ExitLevelToSavedGame\n" );

	// Check if we're already exiting a level.
	if( m_bExitingLevel )
		return true;

	// Verify inputs.
	if( !pszNewLevel )
	{
		ASSERT( !"CServerMissionMgr::ExitLevelToSavedGame: Invalid inputs." );
		return false;
	}

	// Default to this not being a mission change.
	m_bNewMission = false;

	// Check if the new level is a new mission.
	int nCurMission = m_nCurrentMission;
	if( !SetMissionBasedOnLevel( pszNewLevel ))
		return false;

	// If we switch to a custom level, then consider it a new mission.
	if( m_bCustomLevel )
	{
		m_bNewMission = true;
		m_nCurCampaignIndex = -1;
	}
	// If it's not a custom world, check if our mission changed.
	else
	{
		m_bNewMission = ( nCurMission != m_nCurrentMission );

		// If we had a mission switch, advance our campaign index.
		if( m_bNewMission )
		{
			// See if we can find the campaign index from our previous position.
			m_nCurCampaignIndex = FindNextCampaignIndex( m_nCurCampaignIndex, m_nCurrentMission );
		}
	}

	if (IsMultiplayerGame())
	{
		// Tell clients we're exiting. Don't wait for their response.
		CAutoMessage cMsg;
		cMsg.Writeuint8( MID_EXIT_LEVEL );
		cMsg.WriteString( m_sCurrentWorldName );
		cMsg.Writebool( m_bNewMission );
		cMsg.Writebool( false );
		cMsg.Writebool( false );
		g_pLTServer->SendToClient(cMsg.Read(), LTNULL, MESSAGE_GUARANTEED);
	}

	return true;
}
Ejemplo n.º 6
0
void CAISensorDamageFX::CreateDamageFX( EnumAIDamageFXState eDamageFXState )
{
	CAutoMessage cMsg;
	cMsg.Writeuint8( MID_SFX_MESSAGE );
	cMsg.Writeuint8( SFX_CHARACTER_ID );
	cMsg.WriteObject( m_pAI->m_hObject );

	// Kill looping FX, or create looping FX corresponding to level of health.

	const char* pszFX;
	std::string strFX = m_pAI->GetAIAttributes()->strName;
	switch( eDamageFXState )
	{
		case kDamageFX_None:
			cMsg.WriteBits(CFX_KILL_LOOP_FX_MSG, FNumBitsExclusive<CFX_COUNT>::k_nValue );
			break;

		case kDamageFX_75:
			strFX += DAMAGE_FX_75;
			pszFX = g_pAIDB->GetMiscString( strFX.c_str() );
			cMsg.WriteBits(CFX_CREATE_LOOP_FX_MSG, FNumBitsExclusive<CFX_COUNT>::k_nValue );
			cMsg.WriteString( pszFX );
			break;

		case kDamageFX_50:
			strFX += DAMAGE_FX_50;
			pszFX = g_pAIDB->GetMiscString( strFX.c_str() );
			cMsg.WriteBits(CFX_CREATE_LOOP_FX_MSG, FNumBitsExclusive<CFX_COUNT>::k_nValue );
			cMsg.WriteString( pszFX );
			break;

		case kDamageFX_25:
			strFX += DAMAGE_FX_25;
			pszFX = g_pAIDB->GetMiscString( strFX.c_str() );
			cMsg.WriteBits(CFX_CREATE_LOOP_FX_MSG, FNumBitsExclusive<CFX_COUNT>::k_nValue );
			cMsg.WriteString( pszFX );
			break;
	}

	g_pLTServer->SendToClient(cMsg.Read(), NULL, MESSAGE_GUARANTEED);
}
Ejemplo n.º 7
0
void PickupItem::CreateSpecialFX( bool bUpdateClients /* = false  */ )
{
	{
		CAutoMessage cMsg;
		cMsg.Writeuint8(SFX_PICKUPITEM_ID);
		cMsg.Writebool(!!m_bRotate);
		cMsg.Writebool(!!m_bBounce);
		cMsg.WriteString( m_sClientFX.c_str() );
		cMsg.Writeuint8(m_nTeamId);
		g_pLTServer->SetObjectSFXMessage(m_hObject, cMsg.Read());
	}
}
Ejemplo n.º 8
0
bool ScmdServer_Impl::HandleListClients( HCLIENT hClient, ILTMessage_Read& msg )
{
	float fPing = 0.0f;
    uint16 nClientID = 0;
	uint8 aClientIP[4];
	uint16 nPort;
	std::string sPlayerHandle = "";

	// Write out the message header.
	CAutoMessage cMsg;
	cMsg.Writeuint8( MID_SCMD );
	cMsg.Writeuint8( kScmdCommandListClients );
	cMsg.Writeuint8( kScmdCommandStatusOk );

	// Iterate over all the clients and put their id, ping, ip and name in the message.
    HCLIENT hIterClient = g_pLTServer->GetNextClient( NULL );
    while( hIterClient )
	{
        nClientID = ( uint16 )g_pLTServer->GetClientID( hIterClient );
        g_pLTServer->GetClientPing( hIterClient, fPing );
		g_pLTServer->GetClientAddr( hIterClient, aClientIP, &nPort );

		cMsg.Writeuint16(( uint16 )nClientID );
		cMsg.Writeuint16(( uint16 )( fPing + 0.5f ));
		cMsg.Writeuint8( aClientIP[0] );
		cMsg.Writeuint8( aClientIP[1] );
		cMsg.Writeuint8( aClientIP[2] );
		cMsg.Writeuint8( aClientIP[3] );

		// Get the player for this client.  If there is none,
		// then we can't determine the name.
		CPlayerObj* pPlayerObj = ( CPlayerObj* )g_pLTServer->GetClientUserData( hIterClient );
		if( !pPlayerObj )
		{
			sPlayerHandle = "";
		}
		else
		{
			sPlayerHandle = pPlayerObj->GetNetUniqueName( );
		}
		cMsg.WriteString( sPlayerHandle.c_str( ));

	    hIterClient = g_pLTServer->GetNextClient( hIterClient );
	}

	// Write out the the list terminator.
	cMsg.Writeuint16(0xFFFF);
	SendMessage( hClient, *cMsg );

	return true;
}
Ejemplo n.º 9
0
void PickupItem::SetClientFX( const char *pszFX )
{
	m_sClientFX = pszFX;

	CAutoMessage cMsg;
	cMsg.Writeuint8( MID_SFX_MESSAGE );
	cMsg.Writeuint8( SFX_PICKUPITEM_ID );
	cMsg.WriteObject( m_hObject );
	cMsg.Writeuint8( PUFX_CLIENTFX );
	cMsg.WriteString( m_sClientFX.c_str() );
	g_pLTServer->SendToClient( cMsg.Read(), LTNULL, MESSAGE_GUARANTEED );

	CreateSpecialFX( );
}
Ejemplo n.º 10
0
void CHUDChatInput::Send()
{

	Show(false,false);

	// Ignore empty messages.
	if( !m_szChatStr[0] )
		return;

	// First check and see if it was a cheat that was entered...

	ConParse cParse( m_szChatStr );
	if( LT_OK == g_pCommonLT->Parse( &cParse ))
	{
		CParsedMsg parsedMsg( cParse.m_nArgs, cParse.m_Args );

		if (g_pCheatMgr->Check( parsedMsg ))
		{
			g_pClientSoundMgr->PlayInterfaceSound("Interface\\Menu\\Snd\\Cheat.wav");
			return;
		}
		// Check if this is an scmd command.
		else if( ScmdConsole::Instance( ).SendParsedCommand( parsedMsg ))
		{
			// If it was, it was sent.  Don't send chat.
			return;
		}
	}

	// Send the Message to the server
	CAutoMessage cMsg;
	uint8 nMsgID;
	if (g_pPlayerMgr->GetPlayerState() == PS_GHOST)
		nMsgID = MID_PLAYER_GHOSTMESSAGE;
	else
        nMsgID = MID_PLAYER_MESSAGE;
	cMsg.Writeuint8(nMsgID);
    cMsg.WriteString(m_szChatStr);
	cMsg.Writebool(m_bTeamMessage);
    g_pLTClient->SendToServer(cMsg.Read(), MESSAGE_GUARANTEED);

	// cache this string in the chat history
	for (int i = kMaxChatHistory-1; i > 0; i--)
	{
		SAFE_STRCPY(m_szChatHistory[i], m_szChatHistory[i-1]);
	}

	SAFE_STRCPY(m_szChatHistory[0], m_szChatStr);
}
Ejemplo n.º 11
0
void SpecialFX::TurnON()
{
	if (!m_bLoop)
	{
		// We can turn on (create) non-looping fx as often as we want...
		::PlayClientFX(m_sFxName, m_hObject, m_hTargetObj, LTNULL, LTNULL, LTNULL, m_dwFxFlags);

		if (m_bOneTime)
		{
			g_pLTServer->RemoveObject(m_hObject);
		}

		if( m_bRemoveTarget )
		{
			g_pLTServer->RemoveObject( m_hTargetObj );
		}
	}
	else if (!m_bIsOn)
	{
		CAutoMessage cMsg;
		cMsg.Writeuint8( SFX_CLIENTFXGROUP );
		cMsg.WriteString( m_sFxName );
		cMsg.Writeuint32( m_dwFxFlags );

		if( m_hTargetObj )
		{
			cMsg.Writeuint8( true );
			cMsg.WriteObject( m_hTargetObj );

			LTVector vPos;
			g_pLTServer->GetObjectPos( m_hTargetObj, &vPos );

			cMsg.WriteCompPos( vPos );
		}
		else
		{
			cMsg.Writeuint8( false );
		}
	
		g_pLTServer->SetObjectSFXMessage( m_hObject, cMsg.Read() );

		// Set flags so the client knows we are on...
		g_pCommonLT->SetObjectFlags( m_hObject, OFT_Flags, FLAG_FORCECLIENTUPDATE, FLAG_FORCECLIENTUPDATE );
		g_pCommonLT->SetObjectFlags( m_hObject, OFT_User, USRFLG_SFX_ON, USRFLG_SFX_ON );
	}

	m_bIsOn = true;
}	
Ejemplo n.º 12
0
void SetObjectClientFXMsg( HOBJECT hObj, char *sName, uint32 dwFlags )
{
// [KLS 5/19/02] This really should be depricated, the only place that is 
// currently using it is the KeyItem and that object really shouldn't be
// turning itself into a half-prop/half-special fx mutant.

	CAutoMessage cMsg;
	cMsg.Writeuint8( SFX_CLIENTFXGROUP );
	cMsg.WriteString( sName );
	cMsg.Writeuint32( dwFlags );

	// Do not use any target information...
	cMsg.Writeuint8( false );
	
	g_pLTServer->SetObjectSFXMessage( hObj, cMsg.Read() );
}
Ejemplo n.º 13
0
bool ScmdServer_Impl::HandleListMissions( HCLIENT hClient, ILTMessage_Read& msg )
{
	CAutoMessage cMsg;
	cMsg.Writeuint8( MID_SCMD );
	cMsg.Writeuint8( kScmdCommandListMissions );
	cMsg.Writeuint8( kScmdCommandStatusOk );

	// Write out the current campaign.
	cMsg.Writeuint8(( uint8 )g_pServerMissionMgr->GetCurrentCampaignIndex( ));

	Campaign& campaign = g_pServerMissionMgr->GetCampaign( );

	// Write out the number of entries.
	cMsg.Writeuint8( campaign.size( ));

	// Write out all the missions.
	char fname[_MAX_FNAME] = "";
	for( Campaign::iterator iter = campaign.begin( ); iter != campaign.end( ); iter++ )
	{
		// Get the mission in the campaign.
		int nMission = *iter;
		MISSION* pMission = g_pMissionButeMgr->GetMission( nMission );
		if( !pMission )
			continue;

		// Show the current level if this is the current mission.
		int nLevel = 0;
		if( g_pServerMissionMgr->GetCurrentMission( ) == nMission )
		{
			nLevel = g_pServerMissionMgr->GetCurrentLevel( );
		}

		LEVEL& level = pMission->aLevels[nLevel];
		_splitpath( level.szLevel, NULL, NULL, fname, NULL );
 		cMsg.WriteString( fname );
	}

	// Send the message.
	SendMessage( hClient, *cMsg );

	return true;
}
Ejemplo n.º 14
0
void CDestructibleModel::CreateDestroyedFX(const DamageStruct& DamageInfo)
{
	// If no destroyed fx is specifed, return...
	if ( LTStrEmpty( m_pszDestroyedFXName ) || !LTStrICmp(m_pszDestroyedFXName, FX_NONE)) return;

	// Use the position/rotation of the object for the fx...
	LTRigidTransform tObjTrans;
	g_pLTServer->GetObjectTransform(m_hObject, &tObjTrans);

	CAutoMessage cMsg;
	cMsg.Writeuint8(SFX_CLIENTFXGROUPINSTANT);
	cMsg.WriteString(m_pszDestroyedFXName);
	cMsg.Writebool( false ); // loop
	cMsg.Writebool( false ); // smooth shutdown
	cMsg.Writebool( false ); // No special parent
	cMsg.WriteLTVector(tObjTrans.m_vPos);
	cMsg.WriteCompLTRotation(tObjTrans.m_rRot);
	cMsg.Writebool( false ); // No target info

	g_pLTServer->SendSFXMessage(cMsg.Read(), 0);
}
Ejemplo n.º 15
0
bool CMissionMgr::FinishStartGameFromLevel()
{
	m_eStartGameState = eStartGameStarted;

	// Make sure we have a server started.
	if( !g_pClientMultiplayerMgr->StartClientServer( ))
	{
		g_pInterfaceMgr->LoadFailed( );
		return false;
	}

	// Send the start game message.
	if( !SendStartGameMessage( ))
		return false;

	// Tell the server to start with this level.
	CAutoMessage cMsg;
	cMsg.Writeuint8( MID_START_LEVEL );
	cMsg.WriteString( m_sCurrentWorldName );
	g_pLTClient->SendToServer( cMsg.Read(), MESSAGE_GUARANTEED );

	return true;
}
Ejemplo n.º 16
0
bool ScmdServer_Impl::HandleListBans( HCLIENT hClient, ILTMessage_Read& msg )
{
	CAutoMessage cMsg;
	cMsg.Writeuint8( MID_SCMD );
	cMsg.Writeuint8( kScmdCommandListBans );
	cMsg.Writeuint8( kScmdCommandStatusOk );

	char szBannedIP[16] = "";

	// Tell client about all the bans.
	BanIPMgr::BanList const& banList = BanIPMgr::Instance( ).GetBanList( );
	cMsg.Writeuint16( banList.size( ));
	for( BanIPMgr::BanList::const_iterator iter = banList.begin( ); iter != banList.end( ); iter++ )
	{
		BanIPMgr::ClientIP const& clientIP = *iter;

		BanIPMgr::Instance( ).ConvertClientIPToString( clientIP, szBannedIP, ARRAY_LEN( szBannedIP ));
		cMsg.WriteString( szBannedIP );
	}

	SendMessage( hClient, *cMsg );

	return true;
}
Ejemplo n.º 17
0
// ----------------------------------------------------------------------- //
//
//	ROUTINE:	CDebugLineFX::Update
//
//	PURPOSE:	Checks for new lines, clients, or a clear line and sends
//				the data down to any clients.
//
// ----------------------------------------------------------------------- //
void DebugLineSystem::Update()
{
	if( !m_hObject ) return;

	if( nextLineToSend != lines.end() || m_bClearOldLines )
	{
		// Set up the message.
		CAutoMessage cMsg;

		cMsg.Writeuint8( MID_SFX_MESSAGE );

		// Record the ID and server object, used to route the message.
		cMsg.Writeuint8( SFX_DEBUGLINE_ID );
		cMsg.WriteObject( m_hObject );

		// Record the number of entries.
		const int num_lines_left = (lines.end() - nextLineToSend);
		if( num_lines_left < s_MaxLinesPerMessage )
		{
			cMsg.Writeuint16( num_lines_left );
		}
		else
		{
			cMsg.Writeuint16( s_MaxLinesPerMessage );
		}

		// Record the maximum number of lines.
		cMsg.Writeuint32( m_nMaxLines );

		// Tell whether we want to clear old lines or not,
		cMsg.Writeuint8( m_bClearOldLines );

		// Record each entry.

		int num_lines_sent = 0;
		LTVector system_center(0,0,0);
		LTFLOAT  system_center_count = 0;
		while( nextLineToSend != lines.end() && num_lines_sent < s_MaxLinesPerMessage)
		{
			cMsg.WriteType( *nextLineToSend );

			++nextLineToSend;
			++num_lines_sent;
		}

#ifdef LINESYSTEM_DEBUG
		g_pLTServer->CPrint("Sent %d lines. %d lines left to send.",
			num_lines_sent, lines.end() - nextLineToSend );
#endif

		cMsg.WriteString( m_DebugString.c_str() );

		// Send the message!
		g_pLTServer->SendToClient(cMsg.Read(), LTNULL, MESSAGE_GUARANTEED);


		// If we have cleared out our lines and have no more to send,
		// why should we exist?
		if( m_bClearOldLines && lines.empty() )
		{

			char szObjectName[256];
			g_pLTServer->GetObjectName(m_hObject, szObjectName, 256);
			LineSystem::SystemMap::iterator iter = LineSystem::g_systems.find( std::string(szObjectName) );
			if( iter != LineSystem::g_systems.end() )
			{
				LineSystem::g_systems.erase(iter);
			}

			g_pLTServer->RemoveObject(m_hObject);
		}

		// Reset m_bClearOldLines so that we don't re-enter this block.
		m_bClearOldLines = false;

	}
}
Ejemplo n.º 18
0
void CTO2GameServerShell::Update(LTFLOAT timeElapsed)
{
	// Update the main server first
	CGameServerShell::Update(timeElapsed);

	m_VersionMgr.Update();

	if (!GetServerDir())
		return;

	//if we're hosting LANOnly game, don't publish the server
	if( m_ServerGameOptions.m_bLANOnly )
		return;

	// Are we still waiting?
	static std::string status;
	switch (GetServerDir()->GetCurStatus())
	{
		case IServerDirectory::eStatus_Processing : 
			status ="";
			break;
		case IServerDirectory::eStatus_Waiting : 
			if (status.empty())
				status = GetServerDir()->GetLastRequestResultString();
			break;
		case IServerDirectory::eStatus_Error : 
			{
				
				IServerDirectory::ERequest eErrorRequest = GetServerDir()->GetLastErrorRequest();
				status = GetServerDir()->GetLastRequestResultString();
				GetServerDir()->ProcessRequestList();
			}
			break;
	};



	// Publish the server if we've waited long enough since the last directory update
	uint32 nCurTime = (uint32)GetTickCount();
	if ((m_nLastPublishTime == 0) || 
		((nCurTime - m_nLastPublishTime) > k_nRepublishDelay))
	{
		status = "";
		m_nLastPublishTime = nCurTime;
		uint32 nMax = 0;
		g_pLTServer->GetMaxConnections(nMax);

		// If not run by a dedicated server, we need to add one connection
		// for the local host.
		if( !m_ServerGameOptions.m_bDedicated )
			nMax++;

		GetServerDir()->SetActivePeer(0);

		CAutoMessage cMsg;

		// Update the summary info
		cMsg.WriteString(GetHostName());
		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Name, *cMsg.Read());

		char fname[_MAX_FNAME] = "";
		_splitpath( GetCurLevel(), NULL, NULL, fname, NULL );

		// Update the summary info
		cMsg.WriteString(g_pVersionMgr->GetBuild());
		cMsg.WriteString( fname );
		cMsg.Writeuint8(GetNumPlayers());
		cMsg.Writeuint8(nMax);
		cMsg.Writebool(m_ServerGameOptions.m_bUsePassword);
		cMsg.Writeuint8((uint8)GetGameType());
		cMsg.WriteString( m_ServerGameOptions.m_sModName.c_str() );

		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Summary, *cMsg.Read());


		// Update the details
		ServerMissionSettings sms = g_pServerMissionMgr->GetServerSettings();
		cMsg.Writebool(sms.m_bUseSkills);
		cMsg.Writebool(sms.m_bFriendlyFire);
		cMsg.Writeuint8(sms.m_nMPDifficulty);
		cMsg.Writefloat(sms.m_fPlayerDiffFactor);

		CPlayerObj* pPlayer = GetFirstNetPlayer();
	    while (pPlayer)
		{
			//has player info
			cMsg.Writebool(true);
			cMsg.WriteString(pPlayer->GetNetUniqueName());
			cMsg.Writeuint16( Min( GetPlayerPing(pPlayer), ( uint32 )65535 ));
			pPlayer = GetNextNetPlayer();
		};

		//end of player info
		cMsg.Writebool(false);

	
		cMsg.Writeuint8(sms.m_nRunSpeed);
		cMsg.Writeuint8(sms.m_nScoreLimit);
		cMsg.Writeuint8(sms.m_nTimeLimit);

		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Details, *cMsg.Read());

		// Update the port
		char aHostAddr[16];
		uint16 nHostPort;
		g_pLTServer->GetTcpIpAddress(aHostAddr, sizeof(aHostAddr), nHostPort);
		cMsg.Writeuint16(nHostPort);
		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Port, *cMsg.Read());
		
		// Tell serverdir again about info, but in service specific manner.
		PeerInfo_Service_Titan peerInfo;
		peerInfo.m_sHostName = GetHostName( );
		peerInfo.m_sCurWorld = fname; 
		peerInfo.m_nCurNumPlayers = GetNumPlayers( );
		peerInfo.m_nMaxNumPlayers = nMax;
		peerInfo.m_bUsePassword = m_ServerGameOptions.m_bUsePassword;
		peerInfo.m_sGameType = GameTypeToString( GetGameType( ));
		peerInfo.m_nScoreLimit = sms.m_nScoreLimit;
		peerInfo.m_nTimeLimit = sms.m_nTimeLimit;

		PeerInfo_Service_Titan::Player player;
		CPlayerObj::PlayerObjList::const_iterator iter = CPlayerObj::GetPlayerObjList( ).begin( );
		while( iter != CPlayerObj::GetPlayerObjList( ).end( ))
		{
			CPlayerObj* pPlayerObj = *iter;

			player.m_sName = pPlayerObj->GetNetUniqueName( );
			player.m_nScore = pPlayerObj->GetPlayerScore()->GetScore( );

			float fPing;
			g_pLTServer->GetClientPing( pPlayerObj->GetClient( ), fPing );
			player.m_nPing = ( uint16 )( fPing + 0.5f );

			peerInfo.m_PlayerList.push_back( player );

			iter++;
		}


		cMsg.Writeuint32(( uint32 )&peerInfo );
		GetServerDir()->SetActivePeerInfo(IServerDirectory::ePeerInfo_Service, *cMsg.Read());

		// Tell the world about me...
		GetServerDir()->QueueRequest(IServerDirectory::eRequest_Publish_Server);
	}
}
Ejemplo n.º 19
0
// ----------------------------------------------------------------------- //
//
//	ROUTINE:	CDebugLineFX::Update
//
//	PURPOSE:	Checks for new lines, clients, or a clear line and sends
//				the data down to any clients.
//
// ----------------------------------------------------------------------- //
void DebugLineSystem::Update()
{
	if( !m_hObject ) return;

	while( ( !m_lstDebugLines.empty() ) || m_bClearOldLines )
	{
		// Set up the message.
		CAutoMessage cMsg;

		cMsg.Writeuint8( MID_SFX_MESSAGE );

		// Record the ID and server object, used to route the message.
		cMsg.Writeuint8( SFX_DEBUGLINE_ID );
		cMsg.WriteObject( m_hObject );

		// Record the number of entries.
		int cLines = m_lstDebugLines.size();
		if( cLines < s_MaxLinesPerMessage )
		{
			cMsg.Writeuint16( cLines );
		}
		else
		{
			cMsg.Writeuint16( s_MaxLinesPerMessage );
		}

		// Tell whether we want to clear old lines or not, 
		cMsg.Writebool( m_bClearOldLines );
		cMsg.Writebool( m_bRelative );

		// Record each entry.

		int iLine=0;
		DEBUG_LINE_LIST::iterator itLine;
		for( itLine = m_lstDebugLines.begin(); itLine != m_lstDebugLines.end(); ++itLine )
		{
			cMsg.WriteType( *itLine );
			++iLine;
			if( iLine >= s_MaxLinesPerMessage )
			{
				break;
			}
		}
		m_lstDebugLines.erase( m_lstDebugLines.begin(), itLine );

		cMsg.WriteString( m_DebugString.c_str() );
		cMsg.WriteLTVector( m_vDebugStringPos );

		// Send the message!
		g_pLTServer->SendToClient(cMsg.Read(), NULL, MESSAGE_GUARANTEED);
		
		// If we have cleared out our lines and have no more to send,
		// why should we exist?
		if( m_bClearOldLines && ( cLines == 0 ) )
		{
			char szObjectName[256];
			g_pLTServer->GetObjectName(m_hObject, szObjectName, LTARRAYSIZE(szObjectName));
			LineSystem::SystemMap::iterator iter = LineSystem::g_systems.find( szObjectName );
			if( iter != LineSystem::g_systems.end() )
			{
				LineSystem::g_systems.erase(iter);
			}

			g_pLTServer->RemoveObject(m_hObject);
		}

		// Reset m_bClearOldLines so that we don't re-enter this block.
		m_bClearOldLines = false;
	}
}