void CDeathMatchMissionMgr::Update( ) { //check for end of level... //check score limit if ( m_ServerSettings.m_nScoreLimit > 0 && m_fStartTime >= 0.0f ) { CPlayerObj::PlayerObjList::const_iterator iter = CPlayerObj::GetPlayerObjList( ).begin( ); while( iter != CPlayerObj::GetPlayerObjList( ).end( )) { CPlayerObj* pPlayerObj = *iter; if (pPlayerObj->GetPlayerScore()->GetScore() >= m_ServerSettings.m_nScoreLimit) { g_pLTServer->CPrint("ScoreLimit reached."); NextRound(); } iter++; } } CServerMissionMgr::Update( ); }
bool DoomsDayDevice::Fire( CPlayerObj& playerObj ) { // Make sure it's from someone on our team. if( playerObj.GetTeamID( ) != m_nOwningTeamID ) return false; // Send a message letting the players know the device has been activated. CAutoMessage cMsg; cMsg.Writeuint8( MID_DOOMSDAY_MESSAGE ); cMsg.Writeuint8( MID_DOOMSDAY_DEVICE_COMPLETED ); cMsg.Writeuint8( m_nOwningTeamID ); g_pLTServer->SendToClient( cMsg.Read(), LTNULL, MESSAGE_GUARANTEED ); // Give the activating player a bunch of points. ServerGameOptions& sgo = g_pGameServerShell->GetServerGameOptions( ); uint32 nBonus = sgo.GetDoomsday( ).m_nDeviceCompletedScore; playerObj.GetPlayerScore()->AddBonus( nBonus ); if( !BeginFire( )) return false; return true; }
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); } }