void C4RoundResultsPlayer::EvaluatePlayer(C4Player *pPlr)
{
	assert(pPlr);
	// set fields by player
	iTotalPlayingTime = pPlr->TotalPlayingTime;
	if (pPlr->Evaluated)
	{
		iScoreNew = pPlr->TotalScore;
		iScoreOld = iScoreNew - pPlr->LastRound.FinalScore;
	}
	else
	{
		// player not evaluated (e.g., removed by disconnect): Old score known only
		iScoreOld = pPlr->TotalScore;
	}
	// load icon from player
	fctBigIcon.Clear();
	if (pPlr->BigIcon.Surface)
	{
		fctBigIcon.Create(pPlr->BigIcon.Wdt, pPlr->BigIcon.Hgt);
		pPlr->BigIcon.Draw(fctBigIcon);
	}
	// progress data by player
	C4PlayerInfo *pInfo = pPlr->GetInfo();
	if (pInfo)
		{
		sLeagueProgressData.Copy(pInfo->GetLeagueProgressData());
		}
}
Exemplo n.º 2
0
int32_t C4Team::GetFirstUnjoinedPlayerID() const
{
	// search for a player that does not have the join-flag set
	int32_t i=iPlayerCount, idPlr, *piPlr = piPlayers;
	C4PlayerInfo *pInfo;
	while (i--)
		if ((pInfo = Game.PlayerInfos.GetPlayerInfoByID(idPlr = *piPlr++)))
			if (!pInfo->HasJoinIssued())
				return idPlr;
	// none found
	return 0;
}
Exemplo n.º 3
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bool C4PlayerList::Remove(C4Player *pPlr, bool fDisconnect, bool fNoCalls)
{
	if (!pPlr) return false;

	// inform script
	if (!fNoCalls)
		::Game.GRBroadcast(PSF_RemovePlayer, &C4AulParSet(C4VInt(pPlr->Number), C4VInt(pPlr->Team)));

	// Transfer ownership of other objects to team members
	if (!fNoCalls) pPlr->NotifyOwnedObjects();

	// NET2: update player info list
	if (pPlr->ID)
	{
		C4PlayerInfo *pInfo = Game.PlayerInfos.GetPlayerInfoByID(pPlr->ID);
		if (pInfo)
		{
			pInfo->SetRemoved();
			if (fDisconnect)
				pInfo->SetDisconnected();
		}
		// if player wasn't evaluated, store round results anyway
		if (!pPlr->Evaluated) Game.RoundResults.EvaluatePlayer(pPlr);
	}

	C4Player *pPrev=First;
	while (pPrev && pPrev->Next!=pPlr) pPrev=pPrev->Next;
	if (pPrev) pPrev->Next=pPlr->Next;
	else First=pPlr->Next;

	// Remove eliminated crew
	if (!fNoCalls) pPlr->RemoveCrewObjects();

	// Clear object info pointers
	pPlr->CrewInfoList.DetachFromObjects();

	// Clear viewports
	::Viewports.CloseViewport(pPlr->Number, fNoCalls);
	// Check fullscreen viewports
	FullScreen.ViewportCheck();

	// Remove player
	delete pPlr;

	// Validate object owners
	::Objects.ValidateOwners();

	// Update console
	Console.UpdateMenus();
	return true;
}
Exemplo n.º 4
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void C4Team::AddPlayer(C4PlayerInfo &rInfo, bool fAdjustPlayer)
{
	// must not happen!
	assert(rInfo.GetID());
	if (!rInfo.GetID()) return;
	// add player; grow vector if necessary
	if (iPlayerCount >= iPlayerCapacity)
	{
		int32_t *piNewPlayers = new int32_t[iPlayerCapacity = (iPlayerCount+4)&~3];
		if (iPlayerCount) memcpy(piNewPlayers, piPlayers, iPlayerCount*sizeof(int32_t));
		delete [] piPlayers; piPlayers = piNewPlayers;
	}
	// store new player
	piPlayers[iPlayerCount++] = rInfo.GetID();
	if (!fAdjustPlayer) return;
	// set values in info
	rInfo.SetTeam(GetID());
	if (Game.Teams.IsTeamColors()) rInfo.SetColor(GetColor());
	// and in actual player, if it is joined already
	if (rInfo.IsJoined())
	{
		C4Player *pJoinedPlr = ::Players.GetByInfoID(rInfo.GetID());
		assert(pJoinedPlr || (rInfo.GetType() == C4PT_Script));
		if (pJoinedPlr)
		{
			pJoinedPlr->Team = GetID();
			if (Game.Teams.IsTeamColors()) pJoinedPlr->SetPlayerColor(GetColor());
		}
	}
}
Exemplo n.º 5
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bool C4Team::HasWon() const
{
	// return true if any member player of the team has won
	bool fHasWon = false;
	for (int32_t i=0; i<iPlayerCount; ++i)
	{
		int32_t id; C4PlayerInfo *pInfo;
		if ((id = piPlayers[i]))
			if ((pInfo = Game.PlayerInfos.GetPlayerInfoByID(id)))
				if (pInfo->HasWon())
				{
					fHasWon = true;
					break;
				}
	}
	return fHasWon;
}
Exemplo n.º 6
0
void C4TeamList::ReassignAllTeams()
{
	assert(::Control.isCtrlHost());
	if (!::Control.isCtrlHost()) return;
	// go through all player infos; reset team in them
	int32_t idStart = -1; C4PlayerInfo *pNfo;
	while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
	{
		idStart = pNfo->GetID();
		if (pNfo->HasJoinIssued()) continue;
		pNfo->SetTeam(0);
		// mark changed info as updated
		C4ClientPlayerInfos *pCltInfo = Game.PlayerInfos.GetClientInfoByPlayerID(idStart);
		assert(pCltInfo);
		if (pCltInfo)
		{
			pCltInfo->SetUpdated();
		}
	}
	// clear players from team lists
	RecheckPlayers();
	EnsureTeamCount();
	// reassign them
	idStart = -1;
	while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
	{
		idStart = pNfo->GetID();
		if (pNfo->HasJoinIssued()) continue;
		assert(!pNfo->GetTeam());
		RecheckPlayerInfoTeams(*pNfo, true);
	}
}
Exemplo n.º 7
0
void C4Team::RecheckPlayers()
{
	// check all players within the team
	for (int32_t i=0; i<iPlayerCount; ++i)
	{
		bool fIsValid = false; int32_t id; C4PlayerInfo *pInfo;
		if ((id = piPlayers[i]))
			if ((pInfo = Game.PlayerInfos.GetPlayerInfoByID(id)))
				if (pInfo->GetTeam() == GetID())
					if (pInfo->IsUsingTeam())
						fIsValid = true;
		// removal will decrease iPlayerCount, which will abort the loop earlier
		if (!fIsValid) RemoveIndexedPlayer(i--);
	}
	// now check for any new players in the team
	int32_t id = 0; C4PlayerInfo *pInfo;
	while ((pInfo = Game.PlayerInfos.GetNextPlayerInfoByID(id)))
	{
		id = pInfo->GetID();
		if (pInfo->GetTeam() == GetID())
			if (pInfo->IsUsingTeam())
				if (!IsPlayerIDInTeam(id))
					AddPlayer(*pInfo, false);
	}
}
Exemplo n.º 8
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void C4GameSave::WriteDescPlayers(StdStrBuf &sBuf, bool fByTeam, int32_t idTeam)
{
	// write out all players; only if they match the given team if specified
	C4PlayerInfo *pPlr; bool fAnyPlrWritten = false;
	for (int i = 0; (pPlr = Game.PlayerInfos.GetPlayerInfoByIndex(i)); i++)
		if (pPlr->HasJoined() && !pPlr->IsRemoved() && !pPlr->IsInvisible())
		{
			if (fByTeam)
			{
				if (idTeam)
				{
					// match team
					if (pPlr->GetTeam() != idTeam) continue;
				}
				else
				{
					// must be in no known team
					if (Game.Teams.GetTeamByID(pPlr->GetTeam())) continue;
				}
			}
			if (fAnyPlrWritten)
				sBuf.Append(", ");
			else if (fByTeam && idTeam)
			{
				C4Team *pTeam = Game.Teams.GetTeamByID(idTeam);
				if (pTeam) sBuf.AppendFormat("%s: ", pTeam->GetName());
			}
			sBuf.Append(pPlr->GetName());
			fAnyPlrWritten = true;
		}
	if (fAnyPlrWritten) WriteDescLineFeed(sBuf);
}
Exemplo n.º 9
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void C4PlayerInfoListAttributeConflictResolver::MarkConflicts(C4ClientPlayerInfos &rCheckPacket, bool fTestOriginal)
{
	C4PlayerInfo *pCheckAgainstInfo;
	// check current and original attribute against all player infos
	for (int32_t j=0; (pCheckAgainstInfo = rCheckPacket.GetPlayerInfo(j)); ++j)
	{
		if (pCheckAgainstInfo->IsUsingAttribute(eAttr)) if (!pResolveInfo->GetID() || pResolveInfo->GetID() != pCheckAgainstInfo->GetID()) if (pResolveInfo != pCheckAgainstInfo)
				{
					// current conflict is marked only if the checked packet has same of lower priority than the one compared to
					// if the priority is higher, the attribute shall be changed in the other, low priority info instead!
					bool fHasHigherPrio = (GetAttributePriorityDifference(pResolveInfo, pResolvePacket, pCheckAgainstInfo, &rCheckPacket) > 0);
					if (!fHasHigherPrio)
						if (IsAttributeConflict(pCheckAgainstInfo, pResolveInfo, C4PlayerInfo::PLRAL_Current))
							fCurrentConflict = true;
					if (fTestOriginal)
					{
						if (IsAttributeConflict(pCheckAgainstInfo, pResolveInfo, C4PlayerInfo::PLRAL_Original))
						{
							if (fHasHigherPrio && !fOriginalConflict && !pLowPrioOriginalConflictPacket)
							{
								// original attribute is taken by a low prio packet - do not mark an original conflict, but remember the packet
								// that's blocking it
								pLowPrioOriginalConflictPacket = &rCheckPacket;
							}
							else
							{
								// original attribute is taken by either one higher/equal priority by packet, or by two low prio packets
								// in this case, don't revert to original
								pLowPrioOriginalConflictPacket = nullptr;
								fOriginalConflict = true;
							}
						}
						if (IsAttributeConflict(pCheckAgainstInfo, pResolveInfo, C4PlayerInfo::PLRAL_Alternate))
						{
							if (fHasHigherPrio && !fAlternateConflict && !pLowPrioAlternateConflictPacket)
								pLowPrioAlternateConflictPacket = &rCheckPacket;
							else
								fAlternateConflict = true;
						}
					}
				}
	}
}
Exemplo n.º 10
0
DWORD C4Network2Players::GetClientChatColor(int idForClient, bool fLobby) const
{
	// return color of first joined player; force to white for unknown
	// deactivated always white
	const C4Client *pClient = Game.Clients.getClientByID(idForClient);
	if (pClient && pClient->isActivated())
	{
		// get players for activated
		C4ClientPlayerInfos *pInfoPacket = rInfoList.GetInfoByClientID(idForClient);
		C4PlayerInfo *pPlrInfo;
		if (pInfoPacket && (pPlrInfo = pInfoPacket->GetPlayerInfo(0, C4PT_User)))
		{
			if (fLobby)
				return pPlrInfo->GetLobbyColor();
			else
				return pPlrInfo->GetColor();
		}
	}
	// default color
	return 0xffffff;
}
Exemplo n.º 11
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bool C4PlayerList::Save(C4Group &hGroup, bool fStoreTiny, const C4PlayerInfoList &rStoreList)
{
	StdStrBuf sTempFilename;
	bool fSuccess = true;
	// Save to external player files and add to group
	for (C4Player *pPlr=First; pPlr; pPlr=pPlr->Next)
	{
		// save only those in the list, and only those with a filename
		C4PlayerInfo *pNfo = rStoreList.GetPlayerInfoByID(pPlr->ID);
		if (!pNfo) continue;
		if (!pNfo->GetFilename() || !*pNfo->GetFilename()) continue;;
		// save over original file?
		bool fStoreOnOriginal = (!fStoreTiny && pNfo->GetType() == C4PT_User);
		// Create temporary file
		sTempFilename.Copy(Config.AtTempPath(pNfo->GetFilename()));
		if (fStoreOnOriginal)
			if (!C4Group_CopyItem(pPlr->Filename, sTempFilename.getData()))
				return false;
		// Open group
		C4Group PlrGroup;
		if (!PlrGroup.Open(sTempFilename.getData(), !fStoreOnOriginal))
			return false;
		// Save player
		if (!pPlr->Save(PlrGroup, true, fStoreOnOriginal)) return false;
		PlrGroup.Close();
		// Add temp file to group
		if (!hGroup.Move(sTempFilename.getData(), pNfo->GetFilename())) return false;
	}
	return fSuccess;
}
Exemplo n.º 12
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void C4PlayerInfoListAttributeConflictResolver::ResolveInPacket()
{
	// check all player infos
	fAnyChange = false;
	int32_t iCheck = 0;
	while ((pResolveInfo = pResolvePacket->GetPlayerInfo(iCheck++)))
	{
		// not already joined? Joined player must not change their attributes!
		if (pResolveInfo->HasJoined()) continue;
		DWORD dwPrevColor = pResolveInfo->GetColor();
		StdStrBuf sPrevForcedName; sPrevForcedName.Copy(pResolveInfo->GetForcedName());
		// check attributes: Name and color
		for (eAttr = C4PlayerInfo::PLRATT_Color; eAttr != C4PlayerInfo::PLRATT_Last; eAttr = (C4PlayerInfo::Attribute) (eAttr+1))
		{
			if (eAttr == C4PlayerInfo::PLRATT_Color)
			{
				// no color change in savegame associations
				if (pResolveInfo->GetAssociatedSavegamePlayerID()) continue;
				// or forced team colors
				if (Game.Teams.IsTeamColors() && Game.Teams.GetTeamByID(pResolveInfo->GetTeam())) continue;
			}
			else if (eAttr == C4PlayerInfo::PLRATT_Name)
			{
				// no name change if a league name is used
				if (pResolveInfo->getLeagueAccount() && *pResolveInfo->getLeagueAccount()) continue;
			}
			// not if attributes are otherwise fixed (e.g., for script players)
			if (pResolveInfo->IsAttributesFixed()) continue;
			// resolve in this info
			ResolveInInfo();
		}
		// mark change for return value if anything was changed
		if (pResolveInfo->GetColor() != dwPrevColor || (pResolveInfo->GetForcedName() != sPrevForcedName))
			fAnyChange = true;
		// next player info check
	}
	// mark update if anything was changed
	if (fAnyChange) pResolvePacket->SetUpdated();
}
Exemplo n.º 13
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void C4Network2Players::OnClientPart(C4Client *pPartClient)
{
	// lobby could be notified about the removal - but this would be redundant, because
	// client leave notification is already done directly; this will delete any associated players
	C4ClientPlayerInfos **ppCltInfo = rInfoList.GetInfoPtrByClientID(pPartClient->getID());
	// abort here if no info is registered - client seems to have had a short life only, anyway...
	if (!ppCltInfo) return;
	// remove all unjoined player infos
	for (int32_t i = 0; i < (*ppCltInfo)->GetPlayerCount();)
	{
		C4PlayerInfo *pInfo = (*ppCltInfo)->GetPlayerInfo(i);
		// not joined yet? remove it
		if (!pInfo->HasJoined())
			(*ppCltInfo)->RemoveIndexedInfo(i);
		else
			// just ignore, the "removed" flag will be set eventually
			i++;
	}
	// empty? remove
	if (!(*ppCltInfo)->GetPlayerCount())
		rInfoList.RemoveInfo(ppCltInfo);
	// update team association to left player
	Game.Teams.RecheckPlayers();
	// host: update player data according to leaver
	if (::Network.isHost() && ::Network.isEnabled())
	{
		// host: update any player colors and names
		rInfoList.UpdatePlayerAttributes();
		// team distribution of remaining unjoined players may change
		Game.Teams.RecheckTeams();
		// league score gains may now be different
		Game.PlayerInfos.ResetLeagueProjectedGain(true);
		// send changes to all clients and reset update flags
		SendUpdatedPlayers();
	}
	// invalidate reference
	if (::Network.isHost())
		::Network.InvalidateReference();
}
Exemplo n.º 14
0
StdStrBuf C4Team::GetNameWithParticipants() const
{
	// compose team name like "Team 1 (boni, GhostBear, Clonko)"
	// or just "Team 1" for empty team
	StdStrBuf sTeamName;
	sTeamName.Copy(GetName());
	if (GetPlayerCount())
	{
		sTeamName.Append(" (");
		int32_t iTeamPlrCount=0;
		for (int32_t j=0; j<GetPlayerCount(); ++j)
		{
			int32_t iPlr = GetIndexedPlayer(j);
			C4PlayerInfo *pPlrInfo;
			if (iPlr) if  ((pPlrInfo = Game.PlayerInfos.GetPlayerInfoByID(iPlr)))
				{
					if (iTeamPlrCount++) sTeamName.Append(", ");
					sTeamName.Append(pPlrInfo->GetName());
				}
		}
		sTeamName.AppendChar(')');
	}
	return sTeamName;
}
Exemplo n.º 15
0
void C4Network2Players::JoinUnjoinedPlayersInControlQueue(C4ClientPlayerInfos *pNewPacket)
{
	// only host may join any players to the queue
	assert(::Network.isHost());
	// check all players
	int i=0; C4PlayerInfo *pInfo;
	while ((pInfo = pNewPacket->GetPlayerInfo(i++)))
		// not yet joined and no savegame assignment?
		if (!pInfo->HasJoinIssued()) if (!pInfo->GetAssociatedSavegamePlayerID())
			{
				// join will be marked when queue is executed (C4Player::Join)
				// but better mark join now already to prevent permanent sending overkill
				pInfo->SetJoinIssued();
				// do so!
				C4Network2Res *pPlrRes = pInfo->GetRes();
				C4Network2Client *pClient = ::Network.Clients.GetClientByID(pNewPacket->GetClientID());
				if (!pPlrRes || (!pClient && pNewPacket->GetClientID() != ::Control.ClientID()))
					if (pInfo->GetType() != C4PT_Script)
					{
						// failure: Non-script players must have a res to join from!
						const char *szPlrName = pInfo->GetName(); if (!szPlrName) szPlrName="???";
						LogF("Network: C4Network2Players::JoinUnjoinedPlayersInControlQueue failed to join player %s!", szPlrName);
						continue;
					}
				if (pPlrRes)
				{
					// join with resource
					Game.Input.Add(CID_JoinPlr,
					               new C4ControlJoinPlayer(pPlrRes->getFile(), pNewPacket->GetClientID(), pInfo->GetID(), pPlrRes->getCore()));
				}
				else
				{
					// join without resource (script player)
					Game.Input.Add(CID_JoinPlr,
					               new C4ControlJoinPlayer(NULL, pNewPacket->GetClientID(), pInfo->GetID()));
				}
			}
}
Exemplo n.º 16
0
void C4TeamList::ReassignAllTeams()
{
	assert(::Control.isCtrlHost());
	if (!::Control.isCtrlHost()) return;
	// go through all player infos; reset team in them
	int32_t idStart = -1; C4PlayerInfo *pNfo;
	while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
	{
		idStart = pNfo->GetID();
		if (pNfo->HasJoinIssued()) continue;
		pNfo->SetTeam(0);
		// mark changed info as updated
		C4ClientPlayerInfos *pCltInfo = Game.PlayerInfos.GetClientInfoByPlayerID(idStart);
		assert(pCltInfo);
		if (pCltInfo)
		{
			pCltInfo->SetUpdated();
		}
	}
	// clear players from team lists
	RecheckPlayers();
	// in random autogenerate mode, there must be exactly two teams
	if (IsRandomTeam())
		if (IsAutoGenerateTeams() && GetTeamCount() != 2)
			{
			ClearTeams();
			GenerateDefaultTeams(2);
			}
	// reassign them
	idStart = -1;
	while ((pNfo = Game.PlayerInfos.GetNextPlayerInfoByID(idStart)))
	{
		idStart = pNfo->GetID();
		if (pNfo->HasJoinIssued()) continue;
		assert(!pNfo->GetTeam());
		RecheckPlayerInfoTeams(*pNfo, true);
	}
}
Exemplo n.º 17
0
bool C4TeamList::RecheckPlayerInfoTeams(C4PlayerInfo &rNewJoin, bool fByHost)
{
	// only if enabled
	assert(IsMultiTeams());
	if (!IsMultiTeams()) return false;
	// check whether a new team is to be assigned first
	C4Team *pCurrentTeam = GetTeamByPlayerID(rNewJoin.GetID());
	int32_t idCurrentTeam = pCurrentTeam ? pCurrentTeam->GetID() : 0;
	if (rNewJoin.GetTeam())
	{
		// was that team a change to the current team?
		// no change anyway: OK, skip this info
		if (idCurrentTeam == rNewJoin.GetTeam()) return true;
		// the player had a different team assigned: Check if changes are allowed at all
		if (eTeamDist == TEAMDIST_Free || (eTeamDist == TEAMDIST_Host && fByHost))
			// also make sure that selecting this team is allowed, e.g. doesn't break the team limit
			// this also checks whether the team number is a valid team - but it would accept TEAMID_New, which shouldn't be used in player infos!
			if (rNewJoin.GetTeam() != TEAMID_New && IsJoin2TeamAllowed(rNewJoin.GetTeam()))
				// okay; accept change
				return true;
		// Reject change by reassigning the current team
		rNewJoin.SetTeam(idCurrentTeam);
		// and determine a new team, if none has been assigned yet
		if (idCurrentTeam) return true;
	}
	// new team assignment
	// teams are always needed in the lobby, so there's a team preset to change
	// for runtime joins, teams are needed if specified by teams.txt or if any teams have been created before (to avoid mixed team-noteam-scenarios)
	// but only assign teams in runtime join if the player won't pick it himself
	bool fWillHaveLobby = ::Network.isEnabled() && !::Network.Status.isPastLobby() && Game.fLobby;
	bool fHasOrWillHaveLobby = ::Network.isLobbyActive() || fWillHaveLobby;
	bool fCanPickTeamAtRuntime = !IsRandomTeam() && (rNewJoin.GetType() == C4PT_User) && IsRuntimeJoinTeamChoice();
	bool fIsTeamNeeded = IsRuntimeJoinTeamChoice() || GetTeamCount();
	if (!fHasOrWillHaveLobby && (!fIsTeamNeeded || fCanPickTeamAtRuntime)) return false;
	// get least-used team
	C4Team *pAssignTeam=NULL;
	C4Team *pLowestTeam = GetRandomSmallestTeam();
	// melee mode
	if (IsAutoGenerateTeams() && !IsRandomTeam())
	{
		// reuse old team only if it's empty
		if (pLowestTeam && !pLowestTeam->GetPlayerCount())
			pAssignTeam = pLowestTeam;
		else
		{
			// no empty team: generate new
			GenerateDefaultTeams(iLastTeamID+1);
			pAssignTeam = GetTeamByID(iLastTeamID);
		}
	}
	else
	{
		if (!pLowestTeam)
		{
			// not enough teams defined in teamwork mode?
			// then create two teams as default
			if (!GetTeamByIndex(1))
				GenerateDefaultTeams(2);
			else
				// otherwise, all defined teams are full. This is a scenario error, because MaxPlayer should have been adjusted
				return false;
			pLowestTeam = GetTeamByIndex(0);
		}
		pAssignTeam = pLowestTeam;
	}
	// assign it
	if (!pAssignTeam) return false;
	pAssignTeam->AddPlayer(rNewJoin, true);
	return true;
}
Exemplo n.º 18
0
void C4Network2Players::HandlePlayerInfoUpdRequest(const class C4ClientPlayerInfos *pInfoPacket, bool fByHost)
{
	// network host only
	assert(::Network.isEnabled());
	assert(::Network.isHost());
	// copy client infos (need to be adjusted)
	C4ClientPlayerInfos OwnInfoPacket(*pInfoPacket);
	// safety: check any duplicate, unjoined players first
	// check those with unassigned IDs only, so update packets won't be rejected by this
	if (!OwnInfoPacket.IsInitialPacket())
	{
		C4ClientPlayerInfos *pExistingClientInfo = rInfoList.GetInfoByClientID(OwnInfoPacket.GetClientID());
		if (pExistingClientInfo)
		{
			int iCnt=OwnInfoPacket.GetPlayerCount(); C4PlayerInfo *pPlrInfo;
			C4Network2Res *pRes;
			while (iCnt--) if ((pPlrInfo=OwnInfoPacket.GetPlayerInfo(iCnt)))
					if (!pPlrInfo->GetID()) if ((pRes = pPlrInfo->GetRes()))
							if (pExistingClientInfo->GetPlayerInfoByRes(pRes->getResID()))
							{
								// double join: simply deny without message
#ifdef _DEBUG
								Log("Network: Duplicate player join rejected!");
#endif
								OwnInfoPacket.RemoveIndexedInfo(iCnt);
							}
		}
		if (!OwnInfoPacket.GetPlayerCount())
		{
			// player join request without players: probably all removed because doubled
#ifdef _DEBUG
			Log("Network: Empty player join request ignored!");
#endif
			return;
		}
	}
	// assign player IDs
	if (!rInfoList.AssignPlayerIDs(&OwnInfoPacket) && OwnInfoPacket.IsAddPacket())
	{
		// no players could be joined in an add request: probably because the maximum player limit has been reached
		return;
	}
	// check doubled savegame player usage
	UpdateSavegameAssignments(&OwnInfoPacket);
	// update teams
	rInfoList.AssignTeams(&OwnInfoPacket, fByHost);
	// update any other player colors and names
	// this may only change colors and names of all unjoined players (which is all players in lobby mode)
	// any affected players will get an updated-flag
	rInfoList.UpdatePlayerAttributes(&OwnInfoPacket, true);
	// league score gains may now be different
	rInfoList.ResetLeagueProjectedGain(true);
	int32_t iPlrInfo = 0;
	C4PlayerInfo *pPlrInfo;
	while ((pPlrInfo = OwnInfoPacket.GetPlayerInfo(iPlrInfo++))) pPlrInfo->ResetLeagueProjectedGain();
	if (Game.Parameters.isLeague())
	{
		// lobby only
		if (!::Network.isLobbyActive())
			return;
		// check league authentication for new players
		for (int i = 0; i < OwnInfoPacket.GetPlayerCount(); i++)
			if (!rInfoList.GetPlayerInfoByID(OwnInfoPacket.GetPlayerInfo(i)->GetID()))
			{
				C4PlayerInfo *pInfo = OwnInfoPacket.GetPlayerInfo(i);
				// remove player infos without authentication
				if (!::Network.LeaguePlrAuthCheck(pInfo))
				{
					OwnInfoPacket.RemoveIndexedInfo(i);
					i--;
				}
				else
					// always reset authentication ID after check - it's not needed anymore
					pInfo->SetAuthID("");
			}
	}
	// send updates to all other clients and reset update flags
	SendUpdatedPlayers();
	// finally, add new player join as direct input
	// this will add the player infos directly on host side (DirectExec as a subcall),
	// so future player join request will take the other joined  clients into consideration
	// when assigning player colors, etc.; it will also start resource loading
	// in running mode, this call will also put the actual player joins into the queue
	::Control.DoInput(CID_PlrInfo, new C4ControlPlayerInfo(OwnInfoPacket), CDT_Direct);
	// notify lobby of updates
	C4GameLobby::MainDlg *pLobby = ::Network.GetLobby();
	if (pLobby) pLobby->OnPlayersChange();
}
Exemplo n.º 19
0
void C4PlayerInfoListAttributeConflictResolver::ResolveInInfo()
{
	// trial-loop for assignment of new player colors/names
	int32_t iTries = 0;
	// original/alternate conflict evaluated once only
	fOriginalConflict = false;
	fAlternateConflict = (eAttr == C4PlayerInfo::PLRATT_Name) || !pResolveInfo->GetAlternateColor(); // mark as conflict if there is no alternate color/name
	for (;;)
	{
		// check against all other player infos, and given info, too (may be redundant)
		fCurrentConflict = false;
		pLowPrioOriginalConflictPacket = pLowPrioAlternateConflictPacket = nullptr;
		MarkConflicts(rPriCheckList, !iTries);
		// check secondary list, too. But only for colors, not for names, because secondary list is Restore list
		// and colors are retained in restore while names are always taken from new joins
		if (eAttr != C4PlayerInfo::PLRATT_Name) MarkConflicts(rSecCheckList, !iTries);
		// and mark conflicts in additional packet that' sbeen passed
		if (pSecPacket) MarkConflicts(*pSecPacket, !iTries);
		// color conflict resolving
		if (eAttr == C4PlayerInfo::PLRATT_Color)
		{
			// original color free but not used?
			if (!iTries)
			{
				if (pResolveInfo->GetColor() != pResolveInfo->GetOriginalColor())
				{
					if (!fOriginalConflict)
					{
						// revert to original color!
						pResolveInfo->SetColor(pResolveInfo->GetOriginalColor());
						// in case a lower priority packet was blocking the attribute, re-check that packet
						// note that the may readd the current resolve packet, but the conflict will occur with the
						// lower priority packet in the next loop
						if (pLowPrioOriginalConflictPacket) ReaddInfoForCheck(pLowPrioOriginalConflictPacket);
						// done with this player (breaking the trial-loop)
						break;
					}
					// neither original nor alternate color used but alternate color free?
					else if (pResolveInfo->GetColor() != pResolveInfo->GetAlternateColor() && !fAlternateConflict)
					{
						// revert to alternate
						pResolveInfo->SetColor(pResolveInfo->GetAlternateColor());
						if (pLowPrioAlternateConflictPacket) ReaddInfoForCheck(pLowPrioAlternateConflictPacket);
						// done with this player (breaking the trial-loop)
						break;
					}
				}
			}
			// conflict found?
			if (!fCurrentConflict)
				// done with this player, then - break the trial-loop
				break;
			// try to get a new, unused player color
			uint32_t dwNewClr;
			if (++iTries > C4MaxPlayerColorChangeTries)
			{
				LogF(LoadResStr("IDS_PRC_NOREPLPLRCLR"), pResolveInfo->GetName() ? pResolveInfo->GetName() : "<NONAME>");
				// since there's a conflict anyway, change to original
				pResolveInfo->SetColor(pResolveInfo->GetOriginalColor());
				break;
			}
			else
				dwNewClr = GenerateRandomPlayerColor(iTries);
			pResolveInfo->SetColor(dwNewClr);
		}
		else // if (eAttr == PLRATT_Name)
		{
			// name conflict resolving
			// original name free but not used?
			if (!SEqualNoCase(pResolveInfo->GetName(), pResolveInfo->GetOriginalName()))
				if (!fOriginalConflict)
				{
					// revert to original name!
					pResolveInfo->SetForcedName(nullptr);
					if (pLowPrioOriginalConflictPacket) ReaddInfoForCheck(pLowPrioOriginalConflictPacket);
					// done with this player (breaking the trial-loop)
					break;
				}
			// conflict found?
			if (!fCurrentConflict)
				// done with this player, then - break the trial-loop
				break;
			// generate new name by appending an index
			if (++iTries > C4MaxPlayerNameChangeTries) break;
			pResolveInfo->SetForcedName(FormatString("%s (%d)", pResolveInfo->GetOriginalName(), iTries+1).getData());
		}
	}
}