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Re: Ghost++ , GhostOne - Скачать - Установить - Настроить
Код:
/*
Copyright [2008] [Trevor Hogan]
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
CODE PORTED FROM THE ORIGINAL GHOST PROJECT: http://ghost.pwner.org/
*/
#include "ghost.h"
#include "util.h"
#include "config.h"
#include "language.h"
#include "socket.h"
#include "ghostdb.h"
#include "bnet.h"
#include "map.h"
#include "packed.h"
#include "savegame.h"
#include "replay.h"
#include "gameplayer.h"
#include "gameprotocol.h"
#include "game_base.h"
#include <cmath>
#include <string.h>
#include <time.h>
#include "next_combination.h"
//
// sorting classes
//
class CGamePlayerSortAscByPing
{
public:
bool operator( ) ( CGamePlayer *Player1, CGamePlayer *Player2 ) const
{
return Player1->GetPing( false ) < Player2->GetPing( false );
}
};
class CGamePlayerSortDescByPing
{
public:
bool operator( ) ( CGamePlayer *Player1, CGamePlayer *Player2 ) const
{
return Player1->GetPing( false ) > Player2->GetPing( false );
}
};
//
// CBaseGame
//
CBaseGame :: CBaseGame( CGHost *nGHost, CMap *nMap, CSaveGame *nSaveGame, uint16_t nHostPort, unsigned char nGameState, string nGameName, string nOwnerName, string nCreatorName, string nCreatorServer )
{
m_GHost = nGHost;
m_Socket = new CTCPServer( );
m_Protocol = new CGameProtocol( m_GHost );
m_Map = new CMap( *nMap );
m_SaveGame = nSaveGame;
if( m_GHost->m_SaveReplays && !m_SaveGame )
m_Replay = new CReplay( );
else
m_Replay = NULL;
m_Exiting = false;
m_Saving = false;
m_HostPort = nHostPort;
m_GameState = nGameState;
m_VirtualHostPID = 255;
m_FakePlayerPID = 255;
m_WTVPlayerPID = 255;
// wait time of 1 minute = 0 empty actions required
// wait time of 2 minutes = 1 empty action required
// etc...
if( m_GHost->m_ReconnectWaitTime == 0 )
m_GProxyEmptyActions = 0;
else
{
m_GProxyEmptyActions = m_GHost->m_ReconnectWaitTime - 1;
// clamp to 9 empty actions (10 minutes)
if( m_GProxyEmptyActions > 9 )
m_GProxyEmptyActions = 9;
}
m_GameName = nGameName;
wtvprocessid = 0;
AddGameName(m_GameName);
m_OriginalGameName = nGameName;
m_VirtualHostName = m_GHost->m_VirtualHostName;
m_OwnerName = nOwnerName;
m_CreatorName = nCreatorName;
m_CreatorServer = nCreatorServer;
m_HCLCommandString = m_Map->GetMapDefaultHCL( );
m_Server = nCreatorServer;
m_RandomSeed = GetTicks( );
m_GHost->m_HostCounter++;
m_GHost->SaveHostCounter();
if (m_GHost->m_MaxHostCounter>0)
if (m_GHost->m_HostCounter>m_GHost->m_MaxHostCounter)
m_GHost->m_HostCounter = 1;
m_HostCounter = m_GHost->m_HostCounter;
m_Latency = m_GHost->m_Latency;
m_UseDynamicLatency = m_GHost->m_UseDynamicLatency;
m_DynamicLatency = m_Latency;
m_DetourAllMessagesToAdmins = m_GHost->m_DetourAllMessagesToAdmins;
m_NormalCountdown = m_GHost->m_DetourAllMessagesToAdmins;
m_LastDynamicLatencyTicks = 0;
m_LastAdminJoinAndFullTicks = GetTicks();
m_MaxSync = 0;
m_MaxSyncUser = string();
m_SyncLimit = m_GHost->m_SyncLimit;
m_SyncCounter = 0;
m_MaxSyncCounter = 0;
m_GameTicks = 0;
m_CreationTime = GetTime( );
m_LastPingTime = GetTime( );
m_LastRefreshTime = GetTime( );
m_LastDownloadTicks = GetTime( );
m_LastDLCounterTicks = GetTime( );
m_DownloadCounter = 0;
m_DLCounter = 0;
m_LastDownloadCounterResetTicks = GetTicks( );
m_LastAnnounceTime = 0;
m_AnnounceInterval = 0;
m_LastAutoStartTime = GetTime( );
m_AutoStartPlayers = 0;
m_LastCountDownTicks = 0;
m_CountDownCounter = 0;
m_MsgTime = 170;
m_MsgStop = false;
m_StartedLoadingTicks = 0;
m_StartedLoadingTime = 0;
m_StartPlayers = 0;
m_LastLagScreenResetTime = 0;
m_LastActionSentTicks = 0;
m_LastActionLateBy = 0;
m_StartedLaggingTime = 0;
m_LastLagScreenTime = 0;
m_LastReservedSeen = GetTime( );
m_LastActionLateTicks = 0;
m_StartedKickVoteTime = 0;
m_LagScreenTime = 0;
m_GameLoadedTime = 0;
m_GameOverTime = 0;
m_LastPlayerLeaveTicks = 0;
m_MinimumScore = 0.0;
m_MaximumScore = 0.0;
m_SlotInfoChanged = false;
m_Locked = false;
m_RefreshCompleted = false;
m_RefreshMessages = m_GHost->m_RefreshMessages;
m_RefreshError = false;
m_OwnerJoined = false;
m_ShowScoreOf = string();
m_ShowNoteOf = string();
m_DisableStats = false;
m_HCL = false;
m_Listen = false;
m_RootListen = false;
m_MuteAll = false;
m_GameEnded = false;
m_GameEndedTime = 0;
m_GameLoadedMessage = false;
m_AllPlayersWarnChecked = false;
m_LastWarnCheck = 0;
m_MuteLobby = false;
m_CountDownStarted = false;
m_GameEndCountDownStarted = false;
m_GameLoading = false;
m_GameLoaded = false;
m_EndRequested = false;
m_EndRequestedTicks = 0;
if (m_GHost->m_Banning == 1)
m_Bans = true;
else
m_Bans = false;
m_LoadInGame = m_Map->GetMapLoadInGame( );
m_Desynced = false;
m_Lagging = false;
m_EndGameTime = 0;
m_ShowRealSlotCount = m_GHost->m_ShowRealSlotCount;
m_SwitchTime = 0;
m_SwitchNr = 0;
m_Switched = false;
m_CreatorAsFriend = m_GHost->m_addcreatorasfriendonhost;
m_GarenaOnly = false;
m_GameOverCanceled = false;
m_GameOverDiffCanceled = false;
m_CountryCheck = false;
m_CountryCheck2 = false;
m_ProviderCheck = false;
m_ProviderCheck2 = false;
m_ScoreCheck = false;
m_ScoreCheckChecked = false;
m_ScoreCheckScore = 0;
m_ScoreCheckRank = 0;
m_Team1 = 0;
m_Team2 = 0;
m_Team3 = 0;
m_Team4 = 0;
m_TeamDiff = 0;
m_EvenPlayeredTeams = false;
m_BanOn = false;
m_PlayersLeft = 0;
m_Rehost = false;
m_LastPlayerJoined = 255;
m_LastPlayerJoinedTime = GetTime()+5;
m_LastPlayerJoiningTime = GetTime()+5;
m_LastMars = GetTime()-10;
m_LastPlayerWarningTicks = GetTicks();
m_AllSlotsOccupied = false;
m_PingsUpdated = false;
m_AllSlotsAnnounced = false;
m_DownloadOnlyMode = false;
m_AutoSave = m_GHost->m_AutoSave;
m_DoAutoWarns = false;
m_MatchMaking = false;
m_LocalAdminMessages = m_GHost->m_LocalAdminMessages;
if( m_SaveGame )
{
m_EnforceSlots = m_SaveGame->GetSlots( );
m_Slots = m_SaveGame->GetSlots( );
// the savegame slots contain player entries
// we really just want the open/closed/computer entries
// so open all the player slots
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && (*i).GetComputer( ) == 0 )
{
(*i).SetPID( 0 );
(*i).SetDownloadStatus( 255 );
(*i).SetSlotStatus( SLOTSTATUS_OPEN );
}
}
}
else
m_Slots = m_Map->GetSlots( );
if( !m_GHost->m_IPBlackListFile.empty( ) )
{
ifstream in;
in.open( m_GHost->m_IPBlackListFile.c_str( ) );
if( in.fail( ) )
CONSOLE_Print( "[GAME: " + m_GameName + "] error loading IP blacklist file [" + m_GHost->m_IPBlackListFile + "]" );
else
{
CONSOLE_Print( "[GAME: " + m_GameName + "] loading IP blacklist file [" + m_GHost->m_IPBlackListFile + "]" );
string Line;
while( !in.eof( ) )
{
getline( in, Line );
// ignore blank lines and comments
if( Line.empty( ) || Line[0] == '#' )
continue;
// remove newlines and partial newlines to help fix issues with Windows formatted files on Linux systems
Line.erase( remove( Line.begin( ), Line.end( ), ' ' ), Line.end( ) );
Line.erase( remove( Line.begin( ), Line.end( ), '\r' ), Line.end( ) );
Line.erase( remove( Line.begin( ), Line.end( ), '\n' ), Line.end( ) );
// ignore lines that don't look like IP addresses
if( Line.find_first_not_of( "1234567890." ) != string :: npos )
continue;
m_IPBlackList.insert( Line );
}
in.close( );
CONSOLE_Print( "[GAME: " + m_GameName + "] loaded " + UTIL_ToString( m_IPBlackList.size( ) ) + " lines from IP blacklist file" );
}
}
m_AutoWarnMarks = m_Map->GetAutoWarnMarks( );
// start listening for connections
if( !m_GHost->m_BindAddress.empty( ) )
CONSOLE_Print( "[GAME: " + m_GameName + "] attempting to bind to address [" + m_GHost->m_BindAddress + "]" );
else
CONSOLE_Print( "[GAME: " + m_GameName + "] attempting to bind to all available addresses" );
if( m_Socket->Listen( m_GHost->m_BindAddress, m_HostPort ) )
CONSOLE_Print( "[GAME: " + m_GameName + "] listening on port " + UTIL_ToString( m_HostPort ) );
else
{
CONSOLE_Print( "[GAME: " + m_GameName + "] error listening on port " + UTIL_ToString( m_HostPort ) );
m_Exiting = true;
}
m_LastReservedSeen = GetTime( );
m_GetMapType = m_Map->GetMapType();
m_GetMapPath = m_Map->GetMapPath();
m_GetMapGameType = m_Map->GetMapGameType();
m_GetMapNumPlayers = m_Map->GetMapNumPlayers();
m_GetMapNumTeams = m_Map->GetMapNumTeams();
m_GetMapOnlyAutoWarnIfMoreThanXPlayers = m_Map->GetMapOnlyAutoWarnIfMoreThanXPlayers();
if (m_GetMapType == "dota" && m_GHost->m_AutoStartDotaGames)
m_AutoStartPlayers = 10;
}
CBaseGame :: ~CBaseGame( )
{
// save replay
// todotodo: put this in a thread
if( m_Replay && ( m_GameLoading || m_GameLoaded ) )
{
time_t Now = time( NULL );
char Time[17];
memset( Time, 0, sizeof( char ) * 17 );
time_t times = Now+ m_GHost->m_ReplayTimeShift;
strftime( Time, sizeof( char ) * 17, "%Y-%m-%d %H-%M", localtime( × ) );
string MinString = UTIL_ToString( ( m_GameTicks / 1000 ) / 60 );
string SecString = UTIL_ToString( ( m_GameTicks / 1000 ) % 60 );
if( MinString.size( ) == 1 )
MinString.insert( 0, "0" );
if( SecString.size( ) == 1 )
SecString.insert( 0, "0" );
m_Replay->BuildReplay( m_GameName, m_StatString, m_GHost->m_ReplayWar3Version, m_GHost->m_ReplayBuildNumber );
m_Replay->Save( m_GHost->m_TFT, m_GHost->m_ReplayPath + UTIL_FileSafeName( "GHost++ " + string( Time ) + " " + m_GameName + ".w3g" ) );
}
delete m_Socket;
delete m_Protocol;
delete m_Map;
delete m_Replay;
for( vector<CPotentialPlayer *> :: iterator i = m_Potentials.begin( ); i != m_Potentials.end( ); i++ )
delete *i;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
delete *i;
for( vector<CCallableScoreCheck *> :: iterator i = m_ScoreChecks.begin( ); i != m_ScoreChecks.end( ); i++ )
m_GHost->m_Callables.push_back( *i );
for( vector<CCallableWarnCount *> :: iterator i = m_WarnCounts.begin( ); i != m_WarnCounts.end( ); i++ )
m_GHost->m_Callables.push_back( *i );
for( vector<CCallableBanUpdate *> :: iterator i = m_BanUpdates.begin( ); i != m_BanUpdates.end( ); i++ )
m_GHost->m_Callables.push_back( *i );
for( vector<CCallableRunQuery *> :: iterator i = m_RunQueries.begin( ); i != m_RunQueries.end( ); i++ )
m_GHost->m_Callables.push_back( *i );
while( !m_Actions.empty( ) )
{
delete m_Actions.front( );
m_Actions.pop( );
}
m_GameNames.clear();
}
uint32_t CBaseGame :: GetNextTimedActionTicks( )
{
// return the number of ticks (ms) until the next "timed action", which for our purposes is the next game update
// the main GHost++ loop will make sure the next loop update happens at or before this value
// note: there's no reason this function couldn't take into account the game's other timers too but they're far less critical
// warning: this function must take into account when actions are not being sent (e.g. during loading or lagging)
if( !m_GameLoaded || m_Lagging )
return 50;
uint32_t TicksSinceLastUpdate = GetTicks( ) - m_LastActionSentTicks;
if( TicksSinceLastUpdate > m_DynamicLatency - m_LastActionLateBy )
return 0;
else
return m_DynamicLatency - m_LastActionLateBy - TicksSinceLastUpdate;
}
uint32_t CBaseGame :: GetSlotsOccupied( )
{
uint32_t NumSlotsOccupied = 0;
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_OCCUPIED )
NumSlotsOccupied++;
}
return NumSlotsOccupied;
}
uint32_t CBaseGame :: GetSlotsOpen( )
{
uint32_t NumSlotsOpen = 0;
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_OPEN )
NumSlotsOpen++;
}
return NumSlotsOpen;
}
uint32_t CBaseGame :: GetNumPlayers( )
{
uint32_t NumPlayers = GetNumHumanPlayers( );
if( m_FakePlayerPID != 255 )
NumPlayers++;
return NumPlayers;
}
uint32_t CBaseGame :: GetNumHumanPlayers( )
{
uint32_t NumHumanPlayers = 0;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) )
NumHumanPlayers++;
}
return NumHumanPlayers;
}
string CBaseGame :: GetDescription( )
{
string Description = m_GameName + " : " + m_OwnerName + " : " + UTIL_ToString( GetNumHumanPlayers( ) ) + "/" + UTIL_ToString( m_GameLoading || m_GameLoaded ? m_StartPlayers : m_Slots.size( ) );
if( m_GameLoading || m_GameLoaded )
Description += " : " + UTIL_ToString( ( m_GameTicks / 1000 ) / 60 ) + "m";
else
Description += " : " + UTIL_ToString( ( GetTime( ) - m_CreationTime ) / 60 ) + "m";
return Description;
}
void CBaseGame :: SetAnnounce( uint32_t interval, string message )
{
m_AnnounceInterval = interval;
m_AnnounceMessage = message;
m_LastAnnounceTime = GetTime( );
}
unsigned int CBaseGame :: SetFD( void *fd, void *send_fd, int *nfds )
{
unsigned int NumFDs = 0;
if( m_Socket )
{
m_Socket->SetFD( (fd_set *)fd, (fd_set *)send_fd, nfds );
NumFDs++;
}
for( vector<CPotentialPlayer *> :: iterator i = m_Potentials.begin( ); i != m_Potentials.end( ); i++ )
{
if( (*i)->GetSocket( ) )
{
(*i)->GetSocket( )->SetFD( (fd_set *)fd, (fd_set *)send_fd, nfds );
NumFDs++;
}
}
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetSocket( ) )
{
(*i)->GetSocket( )->SetFD( (fd_set *)fd, (fd_set *)send_fd, nfds );
NumFDs++;
}
}
return NumFDs;
}
bool CBaseGame :: Update( void *fd, void *send_fd )
{
// update callables
for( vector<CCallableWarnCount *> :: iterator i = m_WarnCounts.begin( ); i != m_WarnCounts.end( ); )
{
if( (*i)->GetReady( ) )
{
uint32_t Count = (*i)->GetResult( );
CGamePlayer * Player = GetPlayerFromName((*i)->GetName(), false);
if (Player)
{
// count warns
if (Count > 0)
{
SendChat( Player, m_GHost->m_Language->DisplayWarnsCount( UTIL_ToString(Count) ) );
}
}
m_GHost->m_DB->RecoverCallable( *i );
delete *i;
i = m_WarnCounts.erase( i );
}
else
i++;
}
for( vector<CCallableBanUpdate *> :: iterator i = m_BanUpdates.begin( ); i != m_BanUpdates.end( ); )
{
if( (*i)->GetReady( ) )
{
m_GHost->m_DB->RecoverCallable( *i );
delete *i;
i = m_BanUpdates.erase( i );
}
else
i++;
}
for( vector<CCallableRunQuery *> :: iterator i = m_RunQueries.begin( ); i != m_RunQueries.end( ); )
{
if( (*i)->GetReady( ) )
{
m_GHost->m_DB->RecoverCallable( *i );
delete *i;
i = m_RunQueries.erase( i );
}
else
i++;
}
for( vector<CCallableScoreCheck *> :: iterator i = m_ScoreChecks.begin( ); i != m_ScoreChecks.end( ); )
{
if( (*i)->GetReady( ) )
{
double Score = (*i)->GetResult( );
CGamePlayer * Player = GetPlayerFromName((*i)->GetName( ), false);
if (Player)
{
Player->SetScoreS(UTIL_ToString(Score,2));
Player->SetRankS(UTIL_ToString((*i)->GetRank( )));
Player->SetScore(Score);
}
for( vector<CPotentialPlayer *> :: iterator j = m_Potentials.begin( ); j != m_Potentials.end( ); j++ )
{
if( (*j)->GetJoinPlayer( ) && (*j)->GetJoinPlayer( )->GetName( ) == (*i)->GetName( ) )
{
if (m_MatchMaking && m_AutoStartPlayers != 0)
EventPlayerJoinedWithScore( *j, (*j)->GetJoinPlayer( ), Score );
else
if (m_ScoreCheck)
{
m_ScoreCheckChecked = true;
m_ScoreCheckScore = Score;
m_ScoreCheckRank = (*i)->GetRank( );
EventPlayerJoined(*j, (*j)->GetJoinPlayer( ));
m_ScoreCheckChecked = false;
}
}
}
m_GHost->m_DB->RecoverCallable( *i );
delete *i;
i = m_ScoreChecks.erase( i );
}
else
i++;
}
// update players
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); )
{
if( (*i)->Update( fd ) )
{
EventPlayerDeleted( *i );
delete *i;
i = m_Players.erase( i );
}
else
i++;
}
for( vector<CPotentialPlayer *> :: iterator i = m_Potentials.begin( ); i != m_Potentials.end( ); )
{
if( (*i)->Update( fd ) )
{
// flush the socket (e.g. in case a rejection message is queued)
if( (*i)->GetSocket( ) )
(*i)->GetSocket( )->DoSend( (fd_set *)send_fd );
delete *i;
i = m_Potentials.erase( i );
}
else
i++;
}
// create the virtual host player
// if( !m_GameLoading && !m_GameLoaded && GetNumPlayers( ) < 12 )
uint32_t SlotReq = 12;
if (m_ShowRealSlotCount)
SlotReq = m_Slots.size();
if( !m_GameLoading && !m_GameLoaded && GetNumPlayers( ) < SlotReq && !m_GHost->m_DetourAllMessagesToAdmins )
CreateVirtualHost( );
// unlock the game
if( m_Locked && !GetPlayerFromName( m_OwnerName, false ) )
{
SendAllChat( m_GHost->m_Language->GameUnlocked( ) );
m_Locked = false;
}
// ping every 5 seconds
// changed this to ping during game loading as well to hopefully fix some problems with people disconnecting during loading
// changed this to ping during the game as well
if( GetTime( ) - m_LastPingTime >= 5 )
{
// note: we must send pings to players who are downloading the map because Warcraft III disconnects from the lobby if it doesn't receive a ping every ~90 seconds
// so if the player takes longer than 90 seconds to download the map they would be disconnected unless we keep sending pings
// todotodo: ignore pings received from players who have recently finished downloading the map
SendAll( m_Protocol->SEND_W3GS_PING_FROM_HOST( ) );
// we also broadcast the game to the local network every 5 seconds so we hijack this timer for our nefarious purposes
// however we only want to broadcast if the countdown hasn't started
// see the !sendlan code later in this file for some more information about how this works
// todotodo: should we send a game cancel message somewhere? we'll need to implement a host counter for it to work
if( !m_CountDownStarted )
{
BYTEARRAY MapGameType;
// construct a fixed host counter which will be used to identify players from this "realm" (i.e. LAN)
// the fixed host counter's 4 most significant bits will contain a 4 bit ID (0-15)
// the rest of the fixed host counter will contain the 28 least significant bits of the actual host counter
// since we're destroying 4 bits of information here the actual host counter should not be greater than 2^28 which is a reasonable assumption
// when a player joins a game we can obtain the ID from the received host counter
// note: LAN broadcasts use an ID of 0, battle.net refreshes use an ID of 1-10, the rest are unused
uint32_t FixedHostCounter = m_HostCounter & 0x0FFFFFFF;
// construct the correct W3GS_GAMEINFO packet
uint32_t slotstotal = m_Slots.size( );
uint32_t slotsopen = GetSlotsOpen();
if (slotsopen<2) slotsopen = 2;
if (!m_ShowRealSlotCount)
{
slotsopen = 12;
slotstotal = 12;
}
if( m_SaveGame )
{
MapGameType.push_back( 0 );
MapGameType.push_back( 2 );
MapGameType.push_back( 0 );
MapGameType.push_back( 0 );
BYTEARRAY MapWidth;
MapWidth.push_back( 0 );
MapWidth.push_back( 0 );
BYTEARRAY MapHeight;
MapHeight.push_back( 0 );
MapHeight.push_back( 0 );
if (m_GHost->m_broadcastinlan)
{
m_GHost->m_UDPSocket->Broadcast( 6112, m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_TFT, m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), MapWidth, MapHeight, m_GameName, "Varlock", GetTime( ) - m_CreationTime, "Save\\Multiplayer\\" + m_SaveGame->GetFileNameNoPath( ), m_SaveGame->GetMagicNumber( ), slotstotal, slotsopen, m_HostPort, FixedHostCounter ) );
m_GHost->m_UDPSocket->SendTo("127.0.0.1", 6112, m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_TFT, m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), MapWidth, MapHeight, m_GameName, "Varlock", GetTime( ) - m_CreationTime, "Save\\Multiplayer\\" + m_SaveGame->GetFileNameNoPath( ), m_SaveGame->GetMagicNumber( ), slotstotal, slotsopen, m_HostPort, FixedHostCounter ) );
}
// if (m_GarenaOnly)
{
//m_GHost->m_UDPSocket->SendTo("127.0.0.1", 6112, m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), MapWidth, MapHeight, m_GameName, "Varlock", GetTime( ) - m_CreationTime, "Save\\Multiplayer\\" + m_SaveGame->GetFileNameNoPath( ), m_SaveGame->GetMagicNumber( ), 12, 12, m_HostPort, FixedHostCounter ) );
}
m_GHost->UDPChatSend(m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_TFT, m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), MapWidth, MapHeight, m_GameName, "Varlock", GetTime( ) - m_CreationTime, "Save\\Multiplayer\\" + m_SaveGame->GetFileNameNoPath( ), m_SaveGame->GetMagicNumber( ), slotstotal, slotsopen, m_HostPort, FixedHostCounter ) );
}
else
{
MapGameType.push_back( m_Map->GetMapGameType( ) );
MapGameType.push_back( 0 );
MapGameType.push_back( 0 );
MapGameType.push_back( 0 );
if (m_GHost->m_broadcastinlan)
{
m_GHost->m_UDPSocket->Broadcast( 6112, m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_TFT, m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), m_Map->GetMapWidth( ), m_Map->GetMapHeight( ), m_GameName, "Varlock", GetTime( ) - m_CreationTime, m_Map->GetMapPath( ), m_Map->GetMapCRC( ), slotstotal, slotsopen, m_HostPort, FixedHostCounter ) );
m_GHost->m_UDPSocket->SendTo( "127.0.0.1", 6112, m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_TFT, m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), m_Map->GetMapWidth( ), m_Map->GetMapHeight( ), m_GameName, "Varlock", GetTime( ) - m_CreationTime, m_Map->GetMapPath( ), m_Map->GetMapCRC( ), slotstotal, slotsopen, m_HostPort, FixedHostCounter ) );
}
// if (m_GarenaOnly)
{
// m_GHost->m_UDPSocket->SendTo( "127.0.0.1", 6112, m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), m_Map->GetMapWidth( ), m_Map->GetMapHeight( ), m_GameName, "Varlock", GetTime( ) - m_CreationTime, m_Map->GetMapPath( ), m_Map->GetMapCRC( ), 12, 12, m_HostPort, FixedHostCounter ) );
// m_GHost->m_UDPSocket->SendTo( "192.168.1.2", 6112, m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), m_Map->GetMapWidth( ), m_Map->GetMapHeight( ), m_GameName, "Varlock", GetTime( ) - m_CreationTime, m_Map->GetMapPath( ), m_Map->GetMapCRC( ), 12, 12, m_HostPort, FixedHostCounter ) );
}
m_GHost->UDPChatSend(m_Protocol->SEND_W3GS_GAMEINFO( m_GHost->m_TFT, m_GHost->m_LANWar3Version, MapGameType, m_Map->GetMapGameFlags( ), m_Map->GetMapWidth( ), m_Map->GetMapHeight( ), m_GameName, "Varlock", GetTime( ) - m_CreationTime, m_Map->GetMapPath( ), m_Map->GetMapCRC( ), 12, 12, m_HostPort, FixedHostCounter ));
}
}
m_LastPingTime = GetTime( );
}
// refresh every 3 seconds
bool m_AutoHostRefresh = (m_autohosted && m_GHost->m_AutoHostLocal);
// don't refresh if we're autohosting locally only
if (!m_AutoHostRefresh )
if( !m_RefreshError && !m_CountDownStarted && m_GameState == GAME_PUBLIC && GetSlotsOpen( ) > 0 && GetTime( )- m_LastRefreshTime >= 3 )
{
// send a game refresh packet to each battle.net connection
bool Refreshed = false;
uint32_t slotstotal = m_Slots.size( );
uint32_t slotsopen = GetSlotsOpen();
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
// don't queue a game refresh message if the queue contains more than 1 packet because they're very low priority
if( (*i)->GetOutPacketsQueued( ) <= 1 )
{
(*i)->QueueGameRefresh( m_GameState, m_GameName, string( ), m_Map, m_SaveGame, GetTime( ) - m_CreationTime, m_HostCounter, slotstotal, slotsopen );
Refreshed = true;
}
}
// only print the "game refreshed" message if we actually refreshed on at least one battle.net server
if( m_RefreshMessages && Refreshed )
SendAllChat( m_GHost->m_Language->GameRefreshed( ) );
m_LastRefreshTime = GetTime( );
}
// send more map data
if( !m_GameLoading && !m_GameLoaded && GetTicks( ) - m_LastDownloadCounterResetTicks >= 1000 )
{
// hackhack: another timer hijack is in progress here
// since the download counter is reset once per second it's a great place to update the slot info if necessary
if( m_SlotInfoChanged )
SendAllSlotInfo( );
// m_DownloadCounter = 0;
m_LastDownloadCounterResetTicks = GetTicks( );
}
/*
if( !m_GameLoading && !m_GameLoaded && GetTicks( ) - m_LastDownloadTicks > 100 )
{
uint32_t Downloaders = 0;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetDownloadStarted( ) && !(*i)->GetDownloadFinished( ) )
{
Downloaders++;
if( m_GHost->m_MaxDownloaders > 0 && Downloaders > m_GHost->m_MaxDownloaders )
break;
// send up to 100 pieces of the map at once so that the download goes faster
// if we wait for each MAPPART packet to be acknowledged by the client it'll take a long time to download
// this is because we would have to wait the round trip time (the ping time) between sending every 1442 bytes of map data
// doing it this way allows us to send at least 140 KB in each round trip interval which is much more reasonable
// the theoretical throughput is [140 KB * 1000 / ping] in KB/sec so someone with 100 ping (round trip ping, not LC ping) could download at 1400 KB/sec
// note: this creates a queue of map data which clogs up the connection when the client is on a slower connection (e.g. dialup)
// in this case any changes to the lobby are delayed by the amount of time it takes to send the queued data (i.e. 140 KB, which could be 30 seconds or more)
// for example, players joining and leaving, slot changes, chat messages would all appear to happen much later for the low bandwidth player
// note: the throughput is also limited by the number of times this code is executed each second
// e.g. if we send the maximum amount (140 KB) 10 times per second the theoretical throughput is 1400 KB/sec
// therefore the maximum throughput is 1400 KB/sec regardless of ping and this value slowly diminishes as the player's ping increases
// in addition to this, the throughput is limited by the configuration value bot_maxdownloadspeed
// in summary: the actual throughput is MIN( 140 * 1000 / ping, 1400, bot_maxdownloadspeed ) in KB/sec assuming only one player is downloading the map
uint32_t MapSize = UTIL_ByteArrayToUInt32( m_Map->GetMapSize( ), false );
while( (*i)->GetLastMapPartSent( ) < (*i)->GetLastMapPartAcked( ) + 1442 * 100 && (*i)->GetLastMapPartSent( ) < MapSize )
{
if( (*i)->GetLastMapPartSent( ) == 0 )
{
// overwrite the "started download ticks" since this is the first time we've sent any map data to the player
// prior to this we've only determined if the player needs to download the map but it's possible we could have delayed sending any data due to download limits
(*i)->SetStartedDownloadingTicks( GetTicks( ) );
}
// limit the download speed if we're sending too much data
// the download counter is the # of map bytes downloaded in the last second (it's reset once per second)
if( m_GHost->m_MaxDownloadSpeed > 0 && m_DownloadCounter > m_GHost->m_MaxDownloadSpeed * 1024 )
break;
Send( *i, m_Protocol->SEND_W3GS_MAPPART( GetHostPID( ), (*i)->GetPID( ), (*i)->GetLastMapPartSent( ), m_Map->GetMapData( ) ) );
(*i)->SetLastMapPartSent( (*i)->GetLastMapPartSent( ) + 1442 );
m_DownloadCounter += 1442;
}
}
}
m_LastDownloadTicks = GetTicks( );
}
*/
// announce every m_AnnounceInterval seconds
if( !m_AnnounceMessage.empty( ) && !m_CountDownStarted && GetTime( ) - m_LastAnnounceTime >= m_AnnounceInterval )
{
{
string msg = m_AnnounceMessage;
string msgl = string();
string :: size_type lstart;
while ((lstart = msg.find("|"))!=string :: npos)
{
msgl = msg.substr(0,lstart);
msg = msg.substr(lstart+1,msg.length()-lstart-1);
SendAllChat(msgl);
}
SendAllChat(msg);
}
m_LastAnnounceTime = GetTime( );
}
// kick players who don't spoof check within 20 seconds when spoof checks are required and the game is autohosted
if( !m_CountDownStarted && m_GHost->m_RequireSpoofChecks && m_GameState == GAME_PUBLIC && !m_GHost->m_AutoHostGameName.empty( ) && m_GHost->m_AutoHostMaximumGames != 0 && m_GHost->m_AutoHostAutoStartPlayers != 0 && m_AutoStartPlayers != 0 )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetSpoofed( ) && GetTime( ) - (*i)->GetJoinTime( ) >= 20 )
{
(*i)->SetDeleteMe( true );
(*i)->SetLeftReason( m_GHost->m_Language->WasKickedForNotSpoofChecking( ) );
(*i)->SetLeftCode( PLAYERLEAVE_LOBBY );
OpenSlot( GetSIDFromPID( (*i)->GetPID( ) ), false );
}
}
}
// try to auto start every 10 seconds
if( !m_CountDownStarted && m_AutoStartPlayers != 0 && GetTime( ) - m_LastAutoStartTime >= 10 )
{
StartCountDownAuto( m_GHost->m_RequireSpoofChecks );
m_LastAutoStartTime = GetTime( );
}
// end game countdown every 1000 ms
if( m_GameEndCountDownStarted && GetTicks( ) - m_GameEndLastCountDownTicks >= 1000 )
{
if( m_GameEndCountDownCounter > 0 )
{
// we use a countdown counter rather than a "finish countdown time" here because it might alternately round up or down the count
// this sometimes resulted in a countdown of e.g. "6 5 3 2 1" during my testing which looks pretty dumb
// doing it this way ensures it's always "5 4 3 2 1" but each interval might not be *exactly* the same length
SendAllChat( UTIL_ToString( m_GameEndCountDownCounter ) + ". . ." );
m_GameEndCountDownCounter--;
}
else if( !m_GameLoading && m_GameLoaded )
{
m_GameEndCountDownStarted = false;
StopPlayers( "was disconnected (admin ended game)" );
}
m_GameEndLastCountDownTicks = GetTicks( );
}
// countdown every 500 ms
uint32_t waittime = 500;
if (m_NormalCountdown)
waittime = 1200;
if( m_CountDownStarted && GetTicks( ) - m_LastCountDownTicks >= waittime )
{
if( m_CountDownCounter > 0 )
{
// we use a countdown counter rather than a "finish countdown time" here because it might alternately round up or down the count
// this sometimes resulted in a countdown of e.g. "6 5 3 2 1" during my testing which looks pretty dumb
// doing it this way ensures it's always "5 4 3 2 1" but each interval might not be *exactly* the same length
if (!m_NormalCountdown)
SendAllChat( UTIL_ToString( m_CountDownCounter ) + ". . ." );
m_CountDownCounter--;
}
else if( !m_GameLoading && !m_GameLoaded )
EventGameStarted( );
m_LastCountDownTicks = GetTicks( );
}
// update pings in the GUI
if (GetTime()>m_CreationTime+5 && !m_PingsUpdated)
if (GetTime()>m_LastPlayerJoinedTime+3 && !m_GameLoading && !m_GameLoaded)
{
m_PingsUpdated = true;
m_GHost->UDPChatSend("|lobbyupdate");
}
// check if no one has joined the game for a long time (25 sec default) and rehost
bool LoggedIn = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if ((*i)->GetServer()==m_Server)
LoggedIn = (*i)->GetLoggedIn();
// the game creation message will be sent on the next refresh
}
if (!(m_autohosted && m_GHost->m_AutoHostLocal))
if (!m_DownloadOnlyMode)
if (m_VirtualHostName!="|cFFC04040Admin")
if (m_GameState==GAME_PUBLIC)
if (m_GHost->m_AutoRehostDelay!=0)
// if (LoggedIn)
if (GetTime()>m_CreationTime+5)
if (GetTime()>m_LastPlayerJoiningTime+m_GHost->m_AutoRehostDelay && !m_GameLoading && !m_GameLoaded && !m_AllSlotsOccupied)
{
/* if (m_AutoStartPlayers!=0)
m_GHost->m_HostCounter++;*/
ReCalculateTeams();
m_GameName = m_GHost->IncGameNr(m_GameName);
m_GHost->m_HostCounter++;
m_GHost->SaveHostCounter();
if (m_GHost->m_MaxHostCounter>0)
if (m_GHost->m_HostCounter>m_GHost->m_MaxHostCounter)
m_GHost->m_HostCounter = 1;
m_HostCounter = m_GHost->m_HostCounter;
m_GHost->m_QuietRehost = true;
m_RefreshError = false;
m_Rehost = true;
AddGameName(m_GameName);
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
(*i)->QueueGameUncreate( );
(*i)->QueueEnterChat( );
// the game creation message will be sent on the next refresh
}
m_CreationTime = GetTime( );
m_LastRefreshTime = GetTime( );
m_LastPlayerJoinedTime = GetTime( )+5;
m_LastPlayerJoiningTime = GetTime( )+5;
}
// check if the lobby is "abandoned" and needs to be closed since it will never start
if(m_VirtualHostName!="|cFFC04040Admin" && !m_GameLoading && !m_GameLoaded && m_AutoStartPlayers == 0 && m_GHost->m_LobbyTimeLimitMax > 0 )
{
// check if we've hit the time limit
if( GetTime( ) - m_CreationTime >= m_GHost->m_LobbyTimeLimitMax * 60 && !m_DownloadOnlyMode )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] is over (lobby time limit hit)" );
return true;
}
}
// check if the lobby is "abandoned" and needs to be closed since it will never start
if( !m_GameLoading && !m_GameLoaded && (m_AutoStartPlayers == 0) && m_GHost->m_LobbyTimeLimit > 0 )
{
// check if there's a player with reserved status in the game
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if (m_AutoStartPlayers == 0) {
if( (*i)->GetReserved( ) )
m_LastReservedSeen = GetTime( );
} else {
// If autostart is on, and there is at least one player, the above for loop will run.
m_LastReservedSeen = GetTime( );
break;
}
// if( (*i)->GetReserved( ) )
// m_LastReservedSeen = GetTime( );
}
// check if we've hit the time limit
if( GetTime( ) - m_LastReservedSeen >= m_GHost->m_LobbyTimeLimit * 60 && !m_DownloadOnlyMode )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] is over (lobby time limit hit)" );
return true;
}
}
// check if the game is loaded
if( m_GameLoading )
{
bool FinishedLoading = true;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
FinishedLoading = (*i)->GetFinishedLoading( );
if( !FinishedLoading )
break;
}
if( FinishedLoading )
{
m_LastActionSentTicks = GetTicks( );
m_GameLoading = false;
m_GameLoaded = true;
EventGameLoaded( );
}
else
{
// reset the "lag" screen (the load-in-game screen) every 30 seconds
if( m_LoadInGame && GetTime( ) - m_LastLagScreenResetTime >= 30 )
{
bool UsingGProxy = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetGProxy( ) )
UsingGProxy = true;
}
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetFinishedLoading( ) )
{
// stop the lag screen
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
{
if( !(*j)->GetFinishedLoading( ) )
Send( *i, m_Protocol->SEND_W3GS_STOP_LAG( *j, true ) );
}
// send an empty update
// this resets the lag screen timer but creates a rather annoying problem
// in order to prevent a desync we must make sure every player receives the exact same "desyncable game data" (updates and player leaves) in the exact same order
// unfortunately we cannot send updates to players who are still loading the map, so we buffer the updates to those players (see the else clause a few lines down for the code)
// in addition to this we must ensure any player leave messages are sent in the exact same position relative to these updates so those must be buffered too
if( UsingGProxy && !(*i)->GetGProxy( ) )
{
// we must send empty actions to non-GProxy++ players
// GProxy++ will insert these itself so we don't need to send them to GProxy++ players
// empty actions are used to extend the time a player can use when reconnecting
for( unsigned char j = 0; j < m_GProxyEmptyActions; j++ )
Send( *i, m_Protocol->SEND_W3GS_INCOMING_ACTION( queue<CIncomingAction *>( ), 0 ) );
}
Send( *i, m_Protocol->SEND_W3GS_INCOMING_ACTION( queue<CIncomingAction *>( ), 0 ) );
// start the lag screen
Send( *i, m_Protocol->SEND_W3GS_START_LAG( m_Players, true ) );
}
else
{
// buffer the empty update since the player is still loading the map
if( UsingGProxy && !(*i)->GetGProxy( ) )
{
// we must send empty actions to non-GProxy++ players
// GProxy++ will insert these itself so we don't need to send them to GProxy++ players
// empty actions are used to extend the time a player can use when reconnecting
for( unsigned char j = 0; j < m_GProxyEmptyActions; j++ )
(*i)->AddLoadInGameData( m_Protocol->SEND_W3GS_INCOMING_ACTION( queue<CIncomingAction *>( ), 0 ) );
}
(*i)->AddLoadInGameData( m_Protocol->SEND_W3GS_INCOMING_ACTION( queue<CIncomingAction *>( ), 0 ) );
}
}
// add actions to replay
if( m_Replay )
{
if( UsingGProxy )
{
for( unsigned char i = 0; i < m_GProxyEmptyActions; i++ )
m_Replay->AddTimeSlot( 0, queue<CIncomingAction *>( ) );
}
m_Replay->AddTimeSlot( 0, queue<CIncomingAction *>( ) );
}
// Warcraft III doesn't seem to respond to empty actions
/* if( UsingGProxy )
m_SyncCounter += m_GProxyEmptyActions;
m_SyncCounter++; */
m_LastLagScreenResetTime = GetTime( );
}
}
}
// keep track of the largest sync counter (the number of keepalive packets received by each player)
// if anyone falls behind by more than m_SyncLimit keepalives we start the lag screen
if( m_GameLoaded )
{
// calculate the largest sync counter
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetSyncCounter( ) > m_MaxSyncCounter )
m_MaxSyncCounter = (*i)->GetSyncCounter( );
}
// check if anyone has started lagging
// we consider a player to have started lagging if they're more than m_SyncLimit keepalives behind
if( !m_Lagging )
{
string LaggingString;
m_MaxSync = 0;
uint32_t Sync = 0;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
Sync = m_SyncCounter - (*i)->GetSyncCounter( );
if (Sync > m_MaxSync)
{
m_MaxSync = Sync;
m_MaxSyncUser = (*i)->GetName();
}
if( Sync > m_SyncLimit )
{
(*i)->SetLagging( true );
// calculate drop vote ticks
uint32_t d = 5;
if (m_GHost->m_DropVoteTime<45)
d = (45 * 1000)-m_GHost->m_DropVoteTime*1000 ;
(*i)->SetStartedLaggingTicks( GetTicks( )-d );
m_Lagging = true;
m_StartedLaggingTime = GetTime( );
if( LaggingString.empty( ) )
LaggingString = (*i)->GetName( );
else
LaggingString += ", " + (*i)->GetName( );
}
}
if( m_Lagging )
{
// start the lag screen
CONSOLE_Print( "[GAME: " + m_GameName + "] started lagging on [" + LaggingString + "]" );
SendAll( m_Protocol->SEND_W3GS_START_LAG( m_Players ) );
// reset everyone's drop vote
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
(*i)->SetDropVote( false );
m_LastLagScreenResetTime = GetTime( );
// get current time to use for the drop vote
m_LagScreenTime = GetTime();
}
}
if( m_Lagging )
{
bool UsingGProxy = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetGProxy( ) )
UsingGProxy = true;
}
uint32_t WaitTime = 60;
if( UsingGProxy )
WaitTime = ( m_GProxyEmptyActions + 1 ) * 60;
if( GetTime( ) - m_StartedLaggingTime >= WaitTime )
StopLaggers( m_GHost->m_Language->WasAutomaticallyDroppedAfterSeconds( UTIL_ToString( WaitTime ) ) );
// we cannot allow the lag screen to stay up for more than ~65 seconds because Warcraft III disconnects if it doesn't receive an action packet at least this often
// one (easy) solution is to simply drop all the laggers if they lag for more than 60 seconds
// another solution is to reset the lag screen the same way we reset it when using load-in-game
// this is required in order to give GProxy++ clients more time to reconnect
if( GetTime( ) - m_LastLagScreenResetTime >= 60 )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
// stop the lag screen
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
{
if( (*j)->GetLagging( ) )
Send( *i, m_Protocol->SEND_W3GS_STOP_LAG( *j ) );
}
// send an empty update
// this resets the lag screen timer
if( UsingGProxy && !(*i)->GetGProxy( ) )
{
// we must send additional empty actions to non-GProxy++ players
// GProxy++ will insert these itself so we don't need to send them to GProxy++ players
// empty actions are used to extend the time a player can use when reconnecting
for( unsigned char j = 0; j < m_GProxyEmptyActions; j++ )
Send( *i, m_Protocol->SEND_W3GS_INCOMING_ACTION( queue<CIncomingAction *>( ), 0 ) );
}
Send( *i, m_Protocol->SEND_W3GS_INCOMING_ACTION( queue<CIncomingAction *>( ), 0 ) );
// start the lag screen
Send( *i, m_Protocol->SEND_W3GS_START_LAG( m_Players ) );
}
// add actions to replay
if( m_Replay )
{
if( UsingGProxy )
{
for( unsigned char i = 0; i < m_GProxyEmptyActions; i++ )
m_Replay->AddTimeSlot( 0, queue<CIncomingAction *>( ) );
}
m_Replay->AddTimeSlot( 0, queue<CIncomingAction *>( ) );
}
// Warcraft III doesn't seem to respond to empty actions
/* if( UsingGProxy )
m_SyncCounter += m_GProxyEmptyActions;
m_SyncCounter++; */
m_LastLagScreenResetTime = GetTime( );
}
// check if anyone has stopped lagging normally
// we consider a player to have stopped lagging if they're less than half m_SyncLimit keepalives behind
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetLagging( ) && m_SyncCounter - (*i)->GetSyncCounter( ) < m_SyncLimit / 2 )
{
// stop the lag screen for this player
CONSOLE_Print( "[GAME: " + m_GameName + "] stopped lagging on [" + (*i)->GetName( ) + "]" );
SendAll( m_Protocol->SEND_W3GS_STOP_LAG( *i ) );
(*i)->SetLagging( false );
(*i)->SetStartedLaggingTicks( 0 );
}
}
// check if everyone has stopped lagging
bool Lagging = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetLagging( ) )
Lagging = true;
}
m_Lagging = Lagging;
// reset m_LastActionSentTicks because we want the game to stop running while the lag screen is up
m_LastActionSentTicks = GetTicks( );
// keep track of the last lag screen time so we can avoid timing out players
m_LastLagScreenTime = GetTime( );
}
}
// send actions every m_Latency milliseconds
// actions are at the heart of every Warcraft 3 game but luckily we don't need to know their contents to relay them
// we queue player actions in EventPlayerAction then just resend them in batches to all players here
if (!m_GHost->m_newLatency)
if( m_GameLoaded && !m_Lagging && GetTicks( ) - m_LastActionSentTicks >= m_DynamicLatency )
SendAllActions( );
if (m_GHost->m_newLatency)
if( m_GameLoaded && !m_Lagging && GetTicks( ) - m_LastActionSentTicks >= m_DynamicLatency - m_LastActionLateBy )
SendAllActions( );
// update dynamic latency
if (m_UseDynamicLatency)
SetDynamicLatency();
else
m_DynamicLatency = m_Latency;
// expire the end vote
if( m_EndRequested && GetTicks( ) - m_EndRequestedTicks >= 180*1000 )
{
SendAllChat("End request expired." );
m_EndRequested = false;
m_EndRequestedTicks = 0;
}
// expire the rmk vote
if( !m_RmkVotePlayer.empty( ) && GetTime( ) - m_StartedRmkVoteTime >= 180 )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] rmk started by player [" + m_RmkVotePlayer + "] expired" );
SendAllChat("Rmk vote expired." );
m_RmkVotePlayer.clear( );
m_StartedRmkVoteTime = 0;
}
// expire the votekick
if( !m_KickVotePlayer.empty( ) && GetTime( ) - m_StartedKickVoteTime >= 60 )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] votekick against player [" + m_KickVotePlayer + "] expired" );
SendAllChat( m_GHost->m_Language->VoteKickExpired( m_KickVotePlayer ) );
m_KickVotePlayer.clear( );
m_StartedKickVoteTime = 0;
}
// look through each player's warn count and display it to them if > 0
if (m_GameLoadedTime!=0 && !m_AllPlayersWarnChecked)
if (GetTime()>= m_GameLoadedTime + m_GHost->m_InformAboutWarnsPrintout + m_LastWarnCheck)
{
m_AllPlayersWarnChecked = true;
CGamePlayer *player = NULL;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++)
{
if( (*i)->GetDeleteMe() == false && (*i)->GetWarnChecked() == false )
{
player = *i;
}
}
if( player != NULL )
{
m_LastWarnCheck++;
m_AllPlayersWarnChecked = false;
player->SetWarnChecked(true);
m_WarnCounts.push_back( m_GHost->m_DB->ThreadedWarnCount( player->GetName( ), 1 ) );
}
}
// show game start text
// read from gameloaded.txt if available
if (m_GameLoadedTime!=0 && !m_GameLoadedMessage)
if (GetTime()>=m_GameLoadedTime+m_GHost->m_GameLoadedPrintout)
{
CONSOLE_Print("[GAME: " + m_GameName + "] loading gameloaded.txt");
m_GameLoadedMessage = true;
ifstream inn;
inn.open( "gameloaded.txt" );
if( !inn.fail( ) )
{
// don't print more than 8 lines
uint32_t Count = 0;
string Line;
while( !inn.eof( ) && Count < 8 )
{
getline( inn, Line );
if( Line.empty( ) )
SendAllChat( " " );
else
SendAllChat( Line );
if( inn.eof( ) )
break;
Count++;
}
inn.close( );
} else
CONSOLE_Print("[GAME: " + m_GameName + "] gameloaded.txt load failed");
}
if (GetTime()>=m_GameLoadedTime+m_MsgTime && !m_MsgStop && m_GameLoaded) //Если игра загрузилась, если скрипт еще не прошел полный цикл, если прошло уже больше или равно 180 секунд
{
CONSOLE_Print("[GAME: " + m_GameName + "] typing msg");
m_MsgTime += 180; //Вывод текста через 180 сек
m_MsgInc++;
{
SendAllChat( " ################ " );
SendAllChat( "---= Ghost One by TeKeN =---" );
SendAllChat( " ################ " );
m_MsgStop = true;// Останавливаем выполнение условия в следующий раз (в данной игре)
}
}
// check if switch expired
if (m_SwitchTime!=0)
if (GetTime()-m_SwitchTime>60)
{
m_SwitchTime = 0;
CONSOLE_Print("[GAME: " + m_GameName + "] Switch expired");
}
bool lessthanminpercent = false;
bool lessthanminplayers = false;
float remainingpercent = (float)m_Players.size()*100/(float)m_PlayersatStart;
if (!m_GameOverCanceled)
{
// start the gameover timer if world tree/frozen throne has fallen
if (m_GHost->m_gameoverbasefallen>0 && m_GameOverTime == 0 && m_GameEnded)
{
CONSOLE_Print( "[GAME: " + m_GameName + "] gameover timer started (a base has fallen)");
m_GameOverTime = GetTime( )-60+m_GHost->m_gameoverbasefallen;
}
// start the gameover timer if we have less than the minimum percent of players remaining.
if (!m_GameEnded && m_GHost->m_gameoverminpercent!=0 && ( !m_GameLoading && m_GameLoaded ))
if (remainingpercent<m_GHost->m_gameoverminpercent)
lessthanminpercent = true;
if (lessthanminpercent && m_GameOverTime == 0)
{
CONSOLE_Print( "[GAME: " + m_GameName + "] gameover timer started (less than "+UTIL_ToString(m_GHost->m_gameoverminpercent)+"% )"+" "+string(1,m_GHost->m_CommandTrigger)+"override to cancel" );
SendAllChat("Game over in 60 seconds, "+ UTIL_ToString(remainingpercent)+"% remaining ( < "+UTIL_ToString(m_GHost->m_gameoverminpercent)+"% ) "+string(1,m_GHost->m_CommandTrigger)+"override to cancel");
m_GameOverTime = GetTime( );
}
// start the gameover timer if there's less than m_gameoverminplayers players left (and we had at least 1 leaver)
if (!m_GameEnded && m_GHost->m_gameoverminplayers!=0)
if (m_Players.size( ) < m_GHost->m_gameoverminplayers && m_PlayersatStart>m_Players.size() && ( !m_GameLoading && m_GameLoaded ) )
lessthanminplayers = true;
if (lessthanminplayers && m_GameOverTime == 0)
{
CONSOLE_Print( "[GAME: " + m_GameName + "] gameover timer started (one player left)"+" "+string(1, m_GHost->m_CommandTrigger)+"override to cancel" );
SendAllChat("Game over in 60 seconds, "+ UTIL_ToString(m_Players.size())+" remaining ( < "+UTIL_ToString(m_GHost->m_gameoverminplayers)+" ) "+string(1, m_GHost->m_CommandTrigger)+"override to cancel");
m_GameOverTime = GetTime( );
}
if (!m_GameLoading && m_GameLoaded)
if (!m_GameOverDiffCanceled)
if (!m_GameEnded)
if (!lessthanminplayers && !lessthanminpercent)
if (m_Team1<2 || m_Team2<2)
m_GameOverDiffCanceled = true;
// start the gameover timer if team unbalance is greater than m_gameovermaxteamdifference
// ex: m_gameovermaxteamdifference = 2, if one team has -3, start game over.
if (!m_GameLoading && m_GameLoaded)
if (!m_GameOverDiffCanceled)
if (!m_GameEnded)
if (!m_Switched) // disable gameoverteamdifference if someone has switched
if (!lessthanminplayers && !lessthanminpercent)
if (m_GetMapNumTeams==2 && m_GHost->m_gameovermaxteamdifference!=0 && m_Players.size()<m_PlayersatStart && m_Players.size()>1)
{
bool unbalanced = false;
if (m_TeamDiff > m_GHost->m_gameovermaxteamdifference)
unbalanced = true;
if (m_GameOverTime!=0 && !unbalanced)
{
CONSOLE_Print( "[GAME: " + m_GameName + "] gameover timer stoped (rebalanced team)" );
SendAllChat("Game over averted, team rebalanced");
m_GameOverTime = 0;
}
if (unbalanced && m_GameOverTime==0)
{
CONSOLE_Print( "[GAME: " + m_GameName + "] gameover timer started (unbalanced team)" );
SendAllChat("Game over in 120 seconds, rebalance quickly!, max team difference is "+UTIL_ToString(m_GHost->m_gameovermaxteamdifference)+" "+string(1, m_GHost->m_CommandTrigger)+"override to cancel");
m_GameOverTime = GetTime( )+60;
}
}
// finish the gameover timer
if( m_GameOverTime != 0 && GetTime( ) >= m_GameOverTime + 60 )
{
bool AlreadyStopped = true;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetDeleteMe( ) )
{
AlreadyStopped = false;
break;
}
}
if( !AlreadyStopped )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] is over (gameover timer finished)" );
StopPlayers( "was disconnected (gameover timer finished)" );
}
}
}
if ( !m_DownloadOnlyMode)
if( m_GHost->m_LobbyTimeLimit && (m_VirtualHostName!="|cFFC04040Admin") && !m_GameLoading && !m_GameLoaded )
{
// is there a player with reserved status in the game?
if (m_Players.size()>0)
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++)
{
if( (*i)->GetReserved( ) )
{
m_LastReservedSeen = GetTime( );
}
}
//check if we have hit the timelimit
if ( GetTime( ) > m_LastReservedSeen + m_GHost->m_LobbyTimeLimit*60 )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] is over (lobby timelimit hit)" );
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
(*i)->QueueChatCommand( "[GAME: " + m_GameName + "] is over (lobby timelimit hit)" );
if( (*i)->GetServer( ) == GetCreatorServer( ) )
(*i)->QueueChatCommand( "[GAME: " + m_GameName + "] is over (lobby timelimit hit)", GetCreatorName( ), true );
}
m_Exiting = true;
}
}
// censor muted process
ProcessCensorMuted();
// check how many slots are unoccupied and announce if needed
if (m_GHost->m_LobbyAnnounceUnoccupied)
if (!m_GameLoaded && !m_GameLoading && m_AutoStartPlayers==0)
if (GetSlotsOpen()!=m_LastSlotsUnoccupied)
{
m_LastSlotsUnoccupied = GetSlotsOpen();
if (m_LastSlotsUnoccupied==1 || m_LastSlotsUnoccupied==2)
SendAllChat("+"+UTIL_ToString(m_LastSlotsUnoccupied));
}
// check if all slots are no longer occupied
if (!m_GameLoaded && !m_GameLoading)
if (m_AllSlotsOccupied)
if (GetSlotsOpen()!=0)
{
m_AllSlotsOccupied = false;
m_AllSlotsAnnounced = false;
}
// if all slots occupied for 3 seconds, announce in the lobby
if (!m_CountDownStarted && !m_GameLoaded && !m_GameLoading)
if (GetSlotsOpen()==0 && m_AllSlotsOccupied && !m_AllSlotsAnnounced)
if (GetTime()-m_SlotsOccupiedTime>3)
{
m_AllSlotsAnnounced = true;
string Pings;
string Pings2;
uint32_t Ping;
bool samecountry=true;
string CN, CNL;
Pings = "All slots occupied. ";
Pings2 = "All slots occupied. ";
// copy the m_Players vector so we can sort by descending ping so it's easier to find players with high pings
vector<CGamePlayer *> SortedPlayers = m_Players;
sort( SortedPlayers.begin( ), SortedPlayers.end( ), CGamePlayerSortDescByPing( ) );
// string FirstC;
for( vector<CGamePlayer *> :: iterator i = SortedPlayers.begin( ); i != SortedPlayers.end( ); i++ )
{
//Pings += (*i)->GetName( );
//Pings += ": ";
bool skipP;
CN = m_GHost->m_DBLocal->FromCheck( UTIL_ByteArrayToUInt32( (*i)->GetExternalIP( ), true ) );
if (CNL=="")
CNL=CN;
else
if (CN!=CNL)
samecountry=false;
if( (*i)->GetNumPings( ) > 0 )
{
Ping=(*i)->GetPing( m_GHost->m_LCPings );
if (Ping>5)
{
skipP = false;
Pings += UTIL_ToString( Ping );
Pings += "ms (";
Pings += CN;
Pings += ")";
Pings2 += UTIL_ToString( Ping );
Pings2 += "ms";
} else
{
skipP = true;
}
}
else
{
skipP = false;
Pings += "N/A (";
Pings += CN;
Pings += ")";
}
if( i != SortedPlayers.end( ) - 1 && !skipP)
{
Pings += ", ";
Pings2 += ", ";
}
}
Pings2 += " are all from ("+CNL+")";
if (samecountry)
SendAllChat( Pings2 );
else
SendAllChat( Pings );
}
// check if we're rehosting
if (m_EndGameTime>0)
if (GetTime() - m_EndGameTime>=3)
{
m_Exiting = true;
m_GHost->newGame = true;
}
// end the game if there aren't any players left
if( m_Players.empty( ) && ( m_GameLoading || m_GameLoaded ) )
{
if( !m_Saving )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] is over (no players left)" );
SaveGameData( );
m_Saving = true;
}
else if( IsGameDataSaved( ) )
return true;
}
// accept new connections
if( m_Socket )
{
CTCPSocket *NewSocket = m_Socket->Accept( (fd_set *)fd );
if( NewSocket )
{
// check the IP blacklist
if( m_IPBlackList.find( NewSocket->GetIPString( ) ) == m_IPBlackList.end( ) )
{
if( m_GHost->m_TCPNoDelay )
NewSocket->SetNoDelay( true );
m_Potentials.push_back( new CPotentialPlayer( m_Protocol, this, NewSocket ) );
}
else
{
CONSOLE_Print( "[GAME: " + m_GameName + "] rejected connection from [" + NewSocket->GetIPString( ) + "] due to blacklist" );
delete NewSocket;
}
}
if( m_Socket->HasError( ) )
return true;
}
return m_Exiting;
}
void CBaseGame :: UpdatePost( void *send_fd )
{
// we need to manually call DoSend on each player now because CGamePlayer :: Update doesn't do it
// this is in case player 2 generates a packet for player 1 during the update but it doesn't get sent because player 1 already finished updating
// in reality since we're queueing actions it might not make a big difference but oh well
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetSocket( ) )
(*i)->GetSocket( )->DoSend( (fd_set *)send_fd );
}
for( vector<CPotentialPlayer *> :: iterator i = m_Potentials.begin( ); i != m_Potentials.end( ); i++ )
{
if( (*i)->GetSocket( ) )
(*i)->GetSocket( )->DoSend( (fd_set *)send_fd );
}
}
void CBaseGame :: Send( CGamePlayer *player, BYTEARRAY data )
{
if( player )
player->Send( data );
}
void CBaseGame :: Send( unsigned char PID, BYTEARRAY data )
{
Send( GetPlayerFromPID( PID ), data );
}
void CBaseGame :: Send( BYTEARRAY PIDs, BYTEARRAY data )
{
for( unsigned int i = 0; i < PIDs.size( ); i++ )
Send( PIDs[i], data );
}
void CBaseGame :: SendAlly( unsigned char PID, BYTEARRAY data )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if (m_Slots[GetSIDFromPID((*i)->GetPID())].GetTeam()==m_Slots[GetSIDFromPID(PID)].GetTeam())
(*i)->Send( data );
}
}
void CBaseGame :: SendAdmin( unsigned char PID, BYTEARRAY data )
{
bool isAdmin = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
isAdmin = IsAdmin((*i)->GetName()) || IsRootAdmin((*i)->GetName()) || IsOwner((*i)->GetName());
if (isAdmin)
(*i)->Send( data );
}
}
void CBaseGame :: SendEnemy( unsigned char PID, BYTEARRAY data )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if (m_Slots[GetSIDFromPID((*i)->GetPID())].GetTeam()!=m_Slots[GetSIDFromPID(PID)].GetTeam())
(*i)->Send( data );
}
}
void CBaseGame :: SendAll( BYTEARRAY data )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
(*i)->Send( data );
}
void CBaseGame :: SendAdmin( BYTEARRAY data )
{
bool isAdmin = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
isAdmin = IsAdmin((*i)->GetName()) || IsRootAdmin((*i)->GetName()) || IsOwner((*i)->GetName());
if (isAdmin)
(*i)->Send( data );
}
}
void CBaseGame :: SendChat( unsigned char fromPID, CGamePlayer *player, string message )
{
// send a private message to one player - it'll be marked [Private] in Warcraft 3
if (m_DetourAllMessagesToAdmins)
if (player)
{
bool isAdmin = IsAdmin(player->GetName()) || IsOwner(player->GetName()) || IsRootAdmin(player->GetName());
if (!isAdmin)
return;
}
if( player )
{
if( !m_GameLoading && !m_GameLoaded )
{
if( message.size( ) > 220 )
message = message.substr( 0, 220 );
Send( player, m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, UTIL_CreateByteArray( player->GetPID( ) ), 16, BYTEARRAY( ), message ) );
}
else
{
unsigned char ExtraFlags[] = { 3, 0, 0, 0 };
// based on my limited testing it seems that the extra flags' first byte contains 3 plus the recipient's colour to denote a private message
unsigned char SID = GetSIDFromPID( player->GetPID( ) );
if( SID < m_Slots.size( ) )
ExtraFlags[0] = 3 + m_Slots[SID].GetColour( );
if( message.size( ) > 120 )
message = message.substr( 0, 120 );
Send( player, m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, UTIL_CreateByteArray( player->GetPID( ) ), 32, UTIL_CreateByteArray( ExtraFlags, 4 ), message ) );
}
}
}
void CBaseGame :: SendChat( unsigned char fromPID, unsigned char toPID, string message )
{
SendChat( fromPID, GetPlayerFromPID( toPID ), message );
}
void CBaseGame :: SendChat( CGamePlayer *player, string message )
{
SendChat( GetHostPID( ), player, message );
}
void CBaseGame :: SendChat( unsigned char toPID, string message )
{
SendChat( GetHostPID( ), toPID, message );
}
void CBaseGame :: SendAllChat( unsigned char fromPID, string message )
{
// send a public message to all players - it'll be marked [All] in Warcraft 3
if( GetNumHumanPlayers( ) > 0 )
{
if( !m_GameLoading && !m_GameLoaded )
{
int i=0;
string msg;
bool onemoretime=false;
do
{
msg = message.substr( i, 220 );
if (message.size()-i> 220)
{
i=i+220;
onemoretime=true;
} else
onemoretime=false;
// this is a lobby ghost chat message
string hname = m_VirtualHostName;
if (hname.substr(0,2)=="|c")
hname = hname.substr(10,hname.length()-10);
m_GHost->UDPChatSend("|lobby "+hname+" "+msg);
if (m_DetourAllMessagesToAdmins)
SendAdmin( m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, GetAdminPIDs( ), 16, BYTEARRAY( ), msg ) );
else
SendAll( m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, GetPIDs( ), 16, BYTEARRAY( ), msg ) );
} while (onemoretime);
}
else
{
int i=0;
string msg;
bool onemoretime=false;
do
{
msg = message.substr( i, 120 );
if (message.size()-i> 120)
{
i=i+120;
onemoretime=true;
} else
onemoretime=false;
// this is an ingame ghost chat message, print it to the console
if (m_DetourAllMessagesToAdmins)
SendAdmin( m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, GetAdminPIDs( ), 32, UTIL_CreateByteArray( (uint32_t)0, false ), msg ) );
else
SendAll( m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, GetPIDs( ), 32, UTIL_CreateByteArray( (uint32_t)0, false ), msg ) );
} while (onemoretime);
uint32_t GameNr = GetGameNr();
string hname = m_VirtualHostName;
if (hname.substr(0,2)=="|c")
hname = hname.substr(10,hname.length()-10);
m_GHost->UDPChatSend("|gamechat "+UTIL_ToString(GameNr) + " 0 1 "+hname+" "+message);
CONSOLE_Print( "[GAME: " + m_GameName + "] [Local]: " + message );
if( m_Replay )
m_Replay->AddChatMessage( fromPID, 32, 0, message );
}
}
}
void CBaseGame :: SendAllyChat( unsigned char fromPID, string message )
{
// send a public message to ally players - it'll be marked [Ally] in Warcraft 3
if( GetNumPlayers( ) > 0 )
{
if( !m_GameLoading && !m_GameLoaded )
{
int i=0;
string msg;
bool onemoretime=false;
do
{
msg = message.substr( i, 220 );
if (message.size()-i> 220)
{
i=i+220;
onemoretime=true;
} else
onemoretime=false;
// this is a lobby ghost chat message
unsigned char ExtraFlags[] = { 1, 0, 0, 0 };
string hname = m_VirtualHostName;
if (hname.substr(0,2)=="|c")
hname = hname.substr(10,hname.length()-10);
m_GHost->UDPChatSend("|lobby "+hname+" "+msg);
unsigned char fteam = m_Slots[GetSIDFromPID(fromPID)].GetTeam();
SendAlly( fromPID, m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, GetAllyPIDs( fromPID ), 16, UTIL_CreateByteArray( ExtraFlags, 4 ), msg ) );
} while (onemoretime);
}
else
{
int i=0;
string msg;
bool onemoretime=false;
do
{
msg = message.substr( i, 120 );
if (message.size()-i> 120)
{
i=i+120;
onemoretime=true;
} else
onemoretime=false;
// this is an ingame ghost chat message, print it to the console
unsigned char fteam = m_Slots[GetSIDFromPID(fromPID)].GetTeam();
unsigned char ExtraFlags[] = { 1, 0, 0, 0 };
SendAlly( fromPID, m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, GetAllyPIDs( fromPID ), 32, UTIL_CreateByteArray( ExtraFlags, 4 ), msg ) );
} while (onemoretime);
uint32_t GameNr = GetGameNr();
string hname = m_VirtualHostName;
if (hname.substr(0,2)=="|c")
hname = hname.substr(10,hname.length()-10);
unsigned char fteam = m_Slots[GetSIDFromPID(fromPID)].GetTeam();
m_GHost->UDPChatSend("|gamechat "+UTIL_ToString(GameNr) + " "+UTIL_ToString(fteam)+" 1 "+hname+" "+message);
CONSOLE_Print( "[GAME: " + m_GameName + "] [Local]: " + message );
if( m_Replay )
m_Replay->AddChatMessage( fromPID, 32, 0, message );
}
}
}
void CBaseGame :: SendAdminChat( unsigned char fromPID, string message )
{
// send a public message to admin players - it'll be marked [Ally] in Warcraft 3
if( GetNumPlayers( ) > 0 )
{
if( !m_GameLoading && !m_GameLoaded )
{
int i=0;
string msg;
bool onemoretime=false;
do
{
msg = message.substr( i, 220 );
if (message.size()-i> 220)
{
i=i+220;
onemoretime=true;
} else
onemoretime=false;
// this is a lobby ghost chat message
unsigned char ExtraFlags[] = { 1, 0, 0, 0 };
string hname = m_VirtualHostName;
if (hname.substr(0,2)=="|c")
hname = hname.substr(10,hname.length()-10);
m_GHost->UDPChatSend("|lobby "+hname+" "+msg);
SendAdmin( fromPID, m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, GetAdminPIDs( ), 16, UTIL_CreateByteArray( ExtraFlags, 4 ), msg ) );
} while (onemoretime);
}
else
{
int i=0;
string msg;
bool onemoretime=false;
do
{
msg = message.substr( i, 120 );
if (message.size()-i> 120)
{
i=i+120;
onemoretime=true;
} else
onemoretime=false;
// this is an ingame ghost chat message, print it to the console
unsigned char ExtraFlags[] = { 1, 0, 0, 0 };
SendAdmin( fromPID, m_Protocol->SEND_W3GS_CHAT_FROM_HOST( fromPID, GetAdminPIDs( ), 32, UTIL_CreateByteArray( ExtraFlags, 4 ), msg ) );
} while (onemoretime);
uint32_t GameNr = GetGameNr();
string hname = m_VirtualHostName;
if (hname.substr(0,2)=="|c")
hname = hname.substr(10,hname.length()-10);
unsigned char fteam = m_Slots[GetSIDFromPID(fromPID)].GetTeam();
m_GHost->UDPChatSend("|gamechat "+UTIL_ToString(GameNr) + " "+UTIL_ToString(fteam)+" 1 "+hname+" "+message);
CONSOLE_Print( "[GAME: " + m_GameName + "] [Local]: " + message );
if( m_Replay )
m_Replay->AddChatMessage( fromPID, 32, 0, message );
}
}
}
void CBaseGame :: SendAllChat( string message )
{
SendAllChat( GetHostPID( ), message );
}
void CBaseGame :: SendAllyChat( string message )
{
SendAllyChat( GetHostPID( ), message );
}
void CBaseGame :: SendAdminChat( string message )
{
SendAdminChat( GetHostPID( ), message );
}
void CBaseGame :: SendLocalAdminChat( string message )
{
if( !m_LocalAdminMessages )
return;
// send a message to LAN/local players who are admins
// at the time of this writing it is only possible for the game owner to meet this criteria because being an admin requires spoof checking
// this is mainly used for relaying battle.net whispers, chat messages, and emotes to these players
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetSpoofed( ) && IsOwner( (*i)->GetName( ) ) && ( UTIL_IsLanIP( (*i)->GetExternalIP( ) ) || UTIL_IsLocalIP( (*i)->GetExternalIP( ), m_GHost->m_LocalAddresses ) ) )
{
if( m_VirtualHostPID != 255 )
SendChat( m_VirtualHostPID, *i, message );
else
{
// make the chat message originate from the recipient since it's not going to be logged to the replay
SendChat( (*i)->GetPID( ), *i, message );
}
}
}
}
void CBaseGame :: SendAllSlotInfo( )
{
if( !m_GameLoading && !m_GameLoaded )
{
SendAll( m_Protocol->SEND_W3GS_SLOTINFO( m_Slots, m_RandomSeed, m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0, m_Map->GetMapNumPlayers( ) ) );
m_SlotInfoChanged = false;
}
}
void CBaseGame :: SendVirtualHostPlayerInfo( CGamePlayer *player )
{
if( m_VirtualHostPID == 255 )
return;
BYTEARRAY IP;
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
Send( player, m_Protocol->SEND_W3GS_PLAYERINFO( m_VirtualHostPID, m_VirtualHostName, IP, IP ) );
}
void CBaseGame :: SendFakePlayerInfo( CGamePlayer *player )
{
if( m_FakePlayerPID == 255 )
return;
BYTEARRAY IP;
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
Send( player, m_Protocol->SEND_W3GS_PLAYERINFO( m_FakePlayerPID, "FakePlayer", IP, IP ) );
}
void CBaseGame :: SendWTVPlayerInfo( CGamePlayer *player )
{
if( m_WTVPlayerPID == 255 )
return;
BYTEARRAY IP;
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
// if (m_GHost->m_wtv && m_Map->GetMapObservers()>=3)
Send( player, m_Protocol->SEND_W3GS_PLAYERINFO( m_WTVPlayerPID, m_GHost->m_wtvPlayerName, IP, IP ) );
}
void CBaseGame :: SendAllActions( )
{
bool UsingGProxy = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetGProxy( ) )
UsingGProxy = true;
}
uint32_t Latency = m_DynamicLatency;
if (!m_GHost->m_newLatency)
{
Latency = GetTicks( ) - m_LastActionSentTicks;
m_GameTicks += Latency;
} else
m_GameTicks += m_DynamicLatency;
if( UsingGProxy )
{
// we must send empty actions to non-GProxy++ players
// GProxy++ will insert these itself so we don't need to send them to GProxy++ players
// empty actions are used to extend the time a player can use when reconnecting
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetGProxy( ) )
{
for( unsigned char j = 0; j < m_GProxyEmptyActions; j++ )
Send( *i, m_Protocol->SEND_W3GS_INCOMING_ACTION( queue<CIncomingAction *>( ), 0 ) );
}
}
}
// add actions to replay
if( m_Replay )
{
if( UsingGProxy )
{
for( unsigned char i = 0; i < m_GProxyEmptyActions; i++ )
m_Replay->AddTimeSlot( 0, queue<CIncomingAction *>( ) );
}
m_Replay->AddTimeSlot( m_Latency, m_Actions );
}
// Warcraft III doesn't seem to respond to empty actions
/* if( UsingGProxy )
m_SyncCounter += m_GProxyEmptyActions; */
m_SyncCounter++;
// we aren't allowed to send more than 1460 bytes in a single packet but it's possible we might have more than that many bytes waiting in the queue
if( !m_Actions.empty( ) )
{
// we use a "sub actions queue" which we keep adding actions to until we reach the size limit
// start by adding one action to the sub actions queue
queue<CIncomingAction *> SubActions;
CIncomingAction *Action = m_Actions.front( );
m_Actions.pop( );
SubActions.push( Action );
uint32_t SubActionsLength = Action->GetLength( );
while( !m_Actions.empty( ) )
{
Action = m_Actions.front( );
m_Actions.pop( );
// check if adding the next action to the sub actions queue would put us over the limit (1452 because the INCOMING_ACTION and INCOMING_ACTION2 packets use an extra 8 bytes)
if( SubActionsLength + Action->GetLength( ) > 1452 )
{
// we'd be over the limit if we added the next action to the sub actions queue
// so send everything already in the queue and then clear it out
// the W3GS_INCOMING_ACTION2 packet handles the overflow but it must be sent *before* the corresponding W3GS_INCOMING_ACTION packet
SendAll( m_Protocol->SEND_W3GS_INCOMING_ACTION2( SubActions ) );
while( !SubActions.empty( ) )
{
delete SubActions.front( );
SubActions.pop( );
}
SubActionsLength = 0;
}
SubActions.push( Action );
SubActionsLength += Action->GetLength( );
}
SendAll( m_Protocol->SEND_W3GS_INCOMING_ACTION( SubActions, Latency ) );
while( !SubActions.empty( ) )
{
delete SubActions.front( );
SubActions.pop( );
}
}
else
SendAll( m_Protocol->SEND_W3GS_INCOMING_ACTION( m_Actions, Latency ) );
uint32_t ActualSendInterval = GetTicks( ) - m_LastActionSentTicks;
uint32_t ExpectedSendInterval = m_DynamicLatency - m_LastActionLateBy;
m_LastActionLateBy = ActualSendInterval - ExpectedSendInterval;
if( m_LastActionLateBy > m_DynamicLatency )
{
// something is going terribly wrong - GHost++ is probably starved of resources
// print a message because even though this will take more resources it should provide some information to the administrator for future reference
// other solutions - dynamically modify the latency, request higher priority, terminate other games, ???
if (m_GHost->m_newLatency)
CONSOLE_Print( "[GAME: " + m_GameName + "] warning - the latency is " + UTIL_ToString( m_DynamicLatency ) + "ms but the last update was late by " + UTIL_ToString( m_LastActionLateBy ) + "ms" );
m_LastActionLateBy = m_DynamicLatency;
m_LastActionLateTicks = GetTicks();
}
m_LastActionSentTicks = GetTicks( );
}
void CBaseGame :: SendWelcomeMessage( CGamePlayer *player )
{
for( vector<string> :: iterator i = m_GHost->m_Welcome.begin( ); i != m_GHost->m_Welcome.end( ); i++ )
{
SendChat( player, (*i));
}
SendChat( player, " " );
// SendChat( player, "-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-" );
if (m_CountryCheck || m_CountryCheck2 || m_ProviderCheck || m_ProviderCheck2)
{
string C1 = m_Countries;
string C2 = m_Countries2;
Replace(C1, "??", string());
Replace(C2, "??", string());
if (m_CountryCheck)
SendChat( player, "Allowed Countries = "+C1 );
if (m_CountryCheck2 && !m_CountryCheck)
SendChat( player, "Denied Countries = "+C2 );
if (m_ProviderCheck)
SendChat( player, "Allowed Providers = "+m_Providers );
if (m_ProviderCheck2)
SendChat( player, "Denied Providers = "+m_Providers2 );
}
// SendChat( player, "-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-" );
// SendChat( player, "Owner: "+m_OwnerName+" Game Name: " + m_GameName );
if( !m_HCLCommandString.empty( ) )
SendChat( player, " HCL Command String: " + m_HCLCommandString );
}
void CBaseGame :: SendEndMessage( )
{
// read from gameover.txt if available
ifstream in;
in.open( "gameover.txt" );
if( !in.fail( ) )
{
// don't print more than 8 lines
uint32_t Count = 0;
string Line;
while( !in.eof( ) && Count < 8 )
{
getline( in, Line );
if( Line.empty( ) )
SendAllChat( " " );
else
SendAllChat( Line );
if( in.eof( ) )
break;
Count++;
}
in.close( );
}
}
void CBaseGame :: EventPlayerDeleted( CGamePlayer *player )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] deleting player [" + player->GetName( ) + "]: " + player->GetLeftReason( ) );
// remove any queued spoofcheck messages for this player
if( player->GetWhoisSent( ) && !player->GetJoinedRealm( ).empty( ) && player->GetSpoofedRealm( ).empty( ) )
{
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->GetServer( ) == player->GetJoinedRealm( ) )
{
// hackhack: there must be a better way to do this
if( (*i)->GetPasswordHashType( ) == "pvpgn" )
(*i)->UnqueueChatCommand( "/whereis " + player->GetName( ) );
else
(*i)->UnqueueChatCommand( "/whois " + player->GetName( ) );
(*i)->UnqueueChatCommand( "/w " + player->GetName( ) + " " + m_GHost->m_Language->SpoofCheckByReplying( ) );
}
}
}
m_LastPlayerLeaveTicks = GetTicks( );
uint32_t GameNr = GetGameNr();
if (m_GHost->m_CurrentGame)
if (m_GHost->m_CurrentGame->GetCreationTime()==GetCreationTime())
GameNr = 255;
m_GHost->UDPChatSend("|playerleft "+UTIL_ToString(GameNr)+" "+UTIL_ToString(GetSlotsOpen())+" "+player->GetName( ));
// in some cases we're forced to send the left message early so don't send it again
if( player->GetLeftMessageSent( ) )
return;
player->SetLeftMessageSent(true);
ReCalculateTeams();
if( m_GameLoaded )
SendAllChat( player->GetName( ) + " " + player->GetLeftReason( ) + "." );
if( player->GetLagging( ) )
SendAll( m_Protocol->SEND_W3GS_STOP_LAG( player ) );
// autosave
if( m_GameLoaded && player->GetLeftCode( ) == PLAYERLEAVE_DISCONNECT && m_AutoSave )
{
string SaveGameName = UTIL_FileSafeName( "GHost++ AutoSave " + m_GameName + " (" + player->GetName( ) + ").w3z" );
CONSOLE_Print( "[GAME: " + m_GameName + "] auto saving [" + SaveGameName + "] before player drop, shortened send interval = " + UTIL_ToString( GetTicks( ) - m_LastActionSentTicks ) );
BYTEARRAY CRC;
BYTEARRAY Action;
Action.push_back( 6 );
UTIL_AppendByteArray( Action, SaveGameName );
m_Actions.push( new CIncomingAction( player->GetPID( ), CRC, Action ) );
// todotodo: with the new latency system there needs to be a way to send a 0-time action
SendAllActions( );
}
if( m_GameLoading && m_LoadInGame )
{
// we must buffer player leave messages when using "load in game" to prevent desyncs
// this ensures the player leave messages are correctly interleaved with the empty updates sent to each player
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetFinishedLoading( ) )
{
if( !player->GetFinishedLoading( ) )
Send( *i, m_Protocol->SEND_W3GS_STOP_LAG( player ) );
Send( *i, m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( player->GetPID( ), player->GetLeftCode( ) ) );
}
else
(*i)->AddLoadInGameData( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( player->GetPID( ), player->GetLeftCode( ) ) );
}
}
else
{
// tell everyone about the player leaving
SendAll( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( player->GetPID( ), player->GetLeftCode( ) ) );
}
// set the replay's host PID and name to the last player to leave the game
// this will get overwritten as each player leaves the game so it will eventually be set to the last player
if( m_Replay && ( m_GameLoading || m_GameLoaded ) )
{
m_Replay->SetHostPID( player->GetPID( ) );
m_Replay->SetHostName( player->GetName( ) );
// add leave message to replay
if( m_GameLoading && !m_LoadInGame )
m_Replay->AddLeaveGameDuringLoading( 1, player->GetPID( ), player->GetLeftCode( ) );
else
m_Replay->AddLeaveGame( 1, player->GetPID( ), player->GetLeftCode( ) );
}
// abort the countdown if there was one in progress
if (!m_NormalCountdown)
if( m_CountDownStarted && !m_GameLoading && !m_GameLoaded )
{
SendAllChat( m_GHost->m_Language->CountDownAborted( ) );
m_CountDownStarted = false;
}
// abort the votekick
if( !m_KickVotePlayer.empty( ) )
SendAllChat( m_GHost->m_Language->VoteKickCancelled( m_KickVotePlayer ) );
m_KickVotePlayer.clear( );
m_StartedKickVoteTime = 0;
// abort the rmkvote
if( !m_RmkVotePlayer.empty( ) )
SendAllChat( "Rmk vote canceled." );
m_RmkVotePlayer.clear( );
m_StartedRmkVoteTime = 0;
}
void CBaseGame :: EventPlayerDisconnectTimedOut( CGamePlayer *player )
{
if( player->GetGProxy( ) && m_GameLoaded )
{
if( !player->GetGProxyDisconnectNoticeSent( ) )
{
SendAllChat( player->GetName( ) + " " + m_GHost->m_Language->HasLostConnectionTimedOutGProxy( ) + "." );
player->SetGProxyDisconnectNoticeSent( true );
}
if( GetTime( ) - player->GetLastGProxyWaitNoticeSentTime( ) >= 20 )
{
uint32_t TimeRemaining = ( m_GProxyEmptyActions + 1 ) * 60 - ( GetTime( ) - m_StartedLaggingTime );
if( TimeRemaining > ( (uint32_t)m_GProxyEmptyActions + 1 ) * 60 )
TimeRemaining = ( m_GProxyEmptyActions + 1 ) * 60;
SendAllChat( player->GetPID( ), m_GHost->m_Language->WaitForReconnectSecondsRemain( UTIL_ToString( TimeRemaining ) ) );
player->SetLastGProxyWaitNoticeSentTime( GetTime( ) );
}
return;
}
// not only do we not do any timeouts if the game is lagging, we allow for an additional grace period of 10 seconds
// this is because Warcraft 3 stops sending packets during the lag screen
// so when the lag screen finishes we would immediately disconnect everyone if we didn't give them some extra time
if( GetTime( ) - m_LastLagScreenTime >= 10 )
{
player->SetDeleteMe( true );
player->SetLeftReason( m_GHost->m_Language->HasLostConnectionTimedOut( ) );
player->SetLeftCode( PLAYERLEAVE_DISCONNECT );
if( !m_GameLoading && !m_GameLoaded )
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
}
void CBaseGame :: EventPlayerDisconnectPlayerError( CGamePlayer *player )
{
// at the time of this comment there's only one player error and that's when we receive a bad packet from the player
// since TCP has checks and balances for data corruption the chances of this are pretty slim
player->SetDeleteMe( true );
player->SetLeftReason( m_GHost->m_Language->HasLostConnectionPlayerError( player->GetErrorString( ) ) );
player->SetLeftCode( PLAYERLEAVE_DISCONNECT );
if( !m_GameLoading && !m_GameLoaded )
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
void CBaseGame :: EventPlayerDisconnectSocketError( CGamePlayer *player )
{
if( player->GetGProxy( ) && m_GameLoaded )
{
if( !player->GetGProxyDisconnectNoticeSent( ) )
{
SendAllChat( player->GetName( ) + " " + m_GHost->m_Language->HasLostConnectionSocketErrorGProxy( player->GetSocket( )->GetErrorString( ) ) + "." );
player->SetGProxyDisconnectNoticeSent( true );
}
if( GetTime( ) - player->GetLastGProxyWaitNoticeSentTime( ) >= 20 )
{
uint32_t TimeRemaining = ( m_GProxyEmptyActions + 1 ) * 60 - ( GetTime( ) - m_StartedLaggingTime );
if( TimeRemaining > ( (uint32_t)m_GProxyEmptyActions + 1 ) * 60 )
TimeRemaining = ( m_GProxyEmptyActions + 1 ) * 60;
SendAllChat( player->GetPID( ), m_GHost->m_Language->WaitForReconnectSecondsRemain( UTIL_ToString( TimeRemaining ) ) );
player->SetLastGProxyWaitNoticeSentTime( GetTime( ) );
}
return;
}
player->SetDeleteMe( true );
player->SetLeftReason( m_GHost->m_Language->HasLostConnectionSocketError( player->GetSocket( )->GetErrorString( ) ) );
player->SetLeftCode( PLAYERLEAVE_DISCONNECT );
if( !m_GameLoading && !m_GameLoaded )
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
void CBaseGame :: EventPlayerDisconnectConnectionClosed( CGamePlayer *player )
{
if( player->GetGProxy( ) && m_GameLoaded )
{
if( !player->GetGProxyDisconnectNoticeSent( ) )
{
SendAllChat( player->GetName( ) + " " + m_GHost->m_Language->HasLostConnectionClosedByRemoteHostGProxy( ) + "." );
player->SetGProxyDisconnectNoticeSent( true );
}
if( GetTime( ) - player->GetLastGProxyWaitNoticeSentTime( ) >= 20 )
{
uint32_t TimeRemaining = ( m_GProxyEmptyActions + 1 ) * 60 - ( GetTime( ) - m_StartedLaggingTime );
if( TimeRemaining > ( (uint32_t)m_GProxyEmptyActions + 1 ) * 60 )
TimeRemaining = ( m_GProxyEmptyActions + 1 ) * 60;
SendAllChat( player->GetPID( ), m_GHost->m_Language->WaitForReconnectSecondsRemain( UTIL_ToString( TimeRemaining ) ) );
player->SetLastGProxyWaitNoticeSentTime( GetTime( ) );
}
return;
}
player->SetDeleteMe( true );
player->SetLeftReason( m_GHost->m_Language->HasLostConnectionClosedByRemoteHost( ) );
player->SetLeftCode( PLAYERLEAVE_DISCONNECT );
if( !m_GameLoading && !m_GameLoaded )
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
void CBaseGame :: EventPlayerJoined( CPotentialPlayer *potential, CIncomingJoinPlayer *joinPlayer )
{
m_LastPlayerJoiningTime = GetTime();
if( m_CountDownStarted || m_GameLoading || m_GameLoaded )
{
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// check if the new player's name is empty or too long
if( joinPlayer->GetName( ).empty( ) || joinPlayer->GetName( ).size( ) > 15 )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game with an invalid name of length " + UTIL_ToString( joinPlayer->GetName( ).size( ) ) );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// check if the new player's name is the same as the virtual host name
if( joinPlayer->GetName( ) == m_VirtualHostName )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game with the virtual host name" );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// check if the new player's name is already taken
if( GetPlayerFromName( joinPlayer->GetName( ), false ) )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but that name is already taken" );
// SendAllChat( m_GHost->m_Language->TryingToJoinTheGameButTaken( joinPlayer->GetName( ) ) );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// identify their joined realm
// this is only possible because when we send a game refresh via LAN or battle.net we encode an ID value in the 4 most significant bits of the host counter
// the client sends the host counter when it joins so we can extract the ID value here
// note: this is not a replacement for spoof checking since it doesn't verify the player's name and it can be spoofed anyway
uint32_t HostCounterID = joinPlayer->GetHostCounter( ) >> 28;
string JoinedRealm;
// we use an ID value of 0 to denote joining via LAN
if( HostCounterID != 0 )
{
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->GetHostCounterID( ) == HostCounterID )
JoinedRealm = (*i)->GetServer( );
}
}
// test if player is reserved/admin/safelisted
bool RootAdminCheck = false;
for( vector<CBNET *> :: iterator j = m_GHost->m_BNETs.begin( ); j != m_GHost->m_BNETs.end( ); j++ )
{
if( (*j)->IsRootAdmin( joinPlayer->GetName( ) ) )
{
RootAdminCheck = true;
break;
}
}
bool AdminCheck = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->IsAdmin( joinPlayer->GetName( ) ) || (*i)->IsRootAdmin( joinPlayer->GetName( ) ) )
{
AdminCheck = true;
break;
}
}
// test if player is safelisted
bool SafeCheck = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->IsSafe( joinPlayer->GetName( ) ) )
{
SafeCheck = true;
break;
}
}
bool Reserved = IsReserved( joinPlayer->GetName( ) ) || AdminCheck || IsOwner( joinPlayer->GetName( )) || SafeCheck;
// check if the new player's name is banned
if (m_GHost->m_Banning != 0)
if (!Reserved)
if (!m_ScoreCheckChecked)
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
CDBBan *Ban = (*i)->IsBannedName( joinPlayer->GetName( ) );
if( Ban )
{
string sIP = Ban->GetIP();
if (false)
if (sIP==string() && m_GHost->DBType == "mysql")
m_BanUpdates.push_back( m_GHost->m_DB->ThreadedBanUpdate( joinPlayer->GetName(), sIP ) );
string sReason = Ban->GetReason();
string sAdmin = Ban->GetAdmin();
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but is banned by name" );
/* string n=joinPlayer->GetName();
string s(16-n.length(),' ');
n=s+n;*/
if (m_GHost->m_Verbose)
if ( m_AnnouncedPlayer != joinPlayer->GetName() )
{
m_AnnouncedPlayer = joinPlayer->GetName();
// string sBan = joinPlayer->GetName()+"("+potential->GetExternalIPString()+") is banned by "+sAdmin;
string sBan = joinPlayer->GetName()+" is banned by "+sAdmin;
string sBReason = sBan + ", "+sReason;
if (m_GHost->m_Banning == 2)
if (sReason=="")
SendAllChat( sBan );
else
{
if (sBReason.length()<250 && !m_GHost->m_TwoLinesBanAnnouncement)
SendAllChat( sBReason );
else
{
SendAllChat( sBan );
SendAllChat( "Ban reason: " + sReason );
}
}
// string s= m_GHost->m_Language->TryingToJoinTheGameButBanned( joinPlayer->GetName() + "|" + potential->GetExternalIPString( ), Ban->GetAdmin() );
string s= m_GHost->m_Language->TryingToJoinTheGameButBanned( joinPlayer->GetName(), Ban->GetAdmin() );
string sr = s+", "+sReason;
if (m_GHost->m_Banning != 2)
if (sReason=="")
{
SendAllChat(s);
} else
{
if (sr.length()<250)
SendAllChat(sr);
else
{
SendAllChat(s);
SendAllChat("Ban reason: "+sReason);
}
}
}
// let banned players "join" the game with an arbitrary PID then immediately close the connection
// this causes them to be kicked back to the chat channel on battle.net
if (m_Bans)
{
vector<CGameSlot> Slots = m_Map->GetSlots( );
potential->Send( m_Protocol->SEND_W3GS_SLOTINFOJOIN( 1, potential->GetSocket( )->GetPort( ), potential->GetExternalIP( ), Slots, 0, m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0, m_Map->GetMapNumPlayers( ) ) );
potential->SetDeleteMe( true );
return;
}
/*
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
*/
}
}
// check if the new player's ip is banned
if (!Reserved)
if (!m_ScoreCheckChecked)
if (!potential->IsLAN())
if (m_GHost->m_IPBanning!=0)
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
CDBBan *IPBan = (*i)->IsBannedIP(potential->GetExternalIPString( ) );
if( IPBan )
{
string sReason = IPBan->GetReason();
string sName = IPBan->GetName();
string sAdmin = IPBan->GetAdmin();
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) +"("+potential->GetExternalIPString()+")"+ "] is trying to join the game but is IP banned" );
/*
string n=Player->GetName();
string s(16-n.length(),' ');
n=s+n;*/
if (m_GHost->m_IPBanning==1)
if (m_GHost->m_Verbose)
{
SendAllChat( m_GHost->m_Language->TryingToJoinTheGameButBanned( joinPlayer->GetName()+"(IP of "+sName+" )", IPBan->GetAdmin()) );
// SendAllChat( m_GHost->m_Language->TryingToJoinTheGameButBanned( joinPlayer->GetName()+"("+potential->GetExternalIPString()+")", IPBan->GetAdmin()) );
if (sReason!="")
// SendAllChat ( sName +"("+potential->GetExternalIPString()+") ban reason: "+sReason);
SendAllChat ( "Ban reason: "+sReason);
// else
// SendAllChat ( sName +"("+potential->GetExternalIPString()+")");
}
if (m_GHost->m_IPBanning==1 && m_Bans)
{
// let banned players "join" the game with an arbitrary PID then immediately close the connection
// this causes them to be kicked back to the chat channel on battle.net
vector<CGameSlot> Slots = m_Map->GetSlots( );
potential->Send( m_Protocol->SEND_W3GS_SLOTINFOJOIN( 1, potential->GetSocket( )->GetPort( ), potential->GetExternalIP( ), Slots, 0, m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0, m_Map->GetMapNumPlayers( ) ) );
potential->SetDeleteMe( true );
return;
/*
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
*/
}
if (m_GHost->m_IPBanning==2)
{
string sBan = joinPlayer->GetName()+"(IP banned as "+sName+") by "+sAdmin;
// string sBan = joinPlayer->GetName()+"("+potential->GetExternalIPString()+") is IP banned by "+sAdmin;
string sBReason = sBan + ", "+sReason;
if (sReason=="")
SendAllChat( sBan );
else
{
if (sBReason.length()<220 && !m_GHost->m_TwoLinesBanAnnouncement)
SendAllChat( sBReason );
else
{
SendAllChat( sBan );
SendAllChat( "Ban reason: " + sReason );
}
}
}
}
}
// check if we only allow garena
if (!m_ScoreCheckChecked)
if (m_GarenaOnly)
{
string EIP = potential->GetExternalIPString();
// kick if not garena, admin, rootadmin, reserver
if (EIP!="127.0.0.1" && EIP!=m_GHost->m_ExternalIP && !IsOwner( joinPlayer->GetName( ) ) && !AdminCheck && !RootAdminCheck && !IsReserved (joinPlayer->GetName()))
{
// let banned players "join" the game with an arbitrary PID then immediately close the connection
// this causes them to be kicked back to the chat channel on battle.net
vector<CGameSlot> Slots = m_Map->GetSlots( );
potential->Send( m_Protocol->SEND_W3GS_SLOTINFOJOIN( 1, potential->GetSocket( )->GetPort( ), potential->GetExternalIP( ), Slots, 0, m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0, m_Map->GetMapNumPlayers( ) ) );
potential->SetDeleteMe( true );
return;
/*
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
*/
}
}
potential->GetExternalIPString();
// check if the country or provider is not allowed
// if (potential->GetExternalIPString()!="127.0.0.1")
if (!Reserved)
if (!m_ScoreCheckChecked)
if (m_CountryCheck || m_CountryCheck2 || m_ProviderCheck || m_ProviderCheck2 || ((m_GHost->m_AutoHostCountryCheck2 || m_GHost->m_AutoHostCountryCheck) && m_autohosted))
{
string From;
string Fromu;
string P;
string s;
bool bad = false;
bool allowed=false;
if (m_ProviderCheck2)
allowed= true;
if (m_ProviderCheck)
allowed= false;
{
if (potential->GetExternalIPString()=="127.0.0.1")
From = "Ga";
else
From = m_GHost->m_DBLocal->FromCheck( UTIL_ByteArrayToUInt32( potential->GetExternalIP( ), true ) );
Fromu = From;
transform( Fromu.begin( ), Fromu.end( ), Fromu.begin( ), (int(*)(int))toupper );
if (m_CountryCheck)
if (m_Countries.find(Fromu)==string :: npos)
bad=true;
if (!bad)
if (m_GHost->m_AutoHostCountryCheck2 && m_autohosted)
if (m_GHost->m_AutoHostCountries2.find(Fromu)!=string :: npos)
bad=true;
if (!bad)
if (m_GHost->m_AutoHostCountryCheck && m_autohosted)
if (m_GHost->m_AutoHostCountries.find(Fromu)==string :: npos)
bad=true;
if (!bad)
if (m_CountryCheck2)
if (m_Countries2.find(Fromu)!=string :: npos)
bad=true;
if (!bad)
if (m_ProviderCheck || m_ProviderCheck2)
{
if (From!="??" && From!="Ga")
P=m_GHost->UDPChatWhoIs(From, potential->GetExternalIPString( ));
transform( P.begin( ), P.end( ), P.begin( ), (int(*)(int))toupper );
From = From + " "+ P;
}
if (!bad)
if (m_ProviderCheck)
{
stringstream SS;
SS << m_Providers;
while( !SS.eof( ) )
{
SS >> s;
if (P.find(s)!=string :: npos)
allowed=true;
}
if (!allowed)
bad=true;
}
if (!bad)
if (m_ProviderCheck2)
{
stringstream SS;
SS << m_Providers2;
while( !SS.eof( ) )
{
SS >> s;
if (P.find(s)!=string :: npos)
allowed=false;
}
if (!allowed)
bad=true;
}
if (bad)
{
string n=joinPlayer->GetName();
// string s(16-n.length(),' ');
//n=s+n;
if (m_GHost->m_Verbose && m_GHost->m_ShowCountryNotAllowed)
SendAllChat( m_GHost->m_Language->AutokickingPlayerForDeniedCountry( n, From ) );
// potential->SetSocket( NULL );
// potential->SetDeleteMe( true );
vector<CGameSlot> Slots = m_Map->GetSlots( );
potential->Send( m_Protocol->SEND_W3GS_SLOTINFOJOIN( 1, potential->GetSocket( )->GetPort( ), potential->GetExternalIP( ), Slots, 0, m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0, m_Map->GetMapNumPlayers( ) ) );
potential->SetDeleteMe( true );
return;
/* potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
*/
}
}
}
// check if we're only allowing certain scores
if (!m_ScoreCheckChecked)
if(m_ScoreCheck && !Reserved && !m_Map->GetMapMatchMakingCategory( ).empty( ) && m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM )
{
// scorechecking is enabled
// start a database query to determine the player's score
// when the query is complete we will call EventPlayerJoinedWithScore
m_ScoreChecks.push_back( m_GHost->m_DB->ThreadedScoreCheck( m_Map->GetMapMatchMakingCategory( ), joinPlayer->GetName( ), JoinedRealm ) );
return;
}
string sc = "0";
string ra = "0";
string reqScore = UTIL_ToString(m_Scores, 2);
double Score;
bool ScoreChecked = false;
if (m_ScoreCheckChecked)
{
uint32_t scorecount = m_GHost->ScoresCount();
sc = UTIL_ToString(m_ScoreCheckScore, 2);
ra = UTIL_ToString(m_ScoreCheckRank);
ScoreChecked = true;
Score = m_ScoreCheckScore;
bool allow = false;
allow = (m_GHost->m_AllowNullScoredPlayers && (Score==0));
if (!allow)
if (Score<m_Scores)
{
string n=joinPlayer->GetName();
if (m_GHost->m_Verbose)
SendAllChat( m_GHost->m_Language->AutokickingPlayerForDeniedScore( n, sc, reqScore ) );
vector<CGameSlot> Slots = m_Map->GetSlots( );
potential->Send( m_Protocol->SEND_W3GS_SLOTINFOJOIN( 1, potential->GetSocket( )->GetPort( ), potential->GetExternalIP( ), Slots, 0, m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0, m_Map->GetMapNumPlayers( ) ) );
potential->SetDeleteMe( true );
return;
}
}
if( m_MatchMaking && m_AutoStartPlayers != 0 && !m_Map->GetMapMatchMakingCategory( ).empty( ) && m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM )
{
// matchmaking is enabled
// start a database query to determine the player's score
// when the query is complete we will call EventPlayerJoinedWithScore
m_ScoreChecks.push_back( m_GHost->m_DB->ThreadedScoreCheck( m_Map->GetMapMatchMakingCategory( ), joinPlayer->GetName( ), JoinedRealm ) );
return;
}
// check if the player is an admin or root admin on any connected realm for determining reserved status
// we can't just use the spoof checked realm like in EventPlayerBotCommand because the player hasn't spoof checked yet
bool AnyAdminCheck = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->IsAdmin( joinPlayer->GetName( ) ) || (*i)->IsRootAdmin( joinPlayer->GetName( ) ) )
{
AnyAdminCheck = true;
break;
}
}
// try to find a slot
unsigned char SID = 255;
unsigned char EnforcePID = 255;
unsigned char EnforceSID = 0;
CGameSlot EnforceSlot( 255, 0, 0, 0, 0, 0, 0 );
if( m_SaveGame )
{
// in a saved game we enforce the player layout and the slot layout
// unfortunately we don't know how to extract the player layout from the saved game so we use the data from a replay instead
// the !enforcesg command defines the player layout by parsing a replay
for( vector<PIDPlayer> :: iterator i = m_EnforcePlayers.begin( ); i != m_EnforcePlayers.end( ); i++ )
{
if( (*i).second == joinPlayer->GetName( ) )
EnforcePID = (*i).first;
}
for( vector<CGameSlot> :: iterator i = m_EnforceSlots.begin( ); i != m_EnforceSlots.end( ); i++ )
{
if( (*i).GetPID( ) == EnforcePID )
{
EnforceSlot = *i;
break;
}
EnforceSID++;
}
if( EnforcePID == 255 || EnforceSlot.GetPID( ) == 255 || EnforceSID >= m_Slots.size( ) )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but isn't in the enforced list" );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
SID = EnforceSID;
}
else
{
// try to find an empty slot
SID = GetEmptySlot( false );
// check if the player is an admin or root admin on any connected realm for determining reserved status
// we can't just use the spoof checked realm like in EventPlayerBotCommand because the player hasn't spoof checked yet
if (AdminCheck)
m_GHost->UDPChatSend("|vip "+joinPlayer->GetName());
if( SID == 255 && Reserved )
{
// a reserved player is trying to join the game but it's full, try to find a reserved slot
if (AdminCheck)
SID = GetEmptySlotAdmin( true );
else
SID = GetEmptySlot( true );
if( SID != 255 )
{
CGamePlayer *KickedPlayer = GetPlayerFromSID( SID );
if( KickedPlayer )
{
KickedPlayer->SetDeleteMe( true );
KickedPlayer->SetLeftReason( m_GHost->m_Language->WasKickedForReservedPlayer( joinPlayer->GetName( ) ) );
KickedPlayer->SetLeftCode( PLAYERLEAVE_LOBBY );
// send a playerleave message immediately since it won't normally get sent until the player is deleted which is after we send a playerjoin message
// we don't need to call OpenSlot here because we're about to overwrite the slot data anyway
SendAll( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( KickedPlayer->GetPID( ), KickedPlayer->GetLeftCode( ) ) );
KickedPlayer->SetLeftMessageSent( true );
}
}
}
if( SID == 255 && IsOwner( joinPlayer->GetName( ) ) )
{
// the owner player is trying to join the game but it's full and we couldn't even find a reserved slot, kick the player in the lowest numbered slot
// updated this to try to find a player slot so that we don't end up kicking a computer
SID = 0;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && m_Slots[i].GetComputer( ) == 0 )
{
SID = i;
break;
}
}
CGamePlayer *KickedPlayer = GetPlayerFromSID( SID );
if( KickedPlayer )
{
KickedPlayer->SetDeleteMe( true );
KickedPlayer->SetLeftReason( m_GHost->m_Language->WasKickedForOwnerPlayer( joinPlayer->GetName( ) ) );
KickedPlayer->SetLeftCode( PLAYERLEAVE_LOBBY );
// send a playerleave message immediately since it won't normally get sent until the player is deleted which is after we send a playerjoin message
// we don't need to call OpenSlot here because we're about to overwrite the slot data anyway
SendAll( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( KickedPlayer->GetPID( ), KickedPlayer->GetLeftCode( ) ) );
KickedPlayer->SetLeftMessageSent( true );
}
}
}
if( SID >= m_Slots.size( ) )
{
if (AdminCheck && GetTicks() - m_LastAdminJoinAndFullTicks > 2000)
{
m_LastAdminJoinAndFullTicks = GetTicks();
SendAllChat("Admin "+joinPlayer->GetName()+" is trying to join but the lobby is full...");
}
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// check if the owner joined and place him on the first slot.
bool Owner = IsOwner( joinPlayer->GetName( ) );
if( Owner )
{
m_OwnerJoined = true;
unsigned char SSID = 255;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetComputer( ) == 0 )
{
SSID = i;
break;
}
}
// m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED &&
if (SSID != SID && SSID !=255)
{
unsigned char l;
unsigned char k;
l = SSID;
for (l = SID-1; l>= SSID; l--)
{
if (m_Slots[l].GetComputer()==0)
{
for (k = l + 1; k<=SID; k++)
{
if (m_Slots[k].GetComputer()==0)
{
CGameSlot Slot1 = m_Slots[k];
CGameSlot Slot2 = m_Slots[l];
if( m_Map->GetMapGameType( ) != GAMETYPE_CUSTOM )
{
// regular game - swap everything
m_Slots[k] = Slot2;
m_Slots[l] = Slot1;
}
else
{
// custom game - don't swap the team, colour, or race
m_Slots[k] = CGameSlot( Slot2.GetPID( ), Slot2.GetDownloadStatus( ), Slot2.GetSlotStatus( ), Slot2.GetComputer( ), Slot1.GetTeam( ), Slot1.GetColour( ), Slot1.GetRace( ) );
m_Slots[l] = CGameSlot( Slot1.GetPID( ), Slot1.GetDownloadStatus( ), Slot1.GetSlotStatus( ), Slot1.GetComputer( ), Slot2.GetTeam( ), Slot2.GetColour( ), Slot2.GetRace( ) );
}
m_GHost->UDPChatSend("|swap "+UTIL_ToString(k)+" "+UTIL_ToString(l));
// SendAllSlotInfo( );
// SwapSlots(l, k);
break;
}
}
}
if (l==0)
break;
}
// SwapSlots(SID, SSID);
SID = SSID;
// SendAllSlotInfo( );
}
}
// check if an admin joined and place him as high as possible
bool isAdmin = false;
bool isAdmin2;
string pName;
for( vector<CBNET *> :: iterator j = m_GHost->m_BNETs.begin( ); j != m_GHost->m_BNETs.end( ); j++ )
{
if( (*j)->IsAdmin(joinPlayer->GetName( ) ) || (*j)->IsRootAdmin( joinPlayer->GetName( ) ) )
{
isAdmin = true;
break;
}
}
if (IsReserved (joinPlayer->GetName()))
isAdmin=true;
bool dontplacehigher = m_GHost->m_PlaceAdminsHigherOnlyInDota && (m_GetMapType != "dota");
if ( isAdmin && (!dontplacehigher))
{
unsigned char SSID = 255;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
// find the first slot occupied by a player who's neither an admin nor reserved
if( m_Slots[i].GetComputer( ) == 0 && m_Slots[i].GetSlotStatus()==SLOTSTATUS_OCCUPIED)
{
isAdmin2=false;
if (GetPlayerFromSID(i)!=NULL)
{
pName = GetPlayerFromSID(i)->GetName();
for( vector<CBNET *> :: iterator j = m_GHost->m_BNETs.begin( ); j != m_GHost->m_BNETs.end( ); j++ )
{
if( (*j)->IsAdmin( pName ) || (*j)->IsRootAdmin( pName ) || IsOwner(pName) )
{
isAdmin2 = true;
break;
}
}
if (IsReserved (pName))
isAdmin2=true;
} else isAdmin2=true;
if (!isAdmin2)
{
SSID = i;
break;
}
}
}
// m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED &&
if (SSID != SID && SSID !=255 && SSID<SID)
{
SwapSlots(SID, SSID);
SID = SSID;
}
}
// check to see if we have a specific slot reserved for this player
unsigned char sn = ReservedSlot(joinPlayer->GetName());
if (sn!=255 && sn!=SID && sn<m_Slots.size( ))
if (m_Slots[sn].GetComputer( ) == 0)
{
SwapSlots(SID, sn);
SID = sn;
ResetReservedSlot(joinPlayer->GetName());
} else
ResetReservedSlot(joinPlayer->GetName());
// we have a slot for the new player
// make room for them by deleting the virtual host player if we have to
uint32_t SlotReq = 11;
if (m_ShowRealSlotCount)
SlotReq = m_Slots.size()-1;
if( GetNumPlayers( ) >= SlotReq || EnforcePID == m_VirtualHostPID )
DeleteVirtualHost( );
// turning the CPotentialPlayer into a CGamePlayer is a bit of a pain because we have to be careful not to close the socket
// this problem is solved by setting the socket to NULL before deletion and handling the NULL case in the destructor
// we also have to be careful to not modify the m_Potentials vector since we're currently looping through it
// CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] joined the game" );
CGamePlayer *Player = new CGamePlayer( potential, m_SaveGame ? EnforcePID : GetNewPID( ), JoinedRealm, joinPlayer->GetName( ), joinPlayer->GetInternalIP( ), Reserved );
Player->SetSID( SID );
if (ScoreChecked)
{
Player->SetScoreS(sc);
Player->SetRankS(ra);
} else
{
m_ScoreChecks.push_back( m_GHost->m_DB->ThreadedScoreCheck( m_Map->GetMapMatchMakingCategory( ), joinPlayer->GetName( ), JoinedRealm ) );
}
// if bot_rootadminsspoofcheck is 0, consider rootadmins to have already spoof checked
// force admins/rootdamins to be considered spoof checked
if ( !m_GHost->m_RootAdminsSpoofCheck && RootAdminCheck)
{
Player->SetSpoofed( true );
Player->SetSpoofedRealm(m_CreatorServer);
}
if ( !m_GHost->m_AdminsSpoofCheck && AdminCheck)
{
Player->SetSpoofed( true );
Player->SetSpoofedRealm(m_CreatorServer);
}
// consider the owner player to have already spoof checked
// we will still attempt to spoof check them if it's enabled but this allows owners connecting over LAN to access admin commands
if( IsOwner( joinPlayer->GetName( ) ) )
Player->SetSpoofed( true );
// consider LAN players to have already spoof checked since they can't
// since so many people have trouble with this feature we now use the JoinedRealm to determine LAN status
// if( UTIL_IsLanIP( Player->GetExternalIP( ) ) || UTIL_IsLocalIP( Player->GetExternalIP( ), m_GHost->m_LocalAddresses ) )
if( JoinedRealm.empty( ) )
Player->SetSpoofed( true );
Player->SetWhoisShouldBeSent( m_GHost->m_SpoofChecks == 1 || ( m_GHost->m_SpoofChecks == 2 && AnyAdminCheck ) );
m_Players.push_back( Player );
potential->SetSocket( NULL );
potential->SetDeleteMe( true );
if( m_SaveGame )
m_Slots[SID] = EnforceSlot;
else
{
if( m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM )
m_Slots[SID] = CGameSlot( Player->GetPID( ), 255, SLOTSTATUS_OCCUPIED, 0, m_Slots[SID].GetTeam( ), m_Slots[SID].GetColour( ), m_Slots[SID].GetRace( ) );
else
{
m_Slots[SID] = CGameSlot( Player->GetPID( ), 255, SLOTSTATUS_OCCUPIED, 0, 12, 12, SLOTRACE_RANDOM );
// try to pick a team and colour
// make sure there aren't too many other players already
unsigned char NumOtherPlayers = 0;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && m_Slots[i].GetTeam( ) != 12 )
NumOtherPlayers++;
}
if( NumOtherPlayers < m_Map->GetMapNumPlayers( ) )
{
if( SID < m_Map->GetMapNumPlayers( ) )
m_Slots[SID].SetTeam( SID );
else
m_Slots[SID].SetTeam( 0 );
m_Slots[SID].SetColour( GetNewColour( ) );
}
}
}
// send slot info to the new player
// the SLOTINFOJOIN packet also tells the client their assigned PID and that the join was successful
Player->Send( m_Protocol->SEND_W3GS_SLOTINFOJOIN( Player->GetPID( ), Player->GetSocket( )->GetPort( ), Player->GetExternalIP( ), m_Slots, m_RandomSeed, m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0, m_Map->GetMapNumPlayers( ) ) );
// send virtual host info and fake player info (if present) to the new player
SendVirtualHostPlayerInfo( Player );
SendFakePlayerInfo( Player );
SendWTVPlayerInfo( Player );
BYTEARRAY BlankIP;
BlankIP.push_back( 0 );
BlankIP.push_back( 0 );
BlankIP.push_back( 0 );
BlankIP.push_back( 0 );
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + Player->GetName( ) + "] joined the game" );
m_GHost->UDPChatSend("|newplayer "+UTIL_ToString(GetSlotsOpen()) + " " + Player->GetName());
// recalculate nr of players in each team + difference in players nr.
ReCalculateTeams();
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) && *i != Player )
{
// send info about the new player to every other player
if( (*i)->GetSocket( ) )
{
if( m_GHost->m_HideIPAddresses )
(*i)->Send( m_Protocol->SEND_W3GS_PLAYERINFO( Player->GetPID( ), Player->GetName( ), BlankIP, BlankIP ) );
else
(*i)->Send( m_Protocol->SEND_W3GS_PLAYERINFO( Player->GetPID( ), Player->GetName( ), Player->GetExternalIP( ), Player->GetInternalIP( ) ) );
}
// send info about every other player to the new player
if( m_GHost->m_HideIPAddresses )
Player->Send( m_Protocol->SEND_W3GS_PLAYERINFO( (*i)->GetPID( ), (*i)->GetName( ), BlankIP, BlankIP ) );
else
Player->Send( m_Protocol->SEND_W3GS_PLAYERINFO( (*i)->GetPID( ), (*i)->GetName( ), (*i)->GetExternalIP( ), (*i)->GetInternalIP( ) ) );
}
}
string ServName;
if( HostCounterID != 0 )
{
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->GetHostCounterID( ) == HostCounterID )
ServName = (*i)->GetServerAlias();
}
}
SendAllChat( "Р˜РіСЂРѕРє " + joinPlayer->GetName( ) + " зашел СЃ сервера [" + ( JoinedRealm == string( ) ? "LAN" : JoinedRealm ) + "]" );
// check for multiple ip usage.
vector<string>IPs;
bool sayit = false;
vector<string>Players;
string IP1, IP2;
bool pp1, pp2;
bool IPfound;
string :: size_type pfound;
vector<string> :: iterator p;
if (Player->GetExternalIPString()!="127.0.0.1")
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
IP1 = (*i)->GetExternalIPString();
// ignore host' LAN
if (IP1!=m_GHost->m_ExternalIP)
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
{
// compare with all the other players except himself.
if ((*i)!=(*j))
{
IP2 = (*j)->GetExternalIPString();
// matching IP
if (IP1==IP2)
{
if (Player->GetName( )==(*i)->GetName() || Player->GetName( )==(*j)->GetName())
sayit = true;
pp1 = false;
pp2 = false;
// already in the list of matching IPs?
IPfound = false;
p = Players.begin();
if (IPs.size()>0)
for (vector<string> :: iterator s = IPs.begin(); s != IPs.end(); s++)
{
if ((*s)==IP1)
{
IPfound = true;
// already in the list, check too see if the players are in it
pfound = (*p).find( (*j)->GetName() );
if( pfound != string :: npos )
pp2 = true;
pfound = (*p).find( (*i)->GetName() );
if( pfound != string :: npos )
pp1 = true;
if (!pp1)
(*p)+="="+(*i)->GetName();
if (!pp2)
(*p)+="="+(*j)->GetName();
}
p++;
}
// the IP is not yet in the list, add it together with the two player names
if (!IPfound)
{
IPs.push_back(IP1);
Players.push_back((*i)->GetName()+"="+(*j)->GetName());
}
}
}
}
}
}
// multiple IP usage was found, list it if last player who joined is part of them
if (Player->GetExternalIPString()!="127.0.0.1")
if (IPs.size()>0 && sayit)
{
string IPString;
p = Players.begin();
IPString = "Same IPs: ";
for (vector<string> :: iterator s = IPs.begin(); s != IPs.end(); s++)
{
IPString += (*p);
if (s!=IPs.end()-1)
IPString +=", ";
p++;
}
SendAllChat(IPString);
m_GHost->UDPChatSend("|sameip");
}
// show country and pings when every slot has been occupied.
if (GetSlotsOpen()==0 && !m_AllSlotsOccupied)
{
m_AllSlotsOccupied = true;
m_AllSlotsAnnounced = false;
m_SlotsOccupiedTime = GetTime( );
}
// update LastPlayerJoined
m_LastPlayerJoined = Player->GetPID();
m_LastPlayerJoinedTime = GetTime();
// pings are no longer updated / will be sent to GUI in 3 seconds
m_PingsUpdated = false;
// send a map check packet to the new player
Player->Send( m_Protocol->SEND_W3GS_MAPCHECK( m_Map->GetMapPath( ), m_Map->GetMapSize( ), m_Map->GetMapInfo( ), m_Map->GetMapCRC( ), m_Map->GetMapSHA1( ) ) );
// send slot info to everyone, so the new player gets this info twice but everyone else still needs to know the new slot layout
SendAllSlotInfo( );
// send a welcome message
SendWelcomeMessage( Player );
// if spoof checks are required and we won't automatically spoof check this player then tell them how to spoof check
// e.g. if automatic spoof checks are disabled, or if automatic spoof checks are done on admins only and this player isn't an admin
if( m_GHost->m_RequireSpoofChecks && !Player->GetWhoisShouldBeSent( ) )
{
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
// note: the following (commented out) line of code will crash because calling GetUniqueName( ) twice will result in two different return values
// and unfortunately iterators are not valid if compared against different containers
// this comment shall serve as warning to not make this mistake again since it has now been made twice before in GHost++
// string( (*i)->GetUniqueName( ).begin( ), (*i)->GetUniqueName( ).end( ) )
BYTEARRAY UniqueName = (*i)->GetUniqueName( );
if( (*i)->GetServer( ) == JoinedRealm )
SendChat( Player, m_GHost->m_Language->SpoofCheckByWhispering( string( UniqueName.begin( ), UniqueName.end( ) ) ) );
}
}
// show current player's .sd
if (m_GHost->m_ShowScoresOnJoin)
m_ShowScoreOf = Player->GetName();
// show current player's .note
if (m_GHost->m_ShowNotesOnJoin)
{
bool noted = false;
string note = Note(Player->GetName());
noted = IsNoted( Player->GetName());
if (noted)
SendAdminChat(Player->GetName()+" - "+note);
}
// check for multiple IP usage
if( m_GHost->m_CheckMultipleIPUsage )
{
string Others;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( Player != *i && Player->GetExternalIPString( ) == (*i)->GetExternalIPString( ) )
{
if( Others.empty( ) )
Others = (*i)->GetName( );
else
Others += ", " + (*i)->GetName( );
}
}
// if( !Others.empty( ) )
// SendAllChat( m_GHost->m_Language->MultipleIPAddressUsageDetected( joinPlayer->GetName( ), Others ) );
}
// abort the countdown if there was one in progress
if( m_CountDownStarted && !m_GameLoading && !m_GameLoaded )
{
SendAllChat( m_GHost->m_Language->CountDownAborted( ) );
m_CountDownStarted = false;
}
// auto lock the game
if( m_GHost->m_AutoLock && !m_Locked && IsOwner( joinPlayer->GetName( ) ) )
{
SendAllChat( m_GHost->m_Language->GameLocked( ) );
m_Locked = true;
}
}
void CBaseGame :: EventPlayerJoinedWithScore( CPotentialPlayer *potential, CIncomingJoinPlayer *joinPlayer, double score )
{
// this function is only called when matchmaking is enabled
// EventPlayerJoined will be called first in all cases
// if matchmaking is enabled EventPlayerJoined will start a database query to retrieve the player's score and keep the connection open while we wait
// when the database query is complete EventPlayerJoinedWithScore will be called
// check if the new player's name is the same as the virtual host name
if( joinPlayer->GetName( ) == m_VirtualHostName )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game with the virtual host name" );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// check if the new player's name is already taken
if( GetPlayerFromName( joinPlayer->GetName( ), false ) )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but that name is already taken" );
// SendAllChat( m_GHost->m_Language->TryingToJoinTheGameButTaken( joinPlayer->GetName( ) ) );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// check if the new player's score is within the limits
if( score > -99999.0 && ( score < m_MinimumScore || score > m_MaximumScore ) )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but has a rating [" + UTIL_ToString( score, 2 ) + "] outside the limits [" + UTIL_ToString( m_MinimumScore, 2 ) + "] to [" + UTIL_ToString( m_MaximumScore, 2 ) + "]" );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
bool AdminCheck = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->IsAdmin( joinPlayer->GetName( ) ) || (*i)->IsRootAdmin( joinPlayer->GetName( ) ) )
{
AdminCheck = true;
break;
}
}
// test if player is safelisted
bool SafeCheck = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->IsSafe( joinPlayer->GetName( ) ) )
{
SafeCheck = true;
break;
}
}
bool Reserved = IsReserved( joinPlayer->GetName( ) ) || AdminCheck || IsOwner( joinPlayer->GetName( )) || SafeCheck;
bool RootAdminCheck = false;
for( vector<CBNET *> :: iterator j = m_GHost->m_BNETs.begin( ); j != m_GHost->m_BNETs.end( ); j++ )
{
if( (*j)->IsRootAdmin( joinPlayer->GetName( ) ) )
{
RootAdminCheck = true;
break;
}
}
// try to find an empty slot
unsigned char SID = GetEmptySlot( false );
bool AnyAdminCheck = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->IsAdmin( joinPlayer->GetName( ) ) || (*i)->IsRootAdmin( joinPlayer->GetName( ) ) )
{
AnyAdminCheck = true;
break;
}
}
if( SID == 255 )
{
// no empty slot found, time to do some matchmaking!
// note: the database code uses a score of -100000 to denote "no score"
if( m_GHost->m_MatchMakingMethod == 0 )
{
// method 0: don't do any matchmaking
// that was easy!
}
else if( m_GHost->m_MatchMakingMethod == 1 )
{
// method 1: furthest score method
// calculate the average score of all players in the game
// then kick the player with the score furthest from that average (or a player without a score)
// this ensures that the players' scores will tend to converge as players join the game
double AverageScore = 0.0;
uint32_t PlayersScored = 0;
if( score > -99999.0 )
{
AverageScore = score;
PlayersScored = 1;
}
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetScore( ) > -99999.0 )
{
AverageScore += (*i)->GetScore( );
PlayersScored++;
}
}
if( PlayersScored > 0 )
AverageScore /= PlayersScored;
// calculate the furthest player from the average
CGamePlayer *FurthestPlayer = NULL;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !FurthestPlayer || (*i)->GetScore( ) < -99999.0 || abs( (*i)->GetScore( ) - AverageScore ) > abs( FurthestPlayer->GetScore( ) - AverageScore ) )
FurthestPlayer = *i;
}
if( !FurthestPlayer )
{
// this should be impossible
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but no furthest player was found (this should be impossible)" );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// kick the new player if they have the furthest score
if( score < -99999.0 || abs( score - AverageScore ) > abs( FurthestPlayer->GetScore( ) - AverageScore ) )
{
if( score < -99999.0 )
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but has the furthest rating [N/A] from the average [" + UTIL_ToString( AverageScore, 2 ) + "]" );
else
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but has the furthest rating [" + UTIL_ToString( score, 2 ) + "] from the average [" + UTIL_ToString( AverageScore, 2 ) + "]" );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// kick the furthest player
SID = GetSIDFromPID( FurthestPlayer->GetPID( ) );
FurthestPlayer->SetDeleteMe( true );
if( FurthestPlayer->GetScore( ) < -99999.0 )
FurthestPlayer->SetLeftReason( m_GHost->m_Language->WasKickedForHavingFurthestScore( "N/A", UTIL_ToString( AverageScore, 2 ) ) );
else
FurthestPlayer->SetLeftReason( m_GHost->m_Language->WasKickedForHavingFurthestScore( UTIL_ToString( FurthestPlayer->GetScore( ), 2 ), UTIL_ToString( AverageScore, 2 ) ) );
FurthestPlayer->SetLeftCode( PLAYERLEAVE_LOBBY );
// send a playerleave message immediately since it won't normally get sent until the player is deleted which is after we send a playerjoin message
// we don't need to call OpenSlot here because we're about to overwrite the slot data anyway
SendAll( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( FurthestPlayer->GetPID( ), FurthestPlayer->GetLeftCode( ) ) );
FurthestPlayer->SetLeftMessageSent( true );
if( FurthestPlayer->GetScore( ) < -99999.0 )
SendAllChat( m_GHost->m_Language->PlayerWasKickedForFurthestScore( FurthestPlayer->GetName( ), "N/A", UTIL_ToString( AverageScore, 2 ) ) );
else
SendAllChat( m_GHost->m_Language->PlayerWasKickedForFurthestScore( FurthestPlayer->GetName( ), UTIL_ToString( FurthestPlayer->GetScore( ), 2 ), UTIL_ToString( AverageScore, 2 ) ) );
}
else if( m_GHost->m_MatchMakingMethod == 2 )
{
// method 2: lowest score method
// kick the player with the lowest score (or a player without a score)
CGamePlayer *LowestPlayer = NULL;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !LowestPlayer || (*i)->GetScore( ) < -99999.0 || (*i)->GetScore( ) < LowestPlayer->GetScore( ) )
LowestPlayer = *i;
}
if( !LowestPlayer )
{
// this should be impossible
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but no lowest player was found (this should be impossible)" );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// kick the new player if they have the lowest score
if( score < -99999.0 || score < LowestPlayer->GetScore( ) )
{
if( score < -99999.0 )
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but has the lowest rating [N/A]" );
else
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] is trying to join the game but has the lowest rating [" + UTIL_ToString( score, 2 ) + "]" );
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// kick the lowest player
SID = GetSIDFromPID( LowestPlayer->GetPID( ) );
LowestPlayer->SetDeleteMe( true );
if( LowestPlayer->GetScore( ) < -99999.0 )
LowestPlayer->SetLeftReason( m_GHost->m_Language->WasKickedForHavingLowestScore( "N/A" ) );
else
LowestPlayer->SetLeftReason( m_GHost->m_Language->WasKickedForHavingLowestScore( UTIL_ToString( LowestPlayer->GetScore( ), 2 ) ) );
LowestPlayer->SetLeftCode( PLAYERLEAVE_LOBBY );
// send a playerleave message immediately since it won't normally get sent until the player is deleted which is after we send a playerjoin message
// we don't need to call OpenSlot here because we're about to overwrite the slot data anyway
SendAll( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( LowestPlayer->GetPID( ), LowestPlayer->GetLeftCode( ) ) );
LowestPlayer->SetLeftMessageSent( true );
if( LowestPlayer->GetScore( ) < -99999.0 )
SendAllChat( m_GHost->m_Language->PlayerWasKickedForLowestScore( LowestPlayer->GetName( ), "N/A" ) );
else
SendAllChat( m_GHost->m_Language->PlayerWasKickedForLowestScore( LowestPlayer->GetName( ), UTIL_ToString( LowestPlayer->GetScore( ), 2 ) ) );
}
}
if( SID >= m_Slots.size( ) )
{
potential->Send( m_Protocol->SEND_W3GS_REJECTJOIN( REJECTJOIN_FULL ) );
potential->SetDeleteMe( true );
return;
}
// we have a slot for the new player
// make room for them by deleting the virtual host player if we have to
uint32_t SlotReq = 11;
if (m_ShowRealSlotCount)
SlotReq = m_Slots.size()-1;
if( GetNumPlayers( ) >= SlotReq )
DeleteVirtualHost( );
// identify their joined realm
// this is only possible because when we send a game refresh via LAN or battle.net we encode an ID value in the 4 most significant bits of the host counter
// the client sends the host counter when it joins so we can extract the ID value here
// note: this is not a replacement for spoof checking since it doesn't verify the player's name and it can be spoofed anyway
uint32_t HostCounterID = joinPlayer->GetHostCounter( ) >> 28;
string JoinedRealm;
// we use an ID value of 0 to denote joining via LAN
if( HostCounterID != 0 )
{
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if( (*i)->GetHostCounterID( ) == HostCounterID )
JoinedRealm = (*i)->GetServer( );
}
}
// turning the CPotentialPlayer into a CGamePlayer is a bit of a pain because we have to be careful not to close the socket
// this problem is solved by setting the socket to NULL before deletion and handling the NULL case in the destructor
// we also have to be careful to not modify the m_Potentials vector since we're currently looping through it
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + joinPlayer->GetName( ) + "|" + potential->GetExternalIPString( ) + "] joined the game" );
CGamePlayer *Player = new CGamePlayer( potential, GetNewPID( ), JoinedRealm, joinPlayer->GetName( ), joinPlayer->GetInternalIP( ), false );
// consider LAN players to have already spoof checked since they can't
// since so many people have trouble with this feature we now use the JoinedRealm to determine LAN status
if( JoinedRealm.empty( ) )
Player->SetSpoofed( true );
Player->SetWhoisShouldBeSent( m_GHost->m_SpoofChecks == 1 || ( m_GHost->m_SpoofChecks == 2 && AnyAdminCheck ) );
Player->SetSID( SID );
Player->SetScore( score );
m_Players.push_back( Player );
potential->SetSocket( NULL );
potential->SetDeleteMe( true );
m_Slots[SID] = CGameSlot( Player->GetPID( ), 255, SLOTSTATUS_OCCUPIED, 0, m_Slots[SID].GetTeam( ), m_Slots[SID].GetColour( ), m_Slots[SID].GetRace( ) );
// send slot info to the new player
// the SLOTINFOJOIN packet also tells the client their assigned PID and that the join was successful
Player->Send( m_Protocol->SEND_W3GS_SLOTINFOJOIN( Player->GetPID( ), Player->GetSocket( )->GetPort( ), Player->GetExternalIP( ), m_Slots, m_RandomSeed, m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0, m_Map->GetMapNumPlayers( ) ) );
// send virtual host info and fake player info (if present) to the new player
SendVirtualHostPlayerInfo( Player );
SendFakePlayerInfo( Player );
SendWTVPlayerInfo( Player );
BYTEARRAY BlankIP;
BlankIP.push_back( 0 );
BlankIP.push_back( 0 );
BlankIP.push_back( 0 );
BlankIP.push_back( 0 );
// check if the new player's ip is banned
if (Player->GetExternalIPString()!="127.0.0.1")
if (m_GHost->m_IPBanning!=0)
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
CDBBan *IPBan = (*i)->IsBannedIP(Player->GetExternalIPString( ));
if( IPBan )
{
string sReason = IPBan->GetReason();
string sName = IPBan->GetName();
delete IPBan;
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + Player->GetName( ) +"("+Player->GetExternalIPString()+")"+ "] is trying to join the game but is IP banned" );
/*
string n=Player->GetName();
string s(16-n.length(),' ');
n=s+n;*/
if (m_GHost->m_IPBanning==1)
if (m_GHost->m_Verbose)
{
SendAllChat( m_GHost->m_Language->TryingToJoinTheGameButBanned( Player->GetName()+"("+Player->GetExternalIPString()+")", IPBan->GetAdmin()) );
if (sReason!="")
SendAllChat ( sName +"("+Player->GetExternalIPString()+") ban reason: "+sReason);
}
if (m_GHost->m_IPBanning==1)
{
Player->SetDeleteMe( true );
Player->SetLeftReason( "was autokicked, " + Player->GetName( ) +Player->GetExternalIPString() + " IP not allowed");
OpenSlot( GetSIDFromPID( Player->GetPID( ) ), false );
m_Players.pop_back();
return;
}
string sBan = Player->GetName()+"("+Player->GetExternalIPString()+") is IP banned";
string sBReason = sBan + ", "+sReason;
if (sReason=="")
SendAllChat( sBan );
else
{
if (sBReason.length()<220 && !m_GHost->m_TwoLinesBanAnnouncement)
SendAllChat( sBReason );
else
{
SendAllChat( sBan );
SendAllChat( "Ban reason: " + sReason );
}
}
}
}
// check if we only allow garena
if (m_GarenaOnly)
{
string EIP = Player->GetExternalIPString();
// kick if not garena, admin, rootadmin, reserver
if (EIP!="127.0.0.1" && EIP!=m_GHost->m_ExternalIP && !IsOwner( Player->GetName( ) ) && !AdminCheck && !RootAdminCheck && !IsReserved (Player->GetName()))
{
Player->SetDeleteMe( true );
Player->SetLeftReason( "was autokicked, GArena only");
Player->SetLeftCode( PLAYERLEAVE_LOBBY );
OpenSlot( GetSIDFromPID( Player->GetPID( ) ), false );
m_Players.pop_back();
return;
}
}
// check if the country or provider is not allowed
if (Player->GetExternalIPString()!="127.0.0.1")
if (!Reserved)
if (m_CountryCheck || m_CountryCheck2 || m_ProviderCheck || m_ProviderCheck2)
{
string From;
string P;
string s;
bool bad = false;
bool allowed=false;
if (m_ProviderCheck2)
allowed= true;
if (m_ProviderCheck)
allowed= false;
{
From = Player->GetCountry();
if (m_CountryCheck)
if (m_Countries.find(From)==string :: npos)
bad=true;
if (!bad)
if (m_CountryCheck2)
if (m_Countries2.find(From)!=string :: npos)
bad=true;
if (!bad)
if (m_ProviderCheck || m_ProviderCheck2)
{
P = Player->GetProvider();
transform( P.begin( ), P.end( ), P.begin( ), (int(*)(int))toupper );
From = From + " "+ P;
}
if (!bad)
if (m_ProviderCheck)
{
stringstream SS;
SS << m_Providers;
while( !SS.eof( ) )
{
SS >> s;
if (P.find(s)!=string :: npos)
allowed=true;
}
if (!allowed)
bad=true;
}
if (!bad)
if (m_ProviderCheck2)
{
stringstream SS;
SS << m_Providers2;
while( !SS.eof( ) )
{
SS >> s;
if (P.find(s)!=string :: npos)
allowed=false;
}
if (!allowed)
bad=true;
}
if (bad)
{
string n=Player->GetName();
string s(16-n.length(),' ');
n=s+n;
if (m_GHost->m_Verbose)
SendAllChat( m_GHost->m_Language->AutokickingPlayerForDeniedCountry( n, From ) );
// potential->SetSocket( NULL );
// potential->SetDeleteMe( true );
Player->SetDeleteMe( true );
Player->SetLeftReason( "was autokicked, " + From + " not allowed");
Player->SetLeftCode( PLAYERLEAVE_LOBBY );
OpenSlot( GetSIDFromPID( Player->GetPID( ) ), false );
m_Players.pop_back();
return;
}
}
}
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + Player->GetName( ) + "] joined the game" );
m_GHost->UDPChatSend("|newplayer "+Player->GetName());
// recalculate nr of players in each team + difference in players nr.
ReCalculateTeams();
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) && *i != Player )
{
// send info about the new player to every other player
if( (*i)->GetSocket( ) )
{
if( m_GHost->m_HideIPAddresses )
(*i)->Send( m_Protocol->SEND_W3GS_PLAYERINFO( Player->GetPID( ), Player->GetName( ), BlankIP, BlankIP ) );
else
(*i)->Send( m_Protocol->SEND_W3GS_PLAYERINFO( Player->GetPID( ), Player->GetName( ), Player->GetExternalIP( ), Player->GetInternalIP( ) ) );
}
// send info about every other player to the new player
if( m_GHost->m_HideIPAddresses )
Player->Send( m_Protocol->SEND_W3GS_PLAYERINFO( (*i)->GetPID( ), (*i)->GetName( ), BlankIP, BlankIP ) );
else
Player->Send( m_Protocol->SEND_W3GS_PLAYERINFO( (*i)->GetPID( ), (*i)->GetName( ), (*i)->GetExternalIP( ), (*i)->GetInternalIP( ) ) );
}
}
// check for multiple ip usage.
vector<string>IPs;
bool sayit = false;
vector<string>Players;
string IP1, IP2;
bool pp1, pp2;
bool IPfound;
string :: size_type pfound;
vector<string> :: iterator p;
if (Player->GetExternalIPString()!="127.0.0.1")
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
IP1 = (*i)->GetExternalIPString();
// ignore host' LAN
if (IP1!=m_GHost->m_ExternalIP)
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
{
// compare with all the other players except himself.
if ((*i)!=(*j))
{
IP2 = (*j)->GetExternalIPString();
// matching IP
if (IP1==IP2)
{
if (Player->GetName( )==(*i)->GetName() || Player->GetName( )==(*j)->GetName())
sayit = true;
pp1 = false;
pp2 = false;
// already in the list of matching IPs?
IPfound = false;
p = Players.begin();
if (IPs.size()>0)
for (vector<string> :: iterator s = IPs.begin(); s != IPs.end(); s++)
{
if ((*s)==IP1)
{
IPfound = true;
// already in the list, check too see if the players are in it
pfound = (*p).find( (*j)->GetName() );
if( pfound != string :: npos )
pp2 = true;
pfound = (*p).find( (*i)->GetName() );
if( pfound != string :: npos )
pp1 = true;
if (!pp1)
(*p)+="="+(*i)->GetName();
if (!pp2)
(*p)+="="+(*j)->GetName();
}
p++;
}
// the IP is not yet in the list, add it together with the two player names
if (!IPfound)
{
IPs.push_back(IP1);
Players.push_back((*i)->GetName()+"="+(*j)->GetName());
}
}
}
}
}
}
// multiple IP usage was found, list it if last player who joined is part of them
if (Player->GetExternalIPString()!="127.0.0.1")
if (IPs.size()>0 && sayit)
{
string IPString;
p = Players.begin();
IPString = "Same IPs: ";
for (vector<string> :: iterator s = IPs.begin(); s != IPs.end(); s++)
{
IPString += (*p);
if (s!=IPs.end()-1)
IPString +=", ";
p++;
}
SendAllChat(IPString);
m_GHost->UDPChatSend("|sameip");
}
// show country and pings when every slot has been occupied.
if (GetSlotsOpen()==0 && !m_AllSlotsOccupied)
{
m_AllSlotsOccupied = true;
m_AllSlotsAnnounced = false;
m_SlotsOccupiedTime = GetTime( );
}
// update LastPlayerJoined
m_LastPlayerJoined = Player->GetPID();
m_LastPlayerJoinedTime = GetTime();
// send a map check packet to the new player
Player->Send( m_Protocol->SEND_W3GS_MAPCHECK( m_Map->GetMapPath( ), m_Map->GetMapSize( ), m_Map->GetMapInfo( ), m_Map->GetMapCRC( ), m_Map->GetMapSHA1( ) ) );
// send slot info to everyone, so the new player gets this info twice but everyone else still needs to know the new slot layout
SendAllSlotInfo( );
// send a welcome message
SendWelcomeMessage( Player );
// if spoof checks are required and we won't automatically spoof check this player then tell them how to spoof check
// e.g. if automatic spoof checks are disabled, or if automatic spoof checks are done on admins only and this player isn't an admin
if( m_GHost->m_RequireSpoofChecks && !Player->GetWhoisShouldBeSent( ) )
{
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
// note: the following (commented out) line of code will crash because calling GetUniqueName( ) twice will result in two different return values
// and unfortunately iterators are not valid if compared against different containers
// this comment shall serve as warning to not make this mistake again since it has now been made twice before in GHost++
// string( (*i)->GetUniqueName( ).begin( ), (*i)->GetUniqueName( ).end( ) )
BYTEARRAY UniqueName = (*i)->GetUniqueName( );
if( (*i)->GetServer( ) == JoinedRealm )
SendChat( Player, m_GHost->m_Language->SpoofCheckByWhispering( string( UniqueName.begin( ), UniqueName.end( ) ) ) );
}
}
if( score < -99999.0 )
SendAllChat( m_GHost->m_Language->PlayerHasScore( joinPlayer->GetName( ), "N/A" ) );
else
SendAllChat( m_GHost->m_Language->PlayerHasScore( joinPlayer->GetName( ), UTIL_ToString( score, 2 ) ) );
uint32_t PlayersScored = 0;
uint32_t PlayersNotScored = 0;
double AverageScore = 0.0;
double MinScore = 0.0;
double MaxScore = 0.0;
bool Found = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) )
{
if( (*i)->GetScore( ) < -99999.0 )
PlayersNotScored++;
else
{
PlayersScored++;
AverageScore += (*i)->GetScore( );
if( !Found || (*i)->GetScore( ) < MinScore )
MinScore = (*i)->GetScore( );
if( !Found || (*i)->GetScore( ) > MaxScore )
MaxScore = (*i)->GetScore( );
Found = true;
}
}
}
double Spread = MaxScore - MinScore;
SendAllChat( m_GHost->m_Language->RatedPlayersSpread( UTIL_ToString( PlayersScored ), UTIL_ToString( PlayersScored + PlayersNotScored ), UTIL_ToString( (uint32_t)Spread ) ) );
// check for multiple IP usage
if( m_GHost->m_CheckMultipleIPUsage )
{
string Others;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( Player != *i && Player->GetExternalIPString( ) == (*i)->GetExternalIPString( ) )
{
if( Others.empty( ) )
Others = (*i)->GetName( );
else
Others += ", " + (*i)->GetName( );
}
}
// if( !Others.empty( ) )
// SendAllChat( m_GHost->m_Language->MultipleIPAddressUsageDetected( joinPlayer->GetName( ), Others ) );
}
// abort the countdown if there was one in progress
if( m_CountDownStarted && !m_GameLoading && !m_GameLoaded )
{
SendAllChat( m_GHost->m_Language->CountDownAborted( ) );
m_CountDownStarted = false;
}
// auto lock the game
if( m_GHost->m_AutoLock && !m_Locked && IsOwner( joinPlayer->GetName( ) ) )
{
SendAllChat( m_GHost->m_Language->GameLocked( ) );
m_Locked = true;
}
// balance the slots
if( m_AutoStartPlayers != 0 && GetNumHumanPlayers( ) == m_AutoStartPlayers )
BalanceSlots( );
}
void CBaseGame :: EventPlayerLeft( CGamePlayer *player, uint32_t reason )
{
// this function is only called when a player leave packet is received, not when there's a socket error, kick, etc...
uint32_t GameNr = GetGameNr();
bool show = true;
if (m_GHost->m_CurrentGame)
if (m_GHost->m_CurrentGame->GetCreationTime()==GetCreationTime())
show = false;
if (show && !m_GameEnded)
m_GHost->UDPChatSend("|leaver "+UTIL_ToString(GameNr)+" "+player->GetName());
m_LastLeaverTicks = GetTicks();
player->SetDeleteMe( true );
if( reason == PLAYERLEAVE_GPROXY )
player->SetLeftReason( m_GHost->m_Language->WasUnrecoverablyDroppedFromGProxy( ) );
else
player->SetLeftReason( m_GHost->m_Language->HasLeftVoluntarily( ) );
player->SetLeftCode( PLAYERLEAVE_LOST );
ReCalculateTeams();
if( !m_GameLoading && !m_GameLoaded )
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
void CBaseGame :: EventPlayerLoaded( CGamePlayer *player )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + player->GetName( ) + "] finished loading in " + UTIL_ToString( (float)( player->GetFinishedLoadingTicks( ) - m_StartedLoadingTicks ) / 1000, 2 ) + " seconds" );
if( m_LoadInGame )
{
// send any buffered data to the player now
// see the Update function for more information about why we do this
// this includes player loaded messages, game updates, and player leave messages
queue<BYTEARRAY> *LoadInGameData = player->GetLoadInGameData( );
while( !LoadInGameData->empty( ) )
{
Send( player, LoadInGameData->front( ) );
LoadInGameData->pop( );
}
// start the lag screen for the new player
bool FinishedLoading = true;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
FinishedLoading = (*i)->GetFinishedLoading( );
if( !FinishedLoading )
break;
}
if( !FinishedLoading )
Send( player, m_Protocol->SEND_W3GS_START_LAG( m_Players, true ) );
// remove the new player from previously loaded players' lag screens
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( *i != player && (*i)->GetFinishedLoading( ) )
Send( *i, m_Protocol->SEND_W3GS_STOP_LAG( player ) );
}
// send a chat message to previously loaded players
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( *i != player && (*i)->GetFinishedLoading( ) )
SendChat( *i, m_GHost->m_Language->PlayerFinishedLoading( player->GetName( ) ) );
}
if( !FinishedLoading )
SendChat( player, m_GHost->m_Language->PleaseWaitPlayersStillLoading( ) );
// if HCL was sent message first player not to set the map mode
unsigned char Nr=255;
unsigned char Nrt;
string sSlotNr;
string sGameNr;
CGamePlayer *p = NULL;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
Nrt = GetSIDFromPID((*i)->GetPID());
if (Nrt<Nr)
{
Nr = Nrt;
p = (*i);
}
}
if (m_HCL && p!=NULL && p==player && !m_HCLCommandString.empty())
{
SendChat(p->GetPID(), "-" + m_HCLCommandString + " auto set, no need to type it in " + p->GetName() );
}
}
else
SendAll( m_Protocol->SEND_W3GS_GAMELOADED_OTHERS( player->GetPID( ) ) );
}
void CBaseGame :: EventPlayerAction( CGamePlayer *player, CIncomingAction *action )
{
m_Actions.push( action );
// check for players saving the game and notify everyone
if( !action->GetAction( )->empty( ) && (*action->GetAction( ))[0] == 6 )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + player->GetName( ) + "] is saving the game" );
SendAllChat( m_GHost->m_Language->PlayerIsSavingTheGame( player->GetName( ) ) );
}
}
void CBaseGame :: EventPlayerKeepAlive( CGamePlayer *player, uint32_t checkSum )
{
if( m_GHost->m_dropifdesync)
{
// check for desyncs
// however, it's possible that not every player has sent a checksum for this frame yet
// first we verify that we have enough checksums to work with otherwise we won't know exactly who desynced
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetDeleteMe( ) && (*i)->GetCheckSums( )->empty( ) )
return;
}
// now we check for desyncs since we know that every player has at least one checksum waiting
bool FoundPlayer = false;
uint32_t FirstCheckSum = 0;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetDeleteMe( ) )
{
FoundPlayer = true;
FirstCheckSum = (*i)->GetCheckSums( )->front( );
break;
}
}
if( !FoundPlayer )
return;
bool AddToReplay = true;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetDeleteMe( ) && (*i)->GetCheckSums( )->front( ) != FirstCheckSum )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] desync detected" );
SendAllChat( m_GHost->m_Language->DesyncDetected( ) );
// try to figure out who desynced
// this is complicated by the fact that we don't know what the correct game state is so we let the players vote
// put the players into bins based on their game state
map<uint32_t, vector<unsigned char> > Bins;
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
{
if( !(*j)->GetDeleteMe( ) )
Bins[(*j)->GetCheckSums( )->front( )].push_back( (*j)->GetPID( ) );
}
uint32_t StateNumber = 1;
map<uint32_t, vector<unsigned char> > :: iterator LargestBin = Bins.begin( );
bool Tied = false;
for( map<uint32_t, vector<unsigned char> > :: iterator j = Bins.begin( ); j != Bins.end( ); j++ )
{
if( (*j).second.size( ) > (*LargestBin).second.size( ) )
{
LargestBin = j;
Tied = false;
}
else if( j != LargestBin && (*j).second.size( ) == (*LargestBin).second.size( ) )
Tied = true;
string Players;
for( vector<unsigned char> :: iterator k = (*j).second.begin( ); k != (*j).second.end( ); k++ )
{
CGamePlayer *Player = GetPlayerFromPID( *k );
if( Player )
{
if( Players.empty( ) )
Players = Player->GetName( );
else
Players += ", " + Player->GetName( );
}
}
SendAllChat( m_GHost->m_Language->PlayersInGameState( UTIL_ToString( StateNumber ), Players ) );
StateNumber++;
}
FirstCheckSum = (*LargestBin).first;
if( Tied )
{
// there is a tie, which is unfortunate
// the most common way for this to happen is with a desync in a 1v1 situation
// this is not really unsolvable since the game shouldn't continue anyway so we just kick both players
// in a 2v2 or higher the chance of this happening is very slim
// however, we still kick every player because it's not fair to pick one or another group
// todotodo: it would be possible to split the game at this point and create a "new" game for each game state
CONSOLE_Print( "[GAME: " + m_GameName + "] can't kick desynced players because there is a tie, kicking all players instead" );
StopPlayers( m_GHost->m_Language->WasDroppedDesync( ) );
AddToReplay = false;
}
else
{
CONSOLE_Print( "[GAME: " + m_GameName + "] kicking desynced players" );
for( map<uint32_t, vector<unsigned char> > :: iterator j = Bins.begin( ); j != Bins.end( ); j++ )
{
// kick players who are NOT in the largest bin
// examples: suppose there are 10 players
// the most common case will be 9v1 (e.g. one player desynced and the others were unaffected) and this will kick the single outlier
// another (very unlikely) possibility is 8v1v1 or 8v2 and this will kick both of the outliers, regardless of whether their game states match
if( (*j).first != (*LargestBin).first )
{
for( vector<unsigned char> :: iterator k = (*j).second.begin( ); k != (*j).second.end( ); k++ )
{
CGamePlayer *Player = GetPlayerFromPID( *k );
if( Player )
{
Player->SetDeleteMe( true );
Player->SetLeftReason( m_GHost->m_Language->WasDroppedDesync( ) );
Player->SetLeftCode( PLAYERLEAVE_LOST );
}
}
}
}
}
// don't continue looking for desyncs, we already found one!
break;
}
}
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetDeleteMe( ) )
(*i)->GetCheckSums( )->pop( );
}
// add checksum to replay
if( m_Replay && AddToReplay )
m_Replay->AddCheckSum( FirstCheckSum );
}
else
{
// check for desyncs
// however, it's possible that not every player has sent a checksum for this frame yet
// first we verify that we have enough checksums to work with otherwise we won't know exactly who desynced
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetCheckSums( )->empty( ) )
return;
}
// now we check for desyncs since we know that every player has at least one checksum waiting
uint32_t FirstCheckSum = player->GetCheckSums( )->front( );
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !m_Desynced && (*i)->GetCheckSums( )->front( ) != FirstCheckSum )
{
m_Desynced = true;
CONSOLE_Print( "[GAME: " + m_GameName + "] desync detected" );
SendAllChat( m_GHost->m_Language->DesyncDetected( ) );
// try to figure out who desynced
// this is complicated by the fact that we don't know what the correct game state is so we let the players vote
// put the players into bins based on their game state
map<uint32_t, vector<unsigned char> > Bins;
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
Bins[(*j)->GetCheckSums( )->front( )].push_back( (*j)->GetPID( ) );
uint32_t StateNumber = 1;
map<uint32_t, vector<unsigned char> > :: iterator LargestBin = Bins.begin( );
bool Tied = false;
for( map<uint32_t, vector<unsigned char> > :: iterator j = Bins.begin( ); j != Bins.end( ); j++ )
{
if( (*j).second.size( ) > (*LargestBin).second.size( ) )
{
LargestBin = j;
Tied = false;
}
else if( j != LargestBin && (*j).second.size( ) == (*LargestBin).second.size( ) )
Tied = true;
string Players;
for( vector<unsigned char> :: iterator k = (*j).second.begin( ); k != (*j).second.end( ); k++ )
{
CGamePlayer *Player = GetPlayerFromPID( *k );
if( Player )
{
if( Players.empty( ) )
Players = Player->GetName( );
else
Players += ", " + Player->GetName( );
}
}
SendAllChat( m_GHost->m_Language->PlayersInGameState( UTIL_ToString( StateNumber ), Players ) );
StateNumber++;
}
// todotodo: kick the desynced player(s) and don't stop recording the replay
/*
if( Tied )
{
// can't kick
}
else
{
for( map<uint32_t, vector<unsigned char> > :: iterator j = Bins.begin( ); j != Bins.end( ); j++ )
{
if( (*j).first != (*LargestBin).first )
{
for( vector<unsigned char> :: iterator k = (*j).second.begin( ); k != (*j).second.end( ); k++ )
{
CGamePlayer *Player = GetPlayerFromPID( *k );
if( Player )
{
Player->SetDeleteMe( true );
Player->SetLeftReason( "was dropped due to desync" );
Player->SetLeftCode( PLAYERLEAVE_LOBBY );
}
}
}
}
}
*/
}
}
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
(*i)->GetCheckSums( )->pop( );
// add checksum to replay but only if we're not desynced
if( m_Replay && !m_Desynced )
m_Replay->AddCheckSum( FirstCheckSum );
}
}
void CBaseGame :: EventPlayerChatToHost( CGamePlayer *player, CIncomingChatPlayer *chatPlayer )
{
if( chatPlayer->GetFromPID( ) == player->GetPID( ) )
{
if( chatPlayer->GetType( ) == CIncomingChatPlayer :: CTH_MESSAGE || chatPlayer->GetType( ) == CIncomingChatPlayer :: CTH_MESSAGEEXTRA )
{
// relay the chat message to other players
bool isAdmin = IsOwner(player->GetName());
bool isRootAdmin = isAdmin;
for( vector<CBNET *> :: iterator j = m_GHost->m_BNETs.begin( ); j != m_GHost->m_BNETs.end( ); j++ )
{
if( (*j)->IsAdmin(player->GetName()))
{
isAdmin = true;
}
if( (*j)->IsRootAdmin( player->GetName() ) )
{
isRootAdmin = true;
isAdmin = true;
}
}
string msg = chatPlayer->GetMessage( );
bool iscmd = false;
if( !msg.empty( ) && msg[0] == m_GHost->m_CommandTrigger )
iscmd = true;
bool Relay = true;
bool cRelay = !(iscmd && !m_GHost->m_RelayChatCommands);
if( !m_GameLoading )
{
BYTEARRAY ExtraFlags = chatPlayer->GetExtraFlags( );
// calculate timestamp
string MinString = UTIL_ToString( ( m_GameTicks / 1000 ) / 60 );
string SecString = UTIL_ToString( ( m_GameTicks / 1000 ) % 60 );
if( MinString.size( ) == 1 )
MinString.insert( 0, "0" );
if( SecString.size( ) == 1 )
SecString.insert( 0, "0" );
if( !ExtraFlags.empty( ) )
{
if (IsMuted(player->GetName()))
Relay = false;
uint32_t GameNr = GetGameNr();
unsigned char SID = GetSIDFromPID( chatPlayer->GetFromPID() );
unsigned char fteam;
string All = "0";
fteam = m_Slots[SID].GetTeam();
if (ExtraFlags[0]==0)
All="1";
m_GHost->UDPChatSend("|gamechat "+UTIL_ToString(GameNr) + " "+UTIL_ToString(fteam)+" "+All+" "+player->GetName()+" "+chatPlayer->GetMessage());
if( ExtraFlags[0] != 0 )
CONSOLE_Print( "[GAME: " + m_GameName + "] (" + MinString + ":" + SecString + ") "+"[Team: "+UTIL_ToString(fteam+1)+"] [Allies] [" + player->GetName( ) + "]: " + chatPlayer->GetMessage( ) );
string m = chatPlayer->GetMessage();
transform( m.begin( ), m.end( ), m.begin( ), (int(*)(int))tolower );
if (m_GetMapType == "dota")
{
bool blueplayer = false;
if (m.substr(0,1) == "-" && m.length()>1)
{
unsigned char Nr=255;
unsigned char Nrt;
string sSlotNr;
string sName=" ";
CGamePlayer *p = NULL;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
Nrt = GetSIDFromPID((*i)->GetPID());
if (Nrt<Nr)
{
Nr = Nrt;
sName = (*i)->GetName();
p = (*i);
}
}
sSlotNr = UTIL_ToString(Nr);
if (p)
if (sName == player->GetName())
{
blueplayer = true;
}
}
if (m.substr(0,4) == "-wtf" && GetTime()<m_GameLoadedTime+15 && m_GHost->m_detectwtf)
{
if (blueplayer)
{
CONSOLE_Print( "[GAME: " + m_GameName + "] -wtf detected, disabling stats");
m_DisableStats = true;
}
}
if (m.substr(0,7) == "-switch" && m.size()==9)
InitSwitching(chatPlayer->GetFromPID(), m.substr(8,1) );
// if (m.substr(0,3) == "-no" || m.substr(0,14) == "-switch cancel")
if (m=="-no" || m=="-switch cancel")
if (m_SwitchTime!=0)
SwitchDeny (chatPlayer->GetFromPID());
// if (m.substr(0,2)== "ok" || m.substr(0,3) == "-ok" || m.substr(0,14) == "-switch accept")
if (m=="-ok" || m=="-switch accept")
if (m_SwitchTime!=0)
SwitchAccept(chatPlayer->GetFromPID());
// disable gameoverteamdiff if switch is detected (until we handle switches)
// m_GameOverDiffCanceled = true;
}
if( ExtraFlags[0] == 0 )
{
// this is an ingame [All] message, print it to the console
CONSOLE_Print( "[GAME: " + m_GameName + "] (" + MinString + ":" + SecString + ") "+"[Team: "+UTIL_ToString(fteam+1)+"] [All] [" + player->GetName( ) + "]: " + chatPlayer->GetMessage( ) );
// don't relay ingame messages targeted for all players if we're currently muting all
// note that commands will still be processed even when muting all because we only stop relaying the messages, the rest of the function is unaffected
if( m_MuteAll )
if(!isRootAdmin)
Relay = false;
}
if (m_Listen)
{
// unsigned char SID = GetSIDFromPID( chatPlayer->GetFromPID() );
if( SID < m_Slots.size( ) )
{
unsigned char ListenUser;
stringstream SS;
unsigned char lteam;
unsigned char siduser;
SS<<m_ListenUser;
while( !SS.eof( ) )
{
SS >> ListenUser;
siduser = GetSIDFromPID(ListenUser);
if (siduser!=255)
{
lteam = m_Slots[GetSIDFromPID(ListenUser)].GetTeam();
BYTEARRAY lu;
lu.push_back(ListenUser);
if (GetPlayerFromPID(ListenUser)!=NULL)
if (ExtraFlags[0]!=0 && fteam != lteam)
Send( lu, m_Protocol->SEND_W3GS_CHAT_FROM_HOST( chatPlayer->GetFromPID( ), lu, chatPlayer->GetFlag( ), chatPlayer->GetExtraFlags( ), chatPlayer->GetMessage( ) ) );
// SendChat(ListenUser, player->GetName( )+": "+chatPlayer->GetMessage( ));
}
if (m_ListenUser.length()==1)
break;
}
}
}
if( Relay )
{
// add chat message to replay
// this includes allied chat and private chat from both teams as long as it was relayed
if( m_Replay )
m_Replay->AddChatMessage( chatPlayer->GetFromPID( ), chatPlayer->GetFlag( ), UTIL_ByteArrayToUInt32( chatPlayer->GetExtraFlags( ), false ), chatPlayer->GetMessage( ) );
}
}
else
{
// this is a lobby message, print it to the console
if (IsMuted(player->GetName()))
Relay = false;
if (m_GHost->m_AdminGame && !iscmd)
{
if (m_VirtualHostName=="|cFFC04040Admin")
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
(*i)->QueueChatCommand( player->GetName()+": " + chatPlayer->GetMessage( ) );
}
}
CONSOLE_Print( "[GAME: " + m_GameName + "] [Lobby] [" + player->GetName( ) + "]: " + chatPlayer->GetMessage( ) );
m_GHost->UDPChatSend("|lobby "+player->GetName()+" "+chatPlayer->GetMessage());
if( m_MuteLobby )
Relay = false;
}
}
// handle bot commands
string Message = chatPlayer->GetMessage( );
if( (Message == "-ff" || Message == "-fastfinish" || Message == "-сдаться" || Message == "-сдаюсь") && m_GameLoaded)
EventPlayerBotCommand(player,"ff",string( ));
else if( Message == "?trigger" )
SendChat( player, m_GHost->m_Language->CommandTrigger( string( 1, m_GHost->m_CommandTrigger ) ) );
else if( !Message.empty( ) && Message[0] == m_GHost->m_CommandTrigger )
{
// extract the command trigger, the command, and the payload
// e.g. "!say hello world" -> command: "say", payload: "hello world"
string Command;
string Payload;
string :: size_type PayloadStart = Message.find( " " );
if( PayloadStart != string :: npos )
{
Command = Message.substr( 1, PayloadStart - 1 );
Payload = Message.substr( PayloadStart + 1 );
}
else
Command = Message.substr( 1 );
transform( Command.begin( ), Command.end( ), Command.begin( ), (int(*)(int))tolower );
// don't allow EventPlayerBotCommand to veto a previous instruction to set Relay to false
// so if Relay is already false (e.g. because the player is muted) then it cannot be forced back to true here
if( EventPlayerBotCommand( player, Command, Payload ) )
Relay = false;
}
if( Relay)
{
// msg = m_GHost->CensorRemoveDots(msg);
string msg2 = m_GHost->CensorMessage(msg);
if (cRelay)
{
if (m_RootListen)
Send( Silence(AddRootAdminPIDs(chatPlayer->GetToPIDs( ), player->GetPID())), m_Protocol->SEND_W3GS_CHAT_FROM_HOST( chatPlayer->GetFromPID( ), Silence(AddRootAdminPIDs(chatPlayer->GetToPIDs( ), player->GetPID())), chatPlayer->GetFlag( ), chatPlayer->GetExtraFlags( ), msg2 ) );
else
Send( Silence(chatPlayer->GetToPIDs( )), m_Protocol->SEND_W3GS_CHAT_FROM_HOST( chatPlayer->GetFromPID( ), Silence(chatPlayer->GetToPIDs( )), chatPlayer->GetFlag( ), chatPlayer->GetExtraFlags( ), msg2 ) );
}
else
{
BYTEARRAY b = Silence(GetRootAdminPIDs( player->GetPID() ));
if (!b.empty())
Send( b, m_Protocol->SEND_W3GS_CHAT_FROM_HOST( chatPlayer->GetFromPID( ), Silence(GetRootAdminPIDs(player->GetPID())), chatPlayer->GetFlag( ), chatPlayer->GetExtraFlags( ), msg2 ) );
}
if (m_GHost->m_autoinsultlobby)
if (msg2!=msg && m_GHost->m_CensorMute && !m_GameLoaded && !m_GameLoading)
{
bool ok = true;
if (isAdmin && !m_GHost->m_CensorMuteAdmins)
ok = false;
if (isRootAdmin)
ok = false;
if (ok && GetTime()-m_LastMars>=10)
{
string srv = m_Server;
string nam1 = m_VirtualHostName;
string nam2 = player->GetName();
vector<string> randoms;
bool safe2 = false;
safe2 = IsSafe(nam2) || IsAdmin(nam2) || IsRootAdmin(nam2);
if (safe2)
{
m_LastMars = GetTime();
string msg = m_GHost->GetMars();
randoms.push_back(m_GHost->m_RootAdmin);
randoms.push_back(m_GHost->m_VirtualHostName);
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if ((*i)->GetName()!=nam2 && (*i)->GetName()!=nam1)
randoms.push_back((*i)->GetName());
}
random_shuffle(randoms.begin(), randoms.end());
Replace( msg, "$VICTIM$", nam2 );
Replace( msg, "$USER$", nam1 );
Replace( msg, "$RANDOM$", randoms[0] );
SendAllChat( msg );
}
}
}
if (msg2!=msg && m_GHost->m_CensorMute && m_GameLoaded)
{
bool ok = true;
if (isAdmin && !m_GHost->m_CensorMuteAdmins)
ok = false;
if (isRootAdmin)
ok = false;
if (ok)
AddToCensorMuted(player->GetName());
}
}
}
else if( chatPlayer->GetType( ) == CIncomingChatPlayer :: CTH_TEAMCHANGE && !m_CountDownStarted )
EventPlayerChangeTeam( player, chatPlayer->GetByte( ) );
else if( chatPlayer->GetType( ) == CIncomingChatPlayer :: CTH_COLOURCHANGE && !m_CountDownStarted )
EventPlayerChangeColour( player, chatPlayer->GetByte( ) );
else if( chatPlayer->GetType( ) == CIncomingChatPlayer :: CTH_RACECHANGE && !m_CountDownStarted )
EventPlayerChangeRace( player, chatPlayer->GetByte( ) );
else if( chatPlayer->GetType( ) == CIncomingChatPlayer :: CTH_HANDICAPCHANGE && !m_CountDownStarted )
EventPlayerChangeHandicap( player, chatPlayer->GetByte( ) );
}
}
bool CBaseGame :: EventPlayerBotCommand( CGamePlayer *player, string command, string payload )
{
// return true if the command itself should be hidden from other players
return false;
}
void CBaseGame :: EventPlayerChangeTeam( CGamePlayer *player, unsigned char team )
{
// player is requesting a team change
if( m_SaveGame )
return;
if( m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM )
{
unsigned char oldSID = GetSIDFromPID( player->GetPID( ) );
unsigned char newSID = GetEmptySlot( team, player->GetPID( ) );
SwapSlots( oldSID, newSID );
}
else
{
if( team > 12 )
return;
if( team == 12 )
{
if( m_Map->GetMapObservers( ) != MAPOBS_ALLOWED && m_Map->GetMapObservers( ) != MAPOBS_REFEREES )
return;
}
else
{
if( team >= m_Map->GetMapNumPlayers( ) )
return;
// make sure there aren't too many other players already
unsigned char NumOtherPlayers = 0;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && m_Slots[i].GetTeam( ) != 12 && m_Slots[i].GetPID( ) != player->GetPID( ) )
NumOtherPlayers++;
}
if( NumOtherPlayers >= m_Map->GetMapNumPlayers( ) )
return;
}
unsigned char SID = GetSIDFromPID( player->GetPID( ) );
if( SID < m_Slots.size( ) )
{
m_Slots[SID].SetTeam( team );
if( team == 12 )
{
// if they're joining the observer team give them the observer colour
m_Slots[SID].SetColour( 12 );
}
else if( m_Slots[SID].GetColour( ) == 12 )
{
// if they're joining a regular team give them an unused colour
m_Slots[SID].SetColour( GetNewColour( ) );
}
SendAllSlotInfo( );
}
}
}
void CBaseGame :: EventPlayerChangeColour( CGamePlayer *player, unsigned char colour )
{
// player is requesting a colour change
if( m_SaveGame )
return;
if( m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM )
return;
if( colour > 11 )
return;
unsigned char SID = GetSIDFromPID( player->GetPID( ) );
if( SID < m_Slots.size( ) )
{
// make sure the player isn't an observer
if( m_Slots[SID].GetTeam( ) == 12 )
return;
ColourSlot( SID, colour );
}
}
void CBaseGame :: EventPlayerChangeRace( CGamePlayer *player, unsigned char race )
{
// player is requesting a race change
if( m_SaveGame )
return;
if( m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM )
return;
if( m_Map->GetMapFlags( ) & MAPFLAG_RANDOMRACES )
return;
if( race != SLOTRACE_HUMAN && race != SLOTRACE_ORC && race != SLOTRACE_NIGHTELF && race != SLOTRACE_UNDEAD && race != SLOTRACE_RANDOM )
return;
unsigned char SID = GetSIDFromPID( player->GetPID( ) );
if( SID < m_Slots.size( ) )
{
m_Slots[SID].SetRace( race );
SendAllSlotInfo( );
}
}
void CBaseGame :: EventPlayerChangeHandicap( CGamePlayer *player, unsigned char handicap )
{
// player is requesting a handicap change
if( m_SaveGame )
return;
if( m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM )
return;
if( handicap != 50 && handicap != 60 && handicap != 70 && handicap != 80 && handicap != 90 && handicap != 100 )
return;
unsigned char SID = GetSIDFromPID( player->GetPID( ) );
if( SID < m_Slots.size( ) )
{
m_Slots[SID].SetHandicap( handicap );
SendAllSlotInfo( );
}
}
void CBaseGame :: EventPlayerDropRequest( CGamePlayer *player )
{
uint32_t TimePassed = GetTime() - m_LagScreenTime;
uint32_t TimeRemaining = m_GHost->m_DropVoteTime - TimePassed;
if (m_Lagging)
if (TimePassed < m_GHost->m_DropVoteTime)
{
SendAllChat(UTIL_ToString(TimeRemaining)+" seconds grace period remaining");
player->SetDropVote(false);
}
else
{
CONSOLE_Print( "[GAME: " + m_GameName + "] player [" + player->GetName( ) + "] voted to drop laggers" );
SendAllChat( m_GHost->m_Language->PlayerVotedToDropLaggers( player->GetName( ) ) );
// check if at least half the players voted to drop
uint32_t Votes = 0;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetDropVote( ) )
Votes++;
}
if( (float)Votes / m_Players.size( ) > 0.49 )
StopLaggers( m_GHost->m_Language->LaggedOutDroppedByVote( ) );
}
}
void CBaseGame :: EventPlayerMapSize( CGamePlayer *player, CIncomingMapSize *mapSize )
{
if( m_GameLoading || m_GameLoaded )
return;
// todotodo: the variable names here are confusing due to extremely poor design on my part
uint32_t MapSize = UTIL_ByteArrayToUInt32( m_Map->GetMapSize( ), false );
if( mapSize->GetSizeFlag( ) != 1 || mapSize->GetMapSize( ) != MapSize )
{
// the player doesn't have the map
bool candownload = m_GHost->m_AdminsAndSafeCanDownload && (IsRootAdmin(player->GetName()) || IsAdmin(player->GetName()) || IsSafe(player->GetName()));
if( m_GHost->m_AllowDownloads != 0 || candownload )
{
string *MapData = m_Map->GetMapData( );
if( !MapData->empty( ) )
{
if( candownload || m_GHost->m_AllowDownloads == 1 || ( m_GHost->m_AllowDownloads == 2 && player->GetDownloadAllowed( ) ) )
{
if( !player->GetDownloadStarted( ) && mapSize->GetSizeFlag( ) == 1 )
{
// inform the client that we are willing to send the map
CONSOLE_Print( "[GAME: " + m_GameName + "] map download started for player [" + player->GetName( ) + "]" );
Send( player, m_Protocol->SEND_W3GS_STARTDOWNLOAD( GetHostPID( ) ) );
player->SetDownloadStarted( true );
player->SetStartedDownloadingTicks( GetTicks( ) );
}
else
{
// send up to 50 pieces of the map at once so that the download goes faster
// if we wait for each MAPPART packet to be acknowledged by the client it'll take a long time to download
// this is because we would have to wait the round trip time (the ping time) between sending every 1442 bytes of map data
// doing it this way allows us to send at least 70 KB in each round trip interval which is much more reasonable
// the theoretical throughput is [70 KB * 1000 / ping] in KB/sec so someone with 100 ping (round trip ping, not LC ping) could download at 700 KB/sec
// how many players are currently downloading?
uint32_t downloaders = CountDownloading();
// share between max allowed downloaders
if (m_GHost->m_maxdownloaders!=0)
if (downloaders>m_GHost->m_maxdownloaders)
downloaders = m_GHost->m_maxdownloaders;
// calculate shared rate in KB/s
float sharedRate = 1024*10;
if (m_GHost->m_totaldownloadspeed>0)
sharedRate = (float) m_GHost->m_totaldownloadspeed / (float) downloaders;
float Seconds = (float)( GetTicks( ) - player->GetStartedDownloadingTicks( ) ) / 1000;
double Rate = (float)player->GetLastMapPartSent( ) / 1024 / Seconds;
uint32_t Percent = (uint32_t)((float)player->GetLastMapPartSent( )*100/(float)MapSize);
if (Percent<0)
Percent = 0;
uint32_t ETA = 0;
uint32_t TotalTime = 100;
if (Percent!=0)
{
TotalTime = (uint32_t)(float)((100*Seconds/(float)Percent));
ETA = TotalTime - (uint32_t)Seconds;
}
uint32_t toSend = 1;
float setRate = (float)m_GHost->m_clientdownloadspeed;
bool queued = false;
uint32_t DownloadNr = DownloaderNr(player->GetName());
if (setRate == 0)
setRate = 2048;
// if shared rate is lower than client's allowed rate, use shared rate
if (setRate>sharedRate)
setRate = sharedRate;
// check if there are too many downloading, and set rate to 1 if true
if (m_GHost->m_maxdownloaders!=0)
if (DownloadNr>m_GHost->m_maxdownloaders)
queued = true;
if (queued)
setRate = 1;
// if the setrate (KB/s) is higher...send 50 pieces otherwise 1
if (player->GetLastMapPartSent( )==0 || Rate <= setRate)
toSend = 50;
string sDownloadInfo= string();
uint32_t iRate = (uint32_t)Rate;
sDownloadInfo = UTIL_ToString(iRate)+" KB/s ("+UTIL_ToString(Percent)+"% ";
if (!queued && ETA!=0)
sDownloadInfo += "ETA: "+UTIL_ToString(ETA)+" s ";
if (queued)
sDownloadInfo += "queued";
sDownloadInfo += ")";
player->SetDownloadInfo(sDownloadInfo);
if (DownloadNr>=downloaders)
ShowDownloading();
while( player->GetLastMapPartSent( ) < mapSize->GetMapSize( ) + 1442 * toSend && player->GetLastMapPartSent( ) < MapSize )
{
Send( player, m_Protocol->SEND_W3GS_MAPPART( GetHostPID( ), player->GetPID( ), player->GetLastMapPartSent( ), MapData ) );
player->SetLastMapPartSent( player->GetLastMapPartSent( ) + 1442 );
}
}
}
}
else
{
player->SetDeleteMe( true );
player->SetLeftReason( "doesn't have the map and there is no local copy of the map to send" );
player->SetLeftCode( PLAYERLEAVE_LOBBY );
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
}
else
{
player->SetDeleteMe( true );
player->SetLeftReason( "doesn't have the map and map downloads are disabled" );
player->SetLeftCode( PLAYERLEAVE_LOBBY );
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
}
else
{
if( player->GetDownloadStarted( ) )
{
// calculate download rate
float Seconds = (float)( GetTicks( ) - player->GetStartedDownloadingTicks( ) ) / 1000;
float Rate = (float)MapSize / 1024 / Seconds;
CONSOLE_Print( "[GAME: " + m_GameName + "] map download finished for player [" + player->GetName( ) + "] in " + UTIL_ToString( Seconds, 1 ) + " seconds" );
SendAllChat( m_GHost->m_Language->PlayerDownloadedTheMap( player->GetName( ), UTIL_ToString( Seconds, 1 ), UTIL_ToString( Rate, 1 ) ) );
player->SetDownloadFinished( true );
player->SetFinishedDownloadingTime( GetTime( ) );
if (m_DownloadOnlyMode)
SendChat (player->GetPID(),"This is a download only game, you should leave now");
// add to database
m_GHost->m_Callables.push_back( m_GHost->m_DB->ThreadedDownloadAdd( m_Map->GetMapPath( ), MapSize, player->GetName( ), player->GetExternalIPString( ), player->GetSpoofed( ) ? 1 : 0, player->GetSpoofedRealm( ), GetTicks( ) - player->GetStartedDownloadingTicks( ) ) );
} else
if (m_DownloadOnlyMode)
{
player->SetDeleteMe( true );
player->SetLeftReason( "does have the map and this is a download only game" );
player->SetLeftCode( PLAYERLEAVE_LOBBY );
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
}
unsigned char NewDownloadStatus = (unsigned char)( (float)mapSize->GetMapSize( ) / MapSize * 100 );
unsigned char SID = GetSIDFromPID( player->GetPID( ) );
if( NewDownloadStatus > 100 )
NewDownloadStatus = 100;
if( SID < m_Slots.size( ) )
{
// only send the slot info if the download status changed
if( m_Slots[SID].GetDownloadStatus( ) != NewDownloadStatus )
{
m_Slots[SID].SetDownloadStatus( NewDownloadStatus );
// we don't actually send the new slot info here
// this is an optimization because it's possible for a player to download a map very quickly
// if we send a new slot update for every percentage change in their download status it adds up to a lot of data
// instead, we mark the slot info as "out of date" and update it only once in awhile (once per second when this comment was made)
m_SlotInfoChanged = true;
}
}
}
void CBaseGame :: EventPlayerPongToHost( CGamePlayer *player, uint32_t pong )
{
// autokick players with excessive pings but only if they're not reserved and we've received at least 3 pings from them
// also don't kick anyone if the game is loading or loaded - this could happen because we send pings during loading but we stop sending them after the game is loaded
// see the Update function for where we send pings
if( !m_GameLoading && !m_GameLoaded && !player->GetDeleteMe( ) && !player->GetReserved( ) && player->GetNumPings( ) >= 3 && player->GetPing( m_GHost->m_LCPings ) > m_GHost->m_AutoKickPing )
// ignore big pings for 6 seconds the last player who joined if all slots are occupied
if(!(m_AllSlotsOccupied && player->GetPID()==m_LastPlayerJoined && GetTime()-m_LastPlayerJoinedTime>6))
{
// send a chat message because we don't normally do so when a player leaves the lobby
SendAllChat( m_GHost->m_Language->AutokickingPlayerForExcessivePing( player->GetName( ), UTIL_ToString( player->GetPing( m_GHost->m_LCPings ) ) ) );
player->SetDeleteMe( true );
player->SetLeftReason( "was autokicked for excessive ping of " + UTIL_ToString( player->GetPing( m_GHost->m_LCPings ) ) );
player->SetLeftCode( PLAYERLEAVE_LOBBY );
OpenSlot( GetSIDFromPID( player->GetPID( ) ), false );
}
}
void CBaseGame :: EventGameStarted( )
{
if (m_GHost->m_ShuffleSlotsOnStart)
ShuffleSlots();
CONSOLE_Print( "[GAME: " + m_GameName + "] started loading with " + UTIL_ToString( GetNumHumanPlayers( ) ) + " players" );
// encode the HCL command string in the slot handicaps
// here's how it works:
// the user inputs a command string to be sent to the map
// it is almost impossible to send a message from the bot to the map so we encode the command string in the slot handicaps
// this works because there are only 6 valid handicaps but Warcraft III allows the bot to set up to 256 handicaps
// we encode the original (unmodified) handicaps in the new handicaps and use the remaining space to store a short message
// only occupied slots deliver their handicaps to the map and we can send one character (from a list) per handicap
// when the map finishes loading, assuming it's designed to use the HCL system, it checks if anyone has an invalid handicap
// if so, it decodes the message from the handicaps and restores the original handicaps using the encoded values
// the meaning of the message is specific to each map and the bot doesn't need to understand it
// e.g. you could send game modes, # of rounds, level to start on, anything you want as long as it fits in the limited space available
// note: if you attempt to use the HCL system on a map that does not support HCL the bot will drastically modify the handicaps
// since the map won't automatically restore the original handicaps in this case your game will be ruined
uint32_t GameNr = GetGameNr();
bool HCL = false;
if( !m_HCLCommandString.empty( ) )
{
if( m_HCLCommandString.size( ) <= GetSlotsOccupied( ) )
{
string HCLChars = "abcdefghijklmnopqrstuvwxyz0123456789 -=,.";
if( m_HCLCommandString.find_first_not_of( HCLChars ) == string :: npos )
{
unsigned char EncodingMap[256];
unsigned char j = 0;
for( uint32_t i = 0; i < 256; i++ )
{
// the following 7 handicap values are forbidden
if( j == 0 || j == 50 || j == 60 || j == 70 || j == 80 || j == 90 || j == 100 )
j++;
EncodingMap[i] = j++;
}
unsigned char CurrentSlot = 0;
for( string :: iterator si = m_HCLCommandString.begin( ); si != m_HCLCommandString.end( ); si++ )
{
while( m_Slots[CurrentSlot].GetSlotStatus( ) != SLOTSTATUS_OCCUPIED )
CurrentSlot++;
unsigned char HandicapIndex = ( m_Slots[CurrentSlot].GetHandicap( ) - 50 ) / 10;
unsigned char CharIndex = HCLChars.find( *si );
m_Slots[CurrentSlot++].SetHandicap( EncodingMap[HandicapIndex + CharIndex * 6] );
}
SendAllSlotInfo( );
m_GHost->UDPChatSend("|hclsent "+UTIL_ToString(GameNr)+" " + m_GameName);
HCL = true;
m_HCL = true;
CONSOLE_Print( "[GAME: " + m_GameName + "] successfully encoded HCL command string [" + m_HCLCommandString + "]" );
}
else
CONSOLE_Print( "[GAME: " + m_GameName + "] encoding HCL command string [" + m_HCLCommandString + "] failed because it contains invalid characters" );
}
else
CONSOLE_Print( "[GAME: " + m_GameName + "] encoding HCL command string [" + m_HCLCommandString + "] failed because there aren't enough occupied slots" );
}
if (!HCL)
m_GHost->UDPChatSend("|hclnotsent "+UTIL_ToString(GameNr)+" " + m_GameName);
m_StartedLoadingTime = GetTime( );
// send a final slot info update if necessary
// this typically won't happen because we prevent the !start command from completing while someone is downloading the map
// however, if someone uses !start force while a player is downloading the map this could trigger
// this is because we only permit slot info updates to be flagged when it's just a change in download status, all others are sent immediately
// it might not be necessary but let's clean up the mess anyway
if( m_SlotInfoChanged )
SendAllSlotInfo( );
m_StartedLoadingTicks = GetTicks( );
m_LastLagScreenResetTime = GetTime( );
m_GameLoading = true;
// disable load in game feature if hcl has been sent and dota version is 6.63b
if (m_Map->GetMapLocalPath().find("6.63b") != string::npos)
if (HCL)
m_LoadInGame = false;
// disable load in game feature if on garena
if (m_GarenaOnly)
m_LoadInGame = false;
m_GHost->UDPChatSend("|startgame "+UTIL_ToString(GameNr)+" " + m_GameName);
// since we use a fake countdown to deal with leavers during countdown the COUNTDOWN_START and COUNTDOWN_END packets are sent in quick succession
// send a start countdown packet
if (!m_NormalCountdown)
SendAll( m_Protocol->SEND_W3GS_COUNTDOWN_START( ) );
// remove the virtual host player
DeleteVirtualHost( );
// send an end countdown packet
SendAll( m_Protocol->SEND_W3GS_COUNTDOWN_END( ) );
// send a game loaded packet for the fake player (if present)
if( m_FakePlayerPID != 255 )
SendAll( m_Protocol->SEND_W3GS_GAMELOADED_OTHERS( m_FakePlayerPID ) );
// send a game loaded packet for the Waaagh!TV player (if present)
if( m_WTVPlayerPID != 255 )
SendAll( m_Protocol->SEND_W3GS_GAMELOADED_OTHERS( m_WTVPlayerPID ) );
// record the starting number of players
m_StartPlayers = GetNumHumanPlayers( );
// close the listening socket
delete m_Socket;
m_Socket = NULL;
// delete any potential players that are still hanging around
for( vector<CPotentialPlayer *> :: iterator i = m_Potentials.begin( ); i != m_Potentials.end( ); i++ )
delete *i;
m_Potentials.clear( );
// set initial values for replay
if( m_Replay )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
m_Replay->AddPlayer( (*i)->GetPID( ), (*i)->GetName( ) );
if( m_FakePlayerPID != 255 )
m_Replay->AddPlayer( m_FakePlayerPID, "FakePlayer" );
m_Replay->SetSlots( m_Slots );
m_Replay->SetRandomSeed( m_RandomSeed );
m_Replay->SetSelectMode( m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM ? 3 : 0 );
m_Replay->SetStartSpotCount( m_Map->GetMapNumPlayers( ) );
/*
BYTEARRAY MapGameType;
if( m_SaveGame )
{
MapGameType.push_back( 0 );
MapGameType.push_back( 2 );
MapGameType.push_back( 0 );
MapGameType.push_back( 0 );
}
else
{
MapGameType.push_back( m_Map->GetMapGameType( ) );
MapGameType.push_back( 0 );
MapGameType.push_back( 0 );
MapGameType.push_back( 0 );
}
*/
m_Replay->SetMapGameType( m_Map->GetMapGameType( ) );
if( !m_Players.empty( ) )
{
// this might not be necessary since we're going to overwrite the replay's host PID and name everytime a player leaves
m_Replay->SetHostPID( m_Players[0]->GetPID( ) );
m_Replay->SetHostName( m_Players[0]->GetName( ) );
}
}
// build a stat string for use when saving the replay
// we have to build this now because the map data is going to be deleted
BYTEARRAY StatString;
UTIL_AppendByteArray( StatString, m_Map->GetMapGameFlags( ) );
StatString.push_back( 0 );
UTIL_AppendByteArray( StatString, m_Map->GetMapWidth( ) );
UTIL_AppendByteArray( StatString, m_Map->GetMapHeight( ) );
UTIL_AppendByteArray( StatString, m_Map->GetMapCRC( ) );
UTIL_AppendByteArray( StatString, m_Map->GetMapPath( ) );
UTIL_AppendByteArray( StatString, "GHost++" );
StatString.push_back( 0 );
UTIL_AppendByteArray( StatString, m_Map->GetMapSHA1( ) ); // note: in replays generated by Warcraft III it stores 20 zeros for the SHA1 instead of the real thing
StatString = UTIL_EncodeStatString( StatString );
m_StatString = string( StatString.begin( ), StatString.end( ) );
// delete the map data
delete m_Map;
m_Map = NULL;
if( m_LoadInGame )
{
// buffer all the player loaded messages
// this ensures that every player receives the same set of player loaded messages in the same order, even if someone leaves during loading
// if someone leaves during loading we buffer the leave message to ensure it gets sent in the correct position but the player loaded message wouldn't get sent if we didn't buffer it now
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
(*j)->AddLoadInGameData( m_Protocol->SEND_W3GS_GAMELOADED_OTHERS( (*i)->GetPID( ) ) );
}
}
// move the game to the games in progress vector
m_GHost->m_CurrentGame = NULL;
m_GHost->m_Games.push_back( this );
// and finally reenter battle.net chat
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
(*i)->QueueGameUncreate( );
(*i)->QueueEnterChat( );
}
}
void CBaseGame :: EventGameLoaded( )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] finished loading with " + UTIL_ToString( GetNumHumanPlayers( ) ) + " players" );
unsigned char Nr=255;
unsigned char Nrt;
string sSlotNr;
string sGameNr;
string sName=" ";
CGamePlayer *p = NULL;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
Nrt = GetSIDFromPID((*i)->GetPID());
if (Nrt<Nr)
{
Nr = Nrt;
sName = (*i)->GetName();
p = (*i);
}
}
sSlotNr = UTIL_ToString(Nr);
uint32_t GameNr = GetGameNr();
sGameNr = UTIL_ToString(GameNr);
m_GHost->UDPChatSend("|loadedgame "+sGameNr+"|"+sSlotNr+"|"+sName+"|"+ m_GetMapType+"|"+m_GetMapPath+"|"+m_GameName);
// remember how many players were at game start
m_PlayersatStart = m_Players.size();
// check if the teams have even number of players
if (m_GetMapNumTeams > 1)
{
uint32_t sTeam1 = 0;
uint32_t sTeam2 = 0;
for( unsigned char s = 0; s < m_Slots.size( ); s++ )
{
if (m_Slots[s].GetTeam()==0)
sTeam1++;
if (m_Slots[s].GetTeam()==1)
sTeam2++;
}
if (sTeam1==sTeam2)
m_EvenPlayeredTeams = true;
}
// update slots - needed for switching detection
for( unsigned char s = 0; s < m_Slots.size( ); s++ )
{
CGamePlayer *pp = GetPlayerFromSID(s);
if (pp)
pp->SetSID(s);
}
// reserve players from last game
if (m_GHost->m_HoldPlayersForRMK)
{
bool isadmin;
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
{
isadmin = false;
for( vector<CBNET *> :: iterator k = m_GHost->m_BNETs.begin( ); k != m_GHost->m_BNETs.end( ); k++ )
{
if( (*k)->IsAdmin( (*j)->GetName( ) ) || (*k)->IsRootAdmin( (*j)->GetName( ) ) )
{
isadmin = true;
break;
}
}
if (!isadmin)
{
if (m_GHost->m_PlayersfromRMK.length()==0)
m_GHost->m_PlayersfromRMK +=" ";
m_GHost->m_PlayersfromRMK +=(*j)->GetName();
}
}
CONSOLE_Print( "[GHOST] reserving players from [" + GetGameName( ) + "] for next game" );
}
m_GameLoadedTime = GetTime();
// if HCL was sent message first player not to set the map mode
if (!m_LoadInGame && p!=NULL && !m_HCLCommandString.empty())
{
SendChat(p->GetPID(), "-" + m_HCLCommandString + " auto set, no need to type it in " + p->GetName() );
}
// if autohosted and no HCL, message first player to set the map mode
if (m_autohosted && p!=NULL && m_HCLCommandString.empty())
{
string Modes = p->GetName()+ "!! You're on slot 1. Enter any map modes now!";
string Modes2 = string();
if (m_GameName.find("-")!= string::npos)
{
uint32_t j = 0;
uint32_t k = 0;
uint32_t i = 0;
string mode = string();
Modes = p->GetName()+"!!! Type";
while (j<m_GameName.length()-1 && (m_GameName.find("-",j)!= string::npos))
{
k = m_GameName.find("-",j);
i = m_GameName.find(" ",k);
if (i==0)
i = m_GameName.length() - k + 1;
else
i = i - k;
mode = m_GameName.substr(k, i);
Modes += " "+mode;
if (Modes2.length()>0)
Modes2+=" ";
Modes2+= mode;
j = k + i;
}
Modes += " now!";
}
SendChat(p, Modes);
SendChat(p, Modes);
SendChat(p, Modes);
if (Modes2.length()>0)
CONSOLE_Print( "[GAME: " + m_GameName + "] " + p->GetName() + " should type " + Modes2 );
}
// send shortest, longest, and personal load times to each player
CGamePlayer *Shortest = NULL;
CGamePlayer *Longest = NULL;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !Shortest || (*i)->GetFinishedLoadingTicks( ) < Shortest->GetFinishedLoadingTicks( ) )
Shortest = *i;
if( !Longest || (*i)->GetFinishedLoadingTicks( ) > Longest->GetFinishedLoadingTicks( ) )
Longest = *i;
}
if( Shortest && Longest )
{
SendAllChat( m_GHost->m_Language->ShortestLoadByPlayer( Shortest->GetName( ), UTIL_ToString( (float)( Shortest->GetFinishedLoadingTicks( ) - m_StartedLoadingTicks ) / 1000, 2 ) ) );
SendAllChat( m_GHost->m_Language->LongestLoadByPlayer( Longest->GetName( ), UTIL_ToString( (float)( Longest->GetFinishedLoadingTicks( ) - m_StartedLoadingTicks ) / 1000, 2 ) ) );
}
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
SendChat( *i, m_GHost->m_Language->YourLoadingTimeWas( UTIL_ToString( (float)( (*i)->GetFinishedLoadingTicks( ) - m_StartedLoadingTicks ) / 1000, 2 ) ) );
}
unsigned char CBaseGame :: GetSIDFromPID( unsigned char PID )
{
if( m_Slots.size( ) > 255 )
return 255;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetPID( ) == PID )
return i;
}
return 255;
}
CGamePlayer *CBaseGame :: GetPlayerFromPID( unsigned char PID )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
/*
if (!m_GameLoaded)
if ((*i)->GetLeftReason( )!="")
break;
*/
if( !(*i)->GetLeftMessageSent( ) && (*i)->GetPID( ) == PID )
return *i;
}
return NULL;
}
CGamePlayer *CBaseGame :: GetPlayerFromSID( unsigned char SID )
{
if( SID < m_Slots.size( ) )
return GetPlayerFromPID( m_Slots[SID].GetPID( ) );
return NULL;
}
CGamePlayer *CBaseGame :: GetPlayerFromName( string name, bool sensitive )
{
if( !sensitive )
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) )
{
string TestName = (*i)->GetName( );
if( !sensitive )
transform( TestName.begin( ), TestName.end( ), TestName.begin( ), (int(*)(int))tolower );
if( TestName == name )
return *i;
}
}
return NULL;
}
uint32_t CBaseGame :: GetPlayerFromNamePartial( string name, CGamePlayer **player )
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
uint32_t Matches = 0;
*player = NULL;
// try to match each player with the passed string (e.g. "Varlock" would be matched with "lock")
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) )
{
string TestName = (*i)->GetName( );
transform( TestName.begin( ), TestName.end( ), TestName.begin( ), (int(*)(int))tolower );
if( TestName.find( name ) != string :: npos )
{
Matches++;
*player = *i;
// if the name matches exactly stop any further matching
if( TestName == name )
{
Matches = 1;
break;
}
}
}
}
return Matches;
}
CGamePlayer *CBaseGame :: GetPlayerFromColour( unsigned char colour )
{
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetColour( ) == colour )
return GetPlayerFromSID( i );
}
return NULL;
}
unsigned char CBaseGame :: GetNewPID( )
{
// find an unused PID for a new player to use
for( unsigned char TestPID = 1; TestPID < 255; TestPID++ )
{
if( TestPID == m_VirtualHostPID || TestPID == m_FakePlayerPID || TestPID == m_WTVPlayerPID )
continue;
bool InUse = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) && (*i)->GetPID( ) == TestPID )
{
InUse = true;
break;
}
}
if( !InUse )
return TestPID;
}
// this should never happen
return 255;
}
unsigned char CBaseGame :: GetNewColour( )
{
// find an unused colour for a player to use
for( unsigned char TestColour = 0; TestColour < 12; TestColour++ )
{
bool InUse = false;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetColour( ) == TestColour )
{
InUse = true;
break;
}
}
if( !InUse )
return TestColour;
}
// this should never happen
return 12;
}
BYTEARRAY CBaseGame :: GetAllyPIDs( unsigned char PID)
{
BYTEARRAY result;
unsigned char team = m_Slots[GetSIDFromPID(PID)].GetTeam();
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) )
if (GetTeam(GetSIDFromPID((*i)->GetPID()))==team)
result.push_back( (*i)->GetPID( ) );
}
return result;
}
BYTEARRAY CBaseGame :: GetAdminPIDs()
{
BYTEARRAY result;
bool isadmin = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
isadmin = IsOwner((*i)->GetName( )) || IsAdmin((*i)->GetName( )) || IsRootAdmin((*i)->GetName());
if( !(*i)->GetLeftMessageSent( ) && isadmin )
result.push_back( (*i)->GetPID( ) );
}
return result;
}
BYTEARRAY CBaseGame :: Silence( BYTEARRAY PIDs)
{
BYTEARRAY result;
for(uint32_t j = 0; j<PIDs.size(); j++)
{
CGamePlayer *p = GetPlayerFromPID(PIDs[j]);
if (p)
if (!p->GetSilence())
result.push_back(PIDs[j]);
if (!p)
result.push_back(PIDs[j]);
}
return result;
}
BYTEARRAY CBaseGame :: AddRootAdminPIDs( BYTEARRAY PIDs, unsigned char omitpid)
{
BYTEARRAY result;
unsigned char root;
bool isadmin = false;
for(uint32_t j = 0; j<PIDs.size(); j++)
{
result.push_back(PIDs[j]);
}
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
// isadmin = IsOwner((*i)->GetName( )) || IsRootAdmin((*i)->GetName());
isadmin = IsRootAdmin((*i)->GetName());
root = (*i)->GetPID( );
if( !(*i)->GetLeftMessageSent( ) && isadmin && (*i)->GetPID( )!= omitpid)
{
bool isAlready = false;
for(uint32_t j = 0; j<PIDs.size(); j++)
{
if (root == PIDs[j])
isAlready = true;
}
if (!isAlready)
result.push_back(root);
}
}
return result;
}
BYTEARRAY CBaseGame :: GetRootAdminPIDs( unsigned char omitpid)
{
BYTEARRAY result;
bool isadmin = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
// isadmin = IsOwner((*i)->GetName( )) || IsRootAdmin((*i)->GetName());
isadmin = IsRootAdmin((*i)->GetName());
if( !(*i)->GetLeftMessageSent( ) && isadmin && (*i)->GetPID( )!= omitpid)
result.push_back( (*i)->GetPID( ) );
}
return result;
}
BYTEARRAY CBaseGame :: GetRootAdminPIDs()
{
BYTEARRAY result;
bool isadmin = false;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
// isadmin = IsOwner((*i)->GetName( )) || IsRootAdmin((*i)->GetName());
isadmin = IsRootAdmin((*i)->GetName());
if( !(*i)->GetLeftMessageSent( ) && isadmin )
result.push_back( (*i)->GetPID( ) );
}
return result;
}
BYTEARRAY CBaseGame :: GetPIDs( )
{
BYTEARRAY result;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) )
result.push_back( (*i)->GetPID( ) );
}
return result;
}
BYTEARRAY CBaseGame :: GetPIDs( unsigned char excludePID )
{
BYTEARRAY result;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) && (*i)->GetPID( ) != excludePID )
result.push_back( (*i)->GetPID( ) );
}
return result;
}
unsigned char CBaseGame :: GetHostPID( )
{
// return the player to be considered the host (it can be any player) - mainly used for sending text messages from the bot
// try to find the virtual host player first
if( m_VirtualHostPID != 255 )
return m_VirtualHostPID;
// try to find the fakeplayer next
if( m_FakePlayerPID != 255 )
return m_FakePlayerPID;
string OwnerLower = m_OwnerName;
transform( OwnerLower.begin( ), OwnerLower.end( ), OwnerLower.begin( ), (int(*)(int))tolower );
// try to find the owner player next
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
string name = (*i)->GetName();
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
if( !(*i)->GetLeftMessageSent( ) && name == OwnerLower )
return (*i)->GetPID( );
}
// okay then, just use the first available player
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetLeftMessageSent( ) )
return (*i)->GetPID( );
}
return 255;
}
unsigned char CBaseGame :: GetEmptySlot( bool reserved )
{
if( m_Slots.size( ) > 255 )
return 255;
if( m_SaveGame )
{
// unfortunately we don't know which slot each player was assigned in the savegame
// but we do know which slots were occupied and which weren't so let's at least force players to use previously occupied slots
vector<CGameSlot> SaveGameSlots = m_SaveGame->GetSlots( );
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OPEN && SaveGameSlots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && SaveGameSlots[i].GetComputer( ) == 0 )
return i;
}
// don't bother with reserved slots in savegames
}
else
{
// look for an empty slot for a new player to occupy
// if reserved is true then we're willing to use closed or occupied slots as long as it wouldn't displace a player with a reserved slot
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OPEN )
return i;
}
if( reserved )
{
// no empty slots, but since player is reserved give them a closed slot
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_CLOSED )
return i;
}
// no closed slots either, give them an occupied slot but not one occupied by another reserved player
// first look for a player who is downloading the map and has the least amount downloaded so far
unsigned char LeastDownloaded = 100;
unsigned char LeastSID = 255;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
CGamePlayer *Player = GetPlayerFromSID( i );
if( Player && !Player->GetReserved( ) && m_Slots[i].GetDownloadStatus( ) < LeastDownloaded )
{
LeastDownloaded = m_Slots[i].GetDownloadStatus( );
LeastSID = i;
}
}
if( LeastSID != 255 )
return LeastSID;
// nobody who isn't reserved is downloading the map, just choose the first player who isn't reserved
for( unsigned char i = m_Slots.size( )-1; i > 0; i-- )
{
CGamePlayer *Player = GetPlayerFromSID( i );
if( Player && !Player->GetReserved( ) )
return i;
}
}
}
return 255;
}
unsigned char CBaseGame :: GetEmptySlotAdmin( bool reserved )
{
if( m_Slots.size( ) > 255 )
return 255;
if( m_SaveGame )
{
// unfortunately we don't know which slot each player was assigned in the savegame
// but we do know which slots were occupied and which weren't so let's at least force players to use previously occupied slots
vector<CGameSlot> SaveGameSlots = m_SaveGame->GetSlots( );
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OPEN && SaveGameSlots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && SaveGameSlots[i].GetComputer( ) == 0 )
return i;
}
// don't bother with reserved slots in savegames
}
else
{
// look for an empty slot for a new player to occupy
// if reserved is true then we're willing to use closed or occupied slots as long as it wouldn't displace a player with a reserved slot
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OPEN )
return i;
}
if( reserved )
{
// no empty slots, but since player is reserved give them a closed slot
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_CLOSED )
return i;
}
// no closed slots either, give them an occupied slot but not one occupied by another reserved player
// first look for a player who is downloading the map and has the least amount downloaded so far
unsigned char LeastDownloaded = 100;
unsigned char LeastSID = 255;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
CGamePlayer *Player = GetPlayerFromSID( i );
if( Player && !Player->GetReserved( ) && m_Slots[i].GetDownloadStatus( ) < LeastDownloaded )
{
LeastDownloaded = m_Slots[i].GetDownloadStatus( );
LeastSID = i;
}
}
if( LeastSID != 255 )
return LeastSID;
// nobody who isn't reserved is downloading the map, just choose the first player who isn't an admin
for( unsigned char i = m_Slots.size( )-1; i > 0; i-- )
{
CGamePlayer *Player = GetPlayerFromSID( i );
bool isadmin = false;
if (Player)
{
isadmin = IsOwner(Player->GetName( )) || IsAdmin(Player->GetName( )) || IsRootAdmin(Player->GetName());
if (m_GHost->m_SafeLobbyImmunity && IsSafe(Player->GetName()))
isadmin = true;
}
if( Player && !isadmin )
return i;
}
}
}
return 255;
}
unsigned char CBaseGame :: GetEmptySlot( unsigned char team, unsigned char PID )
{
if( m_Slots.size( ) > 255 )
return 255;
// find an empty slot based on player's current slot
unsigned char StartSlot = GetSIDFromPID( PID );
if( StartSlot < m_Slots.size( ) )
{
if( m_Slots[StartSlot].GetTeam( ) != team )
{
// player is trying to move to another team so start looking from the first slot on that team
// we actually just start looking from the very first slot since the next few loops will check the team for us
StartSlot = 0;
}
if( m_SaveGame )
{
vector<CGameSlot> SaveGameSlots = m_SaveGame->GetSlots( );
for( unsigned char i = StartSlot; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OPEN && m_Slots[i].GetTeam( ) == team && SaveGameSlots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && SaveGameSlots[i].GetComputer( ) == 0 )
return i;
}
for( unsigned char i = 0; i < StartSlot; i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OPEN && m_Slots[i].GetTeam( ) == team && SaveGameSlots[i].GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && SaveGameSlots[i].GetComputer( ) == 0 )
return i;
}
}
else
{
// find an empty slot on the correct team starting from StartSlot
for( unsigned char i = StartSlot; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OPEN && m_Slots[i].GetTeam( ) == team )
return i;
}
// didn't find an empty slot, but we could have missed one with SID < StartSlot
// e.g. in the DotA case where I am in slot 4 (yellow), slot 5 (orange) is occupied, and slot 1 (blue) is open and I am trying to move to another slot
for( unsigned char i = 0; i < StartSlot; i++ )
{
if( m_Slots[i].GetSlotStatus( ) == SLOTSTATUS_OPEN && m_Slots[i].GetTeam( ) == team )
return i;
}
}
}
return 255;
}
void CBaseGame :: SwapSlots( unsigned char SID1, unsigned char SID2 )
{
if( SID1 < m_Slots.size( ) && SID2 < m_Slots.size( ) && SID1 != SID2 )
{
CGameSlot Slot1 = m_Slots[SID1];
CGameSlot Slot2 = m_Slots[SID2];
// update slots - needed for switching detection
CGamePlayer *p1 = GetPlayerFromSID(SID1);
CGamePlayer *p2 = GetPlayerFromSID(SID2);
if (p1)
p1->SetSID(SID2);
if (p2)
p2->SetSID(SID1);
if (!m_GameLoaded && !m_GameLoading)
m_GHost->UDPChatSend("|swap "+UTIL_ToString(SID1)+" "+UTIL_ToString(SID2));
else
{
uint32_t GameNr = GetGameNr();
m_GHost->UDPChatSend("|swapg "+UTIL_ToString(GameNr)+" "+UTIL_ToString(SID1)+" "+UTIL_ToString(SID2));
}
if( m_Map->GetMapGameType( ) != GAMETYPE_CUSTOM )
{
// regular game - swap everything
m_Slots[SID1] = Slot2;
m_Slots[SID2] = Slot1;
}
else
{
// custom game - don't swap the team, colour, or race
m_Slots[SID1] = CGameSlot( Slot2.GetPID( ), Slot2.GetDownloadStatus( ), Slot2.GetSlotStatus( ), Slot2.GetComputer( ), Slot1.GetTeam( ), Slot1.GetColour( ), Slot1.GetRace( ) );
m_Slots[SID2] = CGameSlot( Slot1.GetPID( ), Slot1.GetDownloadStatus( ), Slot1.GetSlotStatus( ), Slot1.GetComputer( ), Slot2.GetTeam( ), Slot2.GetColour( ), Slot2.GetRace( ) );
}
SendAllSlotInfo( );
m_GHost->UDPChatSend("|lobbyupdate");
}
}
void CBaseGame :: SwapSlotsS( unsigned char SID1, unsigned char SID2 )
{
if( SID1 < m_Slots.size( ) && SID2 < m_Slots.size( ) && SID1 != SID2 )
{
CGameSlot Slot1 = m_Slots[SID1];
CGameSlot Slot2 = m_Slots[SID2];
m_GHost->UDPChatSend("|swap "+UTIL_ToString(SID1)+" "+UTIL_ToString(SID2));
if( m_GetMapGameType != GAMETYPE_CUSTOM )
{
// regular game - swap everything
m_Slots[SID1] = Slot2;
m_Slots[SID2] = Slot1;
}
else
{
// custom game - don't swap the team, colour, or race
m_Slots[SID1] = CGameSlot( Slot2.GetPID( ), Slot2.GetDownloadStatus( ), Slot2.GetSlotStatus( ), Slot2.GetComputer( ), Slot1.GetTeam( ), Slot1.GetColour( ), Slot1.GetRace( ), Slot2.GetComputerType( ), Slot2.GetHandicap( ) );
m_Slots[SID2] = CGameSlot( Slot1.GetPID( ), Slot1.GetDownloadStatus( ), Slot1.GetSlotStatus( ), Slot1.GetComputer( ), Slot2.GetTeam( ), Slot2.GetColour( ), Slot2.GetRace( ), Slot1.GetComputerType( ), Slot1.GetHandicap( ) );
}
// SendAllSlotInfo( );
}
}
void CBaseGame :: OpenSlot( unsigned char SID, bool kick )
{
if( SID < m_Slots.size( ) )
{
if( kick )
{
CGamePlayer *Player = GetPlayerFromSID( SID );
if( Player )
{
Player->SetDeleteMe( true );
Player->SetLeftReason( "was kicked when opening a slot" );
Player->SetLeftCode( PLAYERLEAVE_LOBBY );
}
}
CGameSlot Slot = m_Slots[SID];
m_Slots[SID] = CGameSlot( 0, 255, SLOTSTATUS_OPEN, 0, Slot.GetTeam( ), Slot.GetColour( ), Slot.GetRace( ) );
SendAllSlotInfo( );
m_GHost->UDPChatSend("|lobbyupdate");
}
}
void CBaseGame :: CloseSlot( unsigned char SID, bool kick )
{
if( SID < m_Slots.size( ) )
{
if( kick )
{
CGamePlayer *Player = GetPlayerFromSID( SID );
if( Player )
{
Player->SetDeleteMe( true );
Player->SetLeftReason( "was kicked when closing a slot" );
Player->SetLeftCode( PLAYERLEAVE_LOBBY );
}
}
CGameSlot Slot = m_Slots[SID];
m_Slots[SID] = CGameSlot( 0, 255, SLOTSTATUS_CLOSED, 0, Slot.GetTeam( ), Slot.GetColour( ), Slot.GetRace( ) );
SendAllSlotInfo( );
m_GHost->UDPChatSend("|lobbyupdate");
}
}
void CBaseGame :: ComputerSlot( unsigned char SID, unsigned char skill, bool kick )
{
if( SID < m_Slots.size( ) && skill < 3 )
{
if( kick )
{
CGamePlayer *Player = GetPlayerFromSID( SID );
if( Player )
{
Player->SetDeleteMe( true );
Player->SetLeftReason( "was kicked when creating a computer in a slot" );
Player->SetLeftCode( PLAYERLEAVE_LOBBY );
}
}
CGameSlot Slot = m_Slots[SID];
m_Slots[SID] = CGameSlot( 0, 100, SLOTSTATUS_OCCUPIED, 1, Slot.GetTeam( ), Slot.GetColour( ), Slot.GetRace( ), skill );
SendAllSlotInfo( );
m_GHost->UDPChatSend("|lobbyupdate");
}
}
void CBaseGame :: ColourSlot( unsigned char SID, unsigned char colour )
{
if( SID < m_Slots.size( ) && colour < 12 )
{
// make sure the requested colour isn't already taken
bool Taken = false;
unsigned char TakenSID = 0;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetColour( ) == colour )
{
TakenSID = i;
Taken = true;
}
}
if( Taken && m_Slots[TakenSID].GetSlotStatus( ) != SLOTSTATUS_OCCUPIED )
{
// the requested colour is currently "taken" by an unused (open or closed) slot
// but we allow the colour to persist within a slot so if we only update the existing player's colour the unused slot will have the same colour
// this isn't really a problem except that if someone then joins the game they'll receive the unused slot's colour resulting in a duplicate
// one way to solve this (which we do here) is to swap the player's current colour into the unused slot
m_Slots[TakenSID].SetColour( m_Slots[SID].GetColour( ) );
m_Slots[SID].SetColour( colour );
SendAllSlotInfo( );
}
else if( !Taken )
{
// the requested colour isn't used by ANY slot
m_Slots[SID].SetColour( colour );
SendAllSlotInfo( );
}
}
}
void CBaseGame :: OpenAllSlots( )
{
bool Changed = false;
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_CLOSED )
{
(*i).SetSlotStatus( SLOTSTATUS_OPEN );
Changed = true;
}
}
if( Changed )
SendAllSlotInfo( );
m_GHost->UDPChatSend("|lobbyupdate");
}
void CBaseGame :: CloseAllSlots( )
{
bool Changed = false;
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_OPEN )
{
(*i).SetSlotStatus( SLOTSTATUS_CLOSED );
Changed = true;
}
}
if( Changed )
SendAllSlotInfo( );
m_GHost->UDPChatSend("|lobbyupdate");
}
void CBaseGame :: ShuffleSlots( )
{
// we only want to shuffle the player slots
// that means we need to prevent this function from shuffling the open/closed/computer slots too
// so we start by copying the player slots to a temporary vector
vector<CGameSlot> PlayerSlots;
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && (*i).GetComputer( ) == 0 && (*i).GetColour()!=12 )
PlayerSlots.push_back( *i );
}
// now we shuffle PlayerSlots
if( m_Map->GetMapGameType( ) == GAMETYPE_CUSTOM )
{
// custom game
// rather than rolling our own probably broken shuffle algorithm we use random_shuffle because it's guaranteed to do it properly
// so in order to let random_shuffle do all the work we need a vector to operate on
// unfortunately we can't just use PlayerSlots because the team/colour/race shouldn't be modified
// so make a vector we can use
vector<unsigned char> SIDs;
for( unsigned char i = 0; i < PlayerSlots.size( ); i++ )
SIDs.push_back( i );
random_shuffle( SIDs.begin( ), SIDs.end( ) );
// now put the PlayerSlots vector in the same order as the SIDs vector
vector<CGameSlot> Slots;
// as usual don't modify the team/colour/race
for( unsigned char i = 0; i < SIDs.size( ); i++ )
Slots.push_back( CGameSlot( PlayerSlots[SIDs[i]].GetPID( ), PlayerSlots[SIDs[i]].GetDownloadStatus( ), PlayerSlots[SIDs[i]].GetSlotStatus( ), PlayerSlots[SIDs[i]].GetComputer( ), PlayerSlots[i].GetTeam( ), PlayerSlots[i].GetColour( ), PlayerSlots[i].GetRace( ) ) );
PlayerSlots = Slots;
}
else
{
// regular game
// it's easy when we're allowed to swap the team/colour/race!
random_shuffle( PlayerSlots.begin( ), PlayerSlots.end( ) );
}
// now we put m_Slots back together again
vector<CGameSlot> :: iterator CurrentPlayer = PlayerSlots.begin( );
vector<CGameSlot> Slots;
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && (*i).GetComputer( ) == 0 && (*i).GetColour() != 12 )
{
Slots.push_back( *CurrentPlayer );
CurrentPlayer++;
}
else
Slots.push_back( *i );
}
m_Slots = Slots;
// and finally tell everyone about the new slot configuration
SendAllSlotInfo( );
// update slots - needed for switching detection
for( unsigned char s = 0; s < m_Slots.size( ); s++ )
{
CGamePlayer *p = GetPlayerFromSID(s);
if (p)
p->SetSID(s);
}
m_GHost->UDPChatSend("|lobbyupdate");
}
vector<unsigned char> CBaseGame :: BalanceSlotsRecursive( vector<unsigned char> PlayerIDs, unsigned char *TeamSizes, double *PlayerScores, unsigned char StartTeam )
{
// take a brute force approach to finding the best balance by iterating through every possible combination of players
// 1.) since the number of teams is arbitrary this algorithm must be recursive
// 2.) on the first recursion step every possible combination of players into two "teams" is checked, where the first team is the correct size and the second team contains everyone else
// 3.) on the next recursion step every possible combination of the remaining players into two more "teams" is checked, continuing until all the actual teams are accounted for
// 4.) for every possible combination, check the largest difference in total scores between any two actual teams
// 5.) minimize this value by choosing the combination of players with the smallest difference
vector<unsigned char> BestOrdering = PlayerIDs;
double BestDifference = -1.0;
for( unsigned char i = StartTeam; i < 12; i++ )
{
if( TeamSizes[i] > 0 )
{
unsigned char Mid = TeamSizes[i];
// the base case where only one actual team worth of players was passed to this function is handled by the behaviour of next_combination
// in this case PlayerIDs.begin( ) + Mid will actually be equal to PlayerIDs.end( ) and next_combination will return false
while( next_combination( PlayerIDs.begin( ), PlayerIDs.begin( ) + Mid, PlayerIDs.end( ) ) )
{
// we're splitting the players into every possible combination of two "teams" based on the midpoint Mid
// the first (left) team contains the correct number of players but the second (right) "team" might or might not
// for example, it could contain one, two, or more actual teams worth of players
// so recurse using the second "team" as the full set of players to perform the balancing on
vector<unsigned char> BestSubOrdering = BalanceSlotsRecursive( vector<unsigned char>( PlayerIDs.begin( ) + Mid, PlayerIDs.end( ) ), TeamSizes, PlayerScores, i + 1 );
// BestSubOrdering now contains the best ordering of all the remaining players (the "right team") given this particular combination of players into two "teams"
// in order to calculate the largest difference in total scores we need to recombine the subordering with the first team
vector<unsigned char> TestOrdering = vector<unsigned char>( PlayerIDs.begin( ), PlayerIDs.begin( ) + Mid );
TestOrdering.insert( TestOrdering.end( ), BestSubOrdering.begin( ), BestSubOrdering.end( ) );
// now calculate the team scores for all the teams that we know about (e.g. on subsequent recursion steps this will NOT be every possible team)
vector<unsigned char> :: iterator CurrentPID = TestOrdering.begin( );
double TeamScores[12];
for( unsigned char j = StartTeam; j < 12; j++ )
{
TeamScores[j] = 0.0;
for( unsigned char k = 0; k < TeamSizes[j]; k++ )
{
TeamScores[j] += PlayerScores[*CurrentPID];
CurrentPID++;
}
}
// find the largest difference in total scores between any two teams
double LargestDifference = 0.0;
for( unsigned char j = StartTeam; j < 12; j++ )
{
if( TeamSizes[j] > 0 )
{
for( unsigned char k = j + 1; k < 12; k++ )
{
if( TeamSizes[k] > 0 )
{
double Difference = abs( TeamScores[j] - TeamScores[k] );
if( Difference > LargestDifference )
LargestDifference = Difference;
}
}
}
}
// and minimize it
if( BestDifference < 0.0 || LargestDifference < BestDifference )
{
BestOrdering = TestOrdering;
BestDifference = LargestDifference;
}
}
}
}
return BestOrdering;
}
void CBaseGame :: BalanceSlots( )
{
if( m_Map->GetMapGameType( ) != GAMETYPE_CUSTOM )
{
CONSOLE_Print( "[GAME: " + m_GameName + "] error balancing slots - can't balance slots in non custom games" );
return;
}
// setup the necessary variables for the balancing algorithm
// use an array of 13 elements for 12 players because GHost++ allocates PID's from 1-12 (i.e. excluding 0) and we use the PID to index the array
vector<unsigned char> PlayerIDs;
unsigned char TeamSizes[12];
double PlayerScores[13];
memset( TeamSizes, 0, sizeof( unsigned char ) * 12 );
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
unsigned char PID = (*i)->GetPID( );
if( PID < 13 )
{
unsigned char SID = GetSIDFromPID( PID );
if( SID < m_Slots.size( ) )
{
unsigned char Team = m_Slots[SID].GetTeam( );
if( Team < 12 )
{
// we are forced to use a default score because there's no way to balance the teams otherwise
double Score = (*i)->GetScore( );
if( Score < -99999.0 )
Score = m_Map->GetMapDefaultPlayerScore( );
PlayerIDs.push_back( PID );
TeamSizes[Team]++;
PlayerScores[PID] = Score;
}
}
}
}
sort( PlayerIDs.begin( ), PlayerIDs.end( ) );
// balancing the teams is a variation of the bin packing problem which is NP
// we can have up to 12 players and/or teams so the scope of the problem is sometimes small enough to process quickly
// let's try to figure out roughly how much work this is going to take
// examples:
// 2 teams of 4 = 70 ~ 5ms *** ok
// 2 teams of 5 = 252 ~ 5ms *** ok
// 2 teams of 6 = 924 ~ 20ms *** ok
// 3 teams of 2 = 90 ~ 5ms *** ok
// 3 teams of 3 = 1680 ~ 25ms *** ok
// 3 teams of 4 = 34650 ~ 250ms *** will cause a lag spike
// 4 teams of 2 = 2520 ~ 30ms *** ok
// 4 teams of 3 = 369600 ~ 3500ms *** unacceptable
uint32_t AlgorithmCost = 0;
uint32_t PlayersLeft = PlayerIDs.size( );
for( unsigned char i = 0; i < 12; i++ )
{
if( TeamSizes[i] > 0 )
{
if( AlgorithmCost == 0 )
AlgorithmCost = nCr( PlayersLeft, TeamSizes[i] );
else
AlgorithmCost *= nCr( PlayersLeft, TeamSizes[i] );
PlayersLeft -= TeamSizes[i];
}
}
if( AlgorithmCost > 40000 )
{
// the cost is too high, don't run the algorithm
// a possible alternative: stop after enough iterations and/or time has passed
CONSOLE_Print( "[GAME: " + m_GameName + "] shuffling slots instead of balancing - the algorithm is too slow (with a cost of " + UTIL_ToString( AlgorithmCost ) + ") for this team configuration" );
SendAllChat( m_GHost->m_Language->ShufflingPlayers( ) );
ShuffleSlots( );
return;
}
uint32_t StartTicks = GetTicks( );
vector<unsigned char> BestOrdering = BalanceSlotsRecursive( PlayerIDs, TeamSizes, PlayerScores, 0 );
uint32_t EndTicks = GetTicks( );
// the BestOrdering assumes the teams are in slot order although this may not be the case
// so put the players on the correct teams regardless of slot order
vector<unsigned char> :: iterator CurrentPID = BestOrdering.begin( );
for( unsigned char i = 0; i < 12; i++ )
{
unsigned char CurrentSlot = 0;
for( unsigned char j = 0; j < TeamSizes[i]; j++ )
{
while( CurrentSlot < m_Slots.size( ) && m_Slots[CurrentSlot].GetTeam( ) != i )
CurrentSlot++;
// put the CurrentPID player on team i by swapping them into CurrentSlot
unsigned char SID1 = CurrentSlot;
unsigned char SID2 = GetSIDFromPID( *CurrentPID );
if( SID1 < m_Slots.size( ) && SID2 < m_Slots.size( ) )
{
CGameSlot Slot1 = m_Slots[SID1];
CGameSlot Slot2 = m_Slots[SID2];
m_Slots[SID1] = CGameSlot( Slot2.GetPID( ), Slot2.GetDownloadStatus( ), Slot2.GetSlotStatus( ), Slot2.GetComputer( ), Slot1.GetTeam( ), Slot1.GetColour( ), Slot1.GetRace( ) );
m_Slots[SID2] = CGameSlot( Slot1.GetPID( ), Slot1.GetDownloadStatus( ), Slot1.GetSlotStatus( ), Slot1.GetComputer( ), Slot2.GetTeam( ), Slot2.GetColour( ), Slot2.GetRace( ) );
}
else
{
CONSOLE_Print( "[GAME: " + m_GameName + "] shuffling slots instead of balancing - the balancing algorithm tried to do an invalid swap (this shouldn't happen)" );
SendAllChat( m_GHost->m_Language->ShufflingPlayers( ) );
ShuffleSlots( );
return;
}
CurrentPID++;
CurrentSlot++;
}
}
CONSOLE_Print( "[GAME: " + m_GameName + "] balancing slots completed in " + UTIL_ToString( EndTicks - StartTicks ) + "ms (with a cost of " + UTIL_ToString( AlgorithmCost ) + ")" );
SendAllChat( m_GHost->m_Language->BalancingSlotsCompleted( ) );
SendAllSlotInfo( );
for( unsigned char i = 0; i < 12; i++ )
{
bool TeamHasPlayers = false;
double TeamScore = 0.0;
for( vector<CGamePlayer *> :: iterator j = m_Players.begin( ); j != m_Players.end( ); j++ )
{
unsigned char SID = GetSIDFromPID( (*j)->GetPID( ) );
if( SID < m_Slots.size( ) && m_Slots[SID].GetTeam( ) == i )
{
TeamHasPlayers = true;
double Score = (*j)->GetScore( );
if( Score < -99999.0 )
Score = m_Map->GetMapDefaultPlayerScore( );
TeamScore += Score;
}
}
if( TeamHasPlayers )
SendAllChat( m_GHost->m_Language->TeamCombinedScore( UTIL_ToString( i + 1 ), UTIL_ToString( TeamScore, 2 ) ) );
}
m_GHost->UDPChatSend("|lobbyupdate");
}
void CBaseGame :: AddToSpoofed( string server, string name, bool sendMessage )
{
CGamePlayer *Player = GetPlayerFromName( name, true );
if( Player )
{
Player->SetSpoofedRealm( server );
Player->SetSpoofed( true );
if (!m_GHost->IsSpoofedIP(name, Player->GetExternalIPString()))
m_GHost->AddSpoofedIP(name, Player->GetExternalIPString());
if( sendMessage )
SendAllChat( m_GHost->m_Language->SpoofCheckAcceptedFor( server, name ) );
}
}
bool CBaseGame :: IsMuted ( string name)
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
for( vector<string> :: iterator i = m_Muted.begin( ); i != m_Muted.end( ); i++ )
{
if( *i == name )
return true;
}
return false;
}
uint32_t CBaseGame :: IsCensorMuted ( string name)
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
for( uint32_t i = 0; i != m_CensorMuted.size(); i++ )
{
if( m_CensorMuted[i] == name )
return m_CensorMutedSeconds[i]-(GetTime()-m_CensorMutedTime[i]);
}
return 0;
}
void CBaseGame :: DelFromMuted( string name)
{
string nam = name;
transform( nam.begin( ), nam.end( ), nam.begin( ), (int(*)(int))tolower );
for( vector<string> :: iterator i = m_Muted.begin( ); i != m_Muted.end( ); i++ )
{
if( *i == nam )
{
m_Muted.erase(i);
return;
}
}
}
unsigned char CBaseGame :: GetTeam ( unsigned char SID)
{
return m_Slots[SID].GetTeam();
}
bool CBaseGame :: IsListening ( unsigned char user)
{
stringstream SS;
unsigned char luser;
string u;
u = user;
if (m_ListenUser==u)
return true;
SS << m_ListenUser;
while( !SS.eof( ) )
{
SS >> luser;
if (luser == user)
return true;
}
return false;
}
void CBaseGame :: SwitchDeny ( unsigned char PID)
{
m_SwitchTime = 0;
CGamePlayer *p = GetPlayerFromPID(PID);
CONSOLE_Print("[GAME: " + m_GameName + "] Switch canceled being denied by "+p->GetName());
}
void CBaseGame :: SwitchAccept ( unsigned char PID)
{
if (m_SwitchTime == 0 || (GetTime() - m_SwitchTime) > 60)
return;
CGamePlayer *p = GetPlayerFromPID(PID);
if (!p->m_Switchok)
{
p->m_Switchok = true;
m_SwitchNr ++;
CONSOLE_Print("[GAME: " + m_GameName + "] Switch accepted by "+p->GetName()+" "+UTIL_ToString(m_SwitchNr)+"/"+UTIL_ToString(m_Players.size()-1));
if (m_SwitchNr == m_Players.size()-2)
{
// have to fix this somehow - fixed! hopefully :)
SwapSlotsS(m_SwitchS, m_SwitchT);
m_Switched = true;
ReCalculateTeams();
CONSOLE_Print("[GAME: " + m_GameName + "] Switch completed");
m_SwitchTime = 0;
// disable gameoverteamdiff if switch is detected (until we handle switches)
m_GameOverDiffCanceled = true;
uint32_t GameNr = GetGameNr();
string message = "Switch completed: "+UTIL_ToString(m_SwitchS+1)+" <-> "+UTIL_ToString(m_SwitchT+1);
string hname = m_VirtualHostName;
if (hname.substr(0,2)=="|c")
hname = hname.substr(10,hname.length()-10);
m_GHost->UDPChatSend("|gamechat "+UTIL_ToString(GameNr) + " 0 1 "+hname+" "+message);
}
}
}
void CBaseGame :: InitSwitching ( unsigned char PID, string nr)
{
uint32_t CNr;
CNr = UTIL_ToUInt32(nr);
if (CNr<1 || CNr>5)
return;
if (m_SwitchTime!=0 && (GetTime() - m_SwitchTime)<60)
return;
unsigned char SID = GetSIDFromPID(PID);
unsigned char TSID;
if (m_Slots[SID].GetTeam()==0)
TSID = CNr + 4;
else
TSID = CNr - 1;
m_SwitchTime = GetTime();
m_SwitchNr = 0;
CGamePlayer *p = GetPlayerFromPID(PID);
m_SwitchS = SID;
m_SwitchT = TSID;
p->m_Switching = true;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++)
{
(*i)->m_Switchok = false;
}
CONSOLE_Print("[GAME: " + m_GameName + "] "+p->GetName()+" wants to switch");
}
void CBaseGame :: ReCalculateTeams( )
{
unsigned char sid;
unsigned char team;
m_Team1 = 0;
m_Team2 = 0;
m_Team3 = 0;
m_Team4 = 0;
m_TeamDiff = 0;
if (m_Players.empty())
return;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++)
{
// ignore players who left and didn't get deleted yet.
if (*i)
if (!(*i)->GetLeftMessageSent( ))
{
sid = GetSIDFromPID((*i)->GetPID());
if (sid!=255)
{
team = m_Slots[sid].GetTeam();
if (team == 0)
m_Team1++;
if (team == 1)
m_Team2++;
if (team == 2)
m_Team3++;
if (team == 3)
m_Team4++;
}
}
}
if (m_GetMapNumTeams == 2)
{
if (m_Team1>m_Team2)
m_TeamDiff = m_Team1-m_Team2;
if (m_Team1<m_Team2)
m_TeamDiff = m_Team2-m_Team1;
}
}
void CBaseGame :: AddToListen( unsigned char user)
{
stringstream SS;
unsigned char luser;
if (m_ListenUser=="")
{
m_ListenUser= user;
m_Listen = true;
return;
}
SS << m_ListenUser;
while( !SS.eof( ) )
{
SS >> luser;
if (luser == user) return;
}
m_ListenUser +=" "+user;
}
void CBaseGame :: DelFromListen( unsigned char user)
{
stringstream SS;
string tusers="";
unsigned char luser;
SS << m_ListenUser;
while( !SS.eof( ) )
{
SS >> luser;
if (luser != user)
if (tusers.length()==0)
tusers = luser;
else
tusers +=" "+luser;
}
m_ListenUser = tusers;
if (m_ListenUser=="")
m_Listen = false;
}
void CBaseGame :: AddToMuted( string name)
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
// check that the user is not already muted
for( vector<string> :: iterator i = m_Muted.begin( ); i != m_Muted.end( ); i++ )
{
if( *i == name )
{
return;
}
}
m_Muted.push_back( name );
}
void CBaseGame :: AddToCensorMuted( string name)
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
// check that the user is not already muted
for( vector<string> :: iterator i = m_CensorMuted.begin( ); i != m_CensorMuted.end( ); i++ )
{
if( *i == name )
{
return;
}
}
m_CensorMuted.push_back( name );
unsigned long secs = 0;
CGamePlayer *Player = GetPlayerFromName(name, false);
Player->SetCensors(Player->GetCensors()+1);
if (Player->GetCensors()==1)
secs = m_GHost->m_CensorMuteFirstSeconds;
if (Player->GetCensors()==2)
secs = m_GHost->m_CensorMuteSecondSeconds;
if (Player->GetCensors()>2)
secs = m_GHost->m_CensorMuteExcessiveSeconds;
m_CensorMutedSeconds.push_back( secs);
m_CensorMutedTime.push_back( GetTime());
AddToMuted(name);
// CONSOLE_Print( "[GAME: " + m_GameName + "] "+name+" censor muted for "+UTIL_ToString(secs)+" seconds" );
SendAllChat(m_GHost->m_Language->PlayerMutedForBeingFoulMouthed(name, UTIL_ToString(secs)));
}
void CBaseGame :: ProcessCensorMuted()
{
if (GetTime()-m_CensorMutedLastTime>5)
{
m_CensorMutedLastTime = GetTime();
for (uint32_t i = 0; i<m_CensorMuted.size(); i++)
{
// mute time has passed?
if (m_CensorMutedLastTime>m_CensorMutedTime[i]+m_CensorMutedSeconds[i])
{
SendAllChat(m_GHost->m_Language->RemovedPlayerFromTheMuteList(m_CensorMuted[i]));
DelFromMuted(m_CensorMuted[i]);
m_CensorMuted.erase(m_CensorMuted.begin()+i);
m_CensorMutedTime.erase(m_CensorMutedTime.begin()+i);
m_CensorMutedSeconds.erase(m_CensorMutedSeconds.begin()+i);
if (i==m_CensorMuted.size())
return;
}
}
}
}
bool CBaseGame :: IsGameName( string name )
{
for( vector<string> :: iterator i = m_GameNames.begin( ); i != m_GameNames.end( ); i++ )
{
if( name.find( *i ) != string :: npos )
return true;
}
return false;
}
void CBaseGame :: AddGameName( string name )
{
// add game name to names list
for( vector<string> :: iterator i = m_GameNames.begin( ); i != m_GameNames.end( ); i++ )
{
if( *i == name )
{
return;
}
}
m_GameNames.push_back( name );
}
void CBaseGame :: AutoSetHCL ( )
{
// auto set HCL if map_defaulthcl is not empty
string gameName = m_GameName;
transform( gameName.begin( ), gameName.end( ), gameName.begin( ), (int(*)(int))tolower );
string m_Mode = string();
string m_Modes = string();
string m_Modes2 = string();
bool forceindota = (m_GHost->m_forceautohclindota && m_Map->GetMapType().find("dota")!= string ::npos);
if (m_GHost->m_autohclfromgamename || forceindota )
if (!m_Map->GetMapDefaultHCL().empty() || forceindota)
// if (m_AutoHosted)
if (gameName.find("-")!= string::npos)
{
uint32_t j = 0;
uint32_t k = 0;
uint32_t i = 0;
string mode = string();
while (j<gameName.length()-1 && (gameName.find("-",j)!= string::npos))
{
k = gameName.find("-",j);
i = gameName.find(" ",k);
if (i==0)
i = gameName.length() - k + 1;
else
i = i - k;
mode = gameName.substr(k, i);
// keep the first mode separately to be used in HCL
if (m_Mode.empty())
m_Mode = gameName.substr(k+1, i-1);
m_Modes += " "+mode;
if (m_Modes2.length()>0)
m_Modes2+=" ";
m_Modes2+= mode;
j = k + i;
}
if (!m_Mode.empty())
{
CONSOLE_Print( "[GHOST] autosetting HCL to [" + m_Mode + "]" );
if( m_Mode.size( ) <= m_Slots.size( ) )
{
string HCLChars = "abcdefghijklmnopqrstuvwxyz0123456789 -=,.";
if( m_Mode.find_first_not_of( HCLChars ) == string :: npos )
{
SetHCL(m_Mode);
if (m_Mode != m_HCLCommandString)
SendAllChat( m_GHost->m_Language->SettingHCL( GetHCL() ) );
}
else
SendAllChat( m_GHost->m_Language->UnableToSetHCLInvalid( ) );
}
else
SendAllChat( m_GHost->m_Language->UnableToSetHCLTooLong( ) );
}
} else
// no gamemode detected from gamename, disable map_defaulthcl
{
SetHCL(string());
}
}
void CBaseGame :: AddToReserved( string name, unsigned char nr )
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
// check that the user is not already reserved
vector<unsigned char> :: iterator j=m_ReservedS.begin();
for( vector<string> :: iterator i = m_Reserved.begin( ); i != m_Reserved.end( ); i++ )
{
if( *i == name )
{
*j=nr;
return;
}
j++;
}
m_Reserved.push_back( name );
m_ReservedS.push_back( nr );
// upgrade the user if they're already in the game
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
string NameLower = (*i)->GetName( );
transform( NameLower.begin( ), NameLower.end( ), NameLower.begin( ), (int(*)(int))tolower );
if( NameLower == name )
(*i)->SetReserved( true );
}
}
void CBaseGame :: DelFromReserved( string name)
{
string nam = name;
transform( nam.begin( ), nam.end( ), nam.begin( ), (int(*)(int))tolower );
uint32_t j = 0;
for( vector<string> :: iterator i = m_Reserved.begin( ); i != m_Reserved.end( ); i++ )
{
if( *i == nam )
{
m_Reserved.erase(i);
m_ReservedS.erase(m_ReservedS.begin()+j);
return;
}
j++;
}
// downgrade the user if they're already in the game
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
string NameLower = (*i)->GetName( );
transform( NameLower.begin( ), NameLower.end( ), NameLower.begin( ), (int(*)(int))tolower );
if( NameLower == nam )
(*i)->SetReserved( false );
}
}
bool CBaseGame :: IsOwner( string name )
{
string OwnerLower = m_OwnerName;
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
transform( OwnerLower.begin( ), OwnerLower.end( ), OwnerLower.begin( ), (int(*)(int))tolower );
return name == OwnerLower;
}
bool CBaseGame :: IsReserved( string name )
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
for( vector<string> :: iterator i = m_Reserved.begin( ); i != m_Reserved.end( ); i++ )
{
if( *i == name )
return true;
}
return false;
}
unsigned char CBaseGame :: ReservedSlot(string name)
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
vector<unsigned char>::iterator j=m_ReservedS.begin();
for( vector<string> :: iterator i = m_Reserved.begin( ); i != m_Reserved.end( ); i++ )
{
if( *i == name )
return *j;
j++;
}
return 255;
}
void CBaseGame :: ResetReservedSlot (string name)
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
vector<unsigned char> :: iterator j=m_ReservedS.begin();
for( vector<string> :: iterator i = m_Reserved.begin( ); i != m_Reserved.end( ); i++ )
{
if( *i == name )
{
*j=255;
return;
}
j++;
}
}
bool CBaseGame :: IsDownloading( )
{
// returns true if at least one player is downloading the map
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetDownloadStarted( ) && !(*i)->GetDownloadFinished( ) )
return true;
}
return false;
}
bool CBaseGame :: IsGameDataSaved( )
{
return true;
}
void CBaseGame :: SaveGameData( )
{
}
uint32_t CBaseGame :: DownloaderNr( string name)
{
uint32_t result = 1;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetDownloadStarted( ) && !(*i)->GetDownloadFinished( ) )
{
if ((*i)->GetName()!=name)
result++;
else return result;
}
}
return result;
}
uint32_t CBaseGame :: CountDownloading( )
{
uint32_t result = 0;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetDownloadStarted( ) && !(*i)->GetDownloadFinished( ) )
result++;
}
return result;
}
uint32_t CBaseGame :: ShowDownloading( )
{
if (GetTime()-m_DownloadInfoTime<m_GHost->m_ShowDownloadsInfoTime || !m_GHost->m_ShowDownloadsInfo)
return 0;
m_DownloadInfoTime = GetTime();
uint32_t result = 0;
string Down;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetDownloadStarted( ) && !(*i)->GetDownloadFinished( ) )
{
if (Down.length()>0)
Down += ", ";
Down += (*i)->GetName()+": "+(*i)->GetDownloadInfo();
result++;
}
}
CONSOLE_Print( "[GAME: " + m_GameName + "] "+Down );
SendAllChat(Down);
return result;
}
void CBaseGame :: StartCountDown( bool force )
{
if( !m_CountDownStarted )
{
if( force )
{
m_CountDownStarted = true;
m_CountDownCounter = 5;
if (m_NormalCountdown)
SendAll( m_Protocol->SEND_W3GS_COUNTDOWN_START( ) );
}
else
{
// check if the HCL command string is short enough
if( m_HCLCommandString.size( ) > GetSlotsOccupied( ) )
{
SendAllChat( m_GHost->m_Language->TheHCLIsTooLongUseForceToStart( ) );
return;
}
// check if everyone has the map
string StillDownloading;
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && (*i).GetComputer( ) == 0 && (*i).GetDownloadStatus( ) != 100 )
{
CGamePlayer *Player = GetPlayerFromPID( (*i).GetPID( ) );
if( Player )
{
if( StillDownloading.empty( ) )
StillDownloading = Player->GetName( );
else
StillDownloading += ", " + Player->GetName( );
}
}
}
if( !StillDownloading.empty( ) )
SendAllChat( m_GHost->m_Language->PlayersStillDownloading( StillDownloading ) );
// check if everyone is spoof checked
string NotSpoofChecked;
if( m_GHost->m_RequireSpoofChecks )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetSpoofed( ) )
{
if( NotSpoofChecked.empty( ) )
NotSpoofChecked = (*i)->GetName( );
else
NotSpoofChecked += ", " + (*i)->GetName( );
}
}
if( !NotSpoofChecked.empty( ) )
SendAllChat( m_GHost->m_Language->PlayersNotYetSpoofChecked( NotSpoofChecked ) );
}
// check if everyone has been pinged enough (3 times) that the autokicker would have kicked them by now
// see function EventPlayerPongToHost for the autokicker code
string NotPinged;
bool AutoHostLocal = (m_autohosted && m_GHost->m_AutoHostLocal);
if (!AutoHostLocal)
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetReserved( ) && (*i)->GetNumPings( ) < 3 )
{
if( NotPinged.empty( ) )
NotPinged = (*i)->GetName( );
else
NotPinged += ", " + (*i)->GetName( );
}
}
if( !NotPinged.empty( ) )
SendAllChat( m_GHost->m_Language->PlayersNotYetPinged( NotPinged ) );
// if no problems found start the game
if( StillDownloading.empty( ) && NotSpoofChecked.empty( ) && NotPinged.empty( ) )
{
m_CountDownStarted = true;
m_CountDownCounter = 5;
if (m_NormalCountdown)
SendAll( m_Protocol->SEND_W3GS_COUNTDOWN_START( ));
}
}
}
}
void CBaseGame :: StartCountDownAuto( bool requireSpoofChecks )
{
if( !m_CountDownStarted )
{
// check if enough players are present
ReCalculateTeams();
uint32_t PNr;
if (m_GetMapNumTeams<=4)
PNr = GetNumHumanPlayers();
else
PNr = m_Team1+m_Team2+m_Team3+m_Team4;
if( PNr < m_AutoStartPlayers )
{
string s = string();
s = m_GHost->m_Language->WaitingForPlayersBeforeAutoStart( UTIL_ToString( m_AutoStartPlayers ), UTIL_ToString( m_AutoStartPlayers - PNr ) );
bool EnoughPlayers = false;
if (m_GetMapNumTeams!=2)
if (GetNumPlayers()>=2)
EnoughPlayers = true;
if (GetNumPlayers()<2)
EnoughPlayers = true;
if (m_GetMapNumTeams==2)
if (m_Team1>=1 && m_Team2>=1)
EnoughPlayers = true;
if (m_GHost->m_AutoHostAllowStart && EnoughPlayers)
s = s+" "+string(1, m_GHost->m_CommandTrigger)+"start to start now!";
if (!s.empty())
SendAllChat(s);
return;
}
// check if everyone has the map
string StillDownloading;
for( vector<CGameSlot> :: iterator i = m_Slots.begin( ); i != m_Slots.end( ); i++ )
{
if( (*i).GetSlotStatus( ) == SLOTSTATUS_OCCUPIED && (*i).GetComputer( ) == 0 && (*i).GetDownloadStatus( ) != 100 )
{
CGamePlayer *Player = GetPlayerFromPID( (*i).GetPID( ) );
if( Player )
{
if( StillDownloading.empty( ) )
StillDownloading = Player->GetName( );
else
StillDownloading += ", " + Player->GetName( );
}
}
}
if( !StillDownloading.empty( ) )
{
SendAllChat( m_GHost->m_Language->PlayersStillDownloading( StillDownloading ) );
return;
}
// check if everyone is spoof checked
string NotSpoofChecked;
if( requireSpoofChecks )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetSpoofed( ) )
{
if( NotSpoofChecked.empty( ) )
NotSpoofChecked = (*i)->GetName( );
else
NotSpoofChecked += ", " + (*i)->GetName( );
}
}
if( !NotSpoofChecked.empty( ) )
SendAllChat( m_GHost->m_Language->PlayersNotYetSpoofChecked( NotSpoofChecked ) );
}
// check if everyone has been pinged enough (3 times) that the autokicker would have kicked them by now
// see function EventPlayerPongToHost for the autokicker code
string NotPinged;
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( !(*i)->GetReserved( ) && (*i)->GetNumPings( ) < 3 )
{
if( NotPinged.empty( ) )
NotPinged = (*i)->GetName( );
else
NotPinged += ", " + (*i)->GetName( );
}
}
if( !NotPinged.empty( ) )
{
SendAllChat( m_GHost->m_Language->PlayersNotYetPingedAutoStart( NotPinged ) );
return;
}
// if no problems found start the game
if( StillDownloading.empty( ) && NotSpoofChecked.empty( ) && NotPinged.empty( ) )
{
m_CountDownStarted = true;
m_CountDownCounter = 10;
}
}
}
void CBaseGame :: StopPlayers( string reason )
{
// disconnect every player and set their left reason to the passed string
// we use this function when we want the code in the Update function to run before the destructor (e.g. saving players to the database)
// therefore calling this function when m_GameLoading || m_GameLoaded is roughly equivalent to setting m_Exiting = true
// the only difference is whether the code in the Update function is executed or not
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
(*i)->SetDeleteMe( true );
(*i)->SetLeftReason( reason );
(*i)->SetLeftCode( PLAYERLEAVE_LOST );
}
}
void CBaseGame :: StopLaggers( string reason )
{
for( vector<CGamePlayer *> :: iterator i = m_Players.begin( ); i != m_Players.end( ); i++ )
{
if( (*i)->GetLagging( ) )
{
(*i)->SetDeleteMe( true );
(*i)->SetLeftReason( reason );
(*i)->SetLeftCode( PLAYERLEAVE_DISCONNECT );
}
}
}
void CBaseGame :: CreateVirtualHost( )
{
if( m_VirtualHostPID != 255 )
return;
m_VirtualHostPID = GetNewPID( );
BYTEARRAY IP;
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
SendAll( m_Protocol->SEND_W3GS_PLAYERINFO( m_VirtualHostPID, m_VirtualHostName, IP, IP ) );
}
void CBaseGame :: DeleteVirtualHost( )
{
if( m_VirtualHostPID == 255 )
return;
SendAll( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( m_VirtualHostPID, PLAYERLEAVE_LOBBY ) );
m_VirtualHostPID = 255;
}
void CBaseGame :: CreateFakePlayer( )
{
if( m_FakePlayerPID != 255 )
return;
unsigned char SID = GetEmptySlot( false );
if( SID < m_Slots.size( ) )
{
uint32_t SlotReq = 11;
if (m_ShowRealSlotCount)
SlotReq = m_Slots.size()-1;
if( GetNumPlayers( ) >= SlotReq )
DeleteVirtualHost( );
m_FakePlayerPID = GetNewPID( );
BYTEARRAY IP;
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
SendAll( m_Protocol->SEND_W3GS_PLAYERINFO( m_FakePlayerPID, "FakePlayer", IP, IP ) );
m_Slots[SID] = CGameSlot( m_FakePlayerPID, 100, SLOTSTATUS_OCCUPIED, 0, m_Slots[SID].GetTeam( ), m_Slots[SID].GetColour( ), m_Slots[SID].GetRace( ) );
SendAllSlotInfo( );
}
}
void CBaseGame :: DeleteFakePlayer( )
{
if( m_FakePlayerPID == 255 )
return;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetPID( ) == m_FakePlayerPID )
m_Slots[i] = CGameSlot( 0, 255, SLOTSTATUS_OPEN, 0, m_Slots[i].GetTeam( ), m_Slots[i].GetColour( ), m_Slots[i].GetRace( ) );
}
SendAll( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( m_FakePlayerPID, PLAYERLEAVE_LOBBY ) );
SendAllSlotInfo( );
m_FakePlayerPID = 255;
}
void CBaseGame :: CreateWTVPlayer( string name, bool lobbyhost )
{
#ifdef WIN32
if( m_GHost->m_CurrentGame->wtvprocessid == 0 && !lobbyhost )
{
STARTUPINFO si;
PROCESS_INFORMATION pi;
ZeroMemory( &si, sizeof(si) );
si.cb = sizeof(si);
ZeroMemory( &pi, sizeof(pi) );
string wtvRecorderEXE = m_GHost->m_wtvPath + "\\wtvRecorder.exe";
int hProcess = CreateProcessA( wtvRecorderEXE.c_str( ), NULL, NULL, NULL, TRUE, HIGH_PRIORITY_CLASS, NULL, m_GHost->m_wtvPath.c_str( ), LPSTARTUPINFOA(&si), &pi );
if( !hProcess )
CONSOLE_Print( "[WaaaghTV] : Failed to start wtvRecorder.exe" );
else
{
m_GHost->m_CurrentGame->wtvprocessid = int( pi.dwProcessId );
CONSOLE_Print( "[WaaaghTV] : wtvRecorder.exe started!" );
CloseHandle(pi.hProcess);
CloseHandle(pi.hThread);
}
}
if( m_WTVPlayerPID != 255 )
return;
unsigned char SID = GetEmptySlot( false );
if( SID < m_Slots.size( ) )
{
m_WTVPlayerPID = GetNewPID( );
BYTEARRAY IP;
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
IP.push_back( 0 );
m_GHost->m_wtvPlayerName = name;
SendAll( m_Protocol->SEND_W3GS_PLAYERINFO( m_WTVPlayerPID, name, IP, IP ) );
m_Slots[SID] = CGameSlot( m_WTVPlayerPID, 100, SLOTSTATUS_OCCUPIED, 0, m_Slots[SID].GetTeam( ), m_Slots[SID].GetColour( ), m_Slots[SID].GetRace( ) );
SendAllSlotInfo( );
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetPID( ) == m_WTVPlayerPID )
{
SwapSlots( i, m_Slots.size()-2 );
OpenSlot(i, false);
break;
}
}
CloseSlot( m_Slots.size()-1, true );
}
#endif
}
void CBaseGame :: DeleteWTVPlayer( )
{
#ifdef WIN32
if( m_GHost->m_CurrentGame->wtvprocessid != 0 )
{
HANDLE hProcess = OpenProcess( PROCESS_ALL_ACCESS, FALSE, m_GHost->m_CurrentGame->wtvprocessid );
if( m_GHost->m_CurrentGame->wtvprocessid != GetCurrentProcessId( ) && m_GHost->m_CurrentGame->wtvprocessid != 0 )
{
CONSOLE_Print( "[WaaaghTV] shutting down wtvrecorder.exe" );
if( !TerminateProcess(hProcess, 0) )
CONSOLE_Print( "[WaaaghTV] an error has occurred when trying to terminate wtvrecorder.exe (1-1-1)" );
else
CloseHandle( hProcess );
}
else
CONSOLE_Print( "[WaaaghTV] an error has occurred when trying to terminate wtvrecorder.exe (1-2-1)" );
m_GHost->m_CurrentGame->wtvprocessid = 0;
}
if( m_WTVPlayerPID == 255 )
return;
for( unsigned char i = 0; i < m_Slots.size( ); i++ )
{
if( m_Slots[i].GetPID( ) == m_WTVPlayerPID )
m_Slots[i] = CGameSlot( 0, 255, SLOTSTATUS_OPEN, 0, m_Slots[i].GetTeam( ), m_Slots[i].GetColour( ), m_Slots[i].GetRace( ) );
}
SendAll( m_Protocol->SEND_W3GS_PLAYERLEAVE_OTHERS( m_WTVPlayerPID, PLAYERLEAVE_LOBBY ) );
SendAllSlotInfo( );
m_WTVPlayerPID = 255;
OpenSlot( m_Slots.size()-2, true );
OpenSlot( m_Slots.size()-1, true );
#endif
}
uint32_t CBaseGame :: GetGameNr( )
{
uint32_t GameNr = 0;
for( vector<CBaseGame *> :: iterator i = m_GHost->m_Games.begin( ); i != m_GHost->m_Games.end( ); i++ )
{
if ((*i)->GetCreationTime()==GetCreationTime() && (*i)->GetGameName()==GetGameName())
{
break;
}
GameNr++;
}
return GameNr;
}
bool CBaseGame :: IsAutoBanned( string name )
{
for( vector<string> :: iterator i = m_AutoBanTemp.begin( ); i != m_AutoBanTemp.end( ); i++ )
{
if( *i == name )
return true;
}
return false;
}
bool CBaseGame :: IsSafe( string name )
{
bool safe = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
safe = (*i)->IsSafe(name);
if (safe)
break;
}
return safe;
}
string CBaseGame :: Voucher( string name )
{
string voucher = string();
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
voucher = (*i)->Voucher(name);
if (!voucher.empty())
break;
}
return voucher;
}
void CBaseGame :: AddNote( string name, string note )
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
if ((*i)->GetServer()==m_Server)
(*i)->AddNote(name, note);
}
return;
}
bool CBaseGame :: IsNoted( string name )
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
bool noted = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
noted = (*i)->IsNoted(name);
if (noted)
break;
}
return noted;
}
string CBaseGame :: Note( string name )
{
transform( name.begin( ), name.end( ), name.begin( ), (int(*)(int))tolower );
string note = string();
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
note = (*i)->Note(name);
if (!note.empty())
break;
}
return note;
}
bool CBaseGame :: IsAdmin( string name )
{
bool admin = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
admin = (*i)->IsAdmin(name);
if (admin)
break;
}
return admin;
}
bool CBaseGame :: IsRootAdmin( string name )
{
bool admin = false;
for( vector<CBNET *> :: iterator i = m_GHost->m_BNETs.begin( ); i != m_GHost->m_BNETs.end( ); i++ )
{
admin = (*i)->IsRootAdmin(name);
if (admin)
break;
}
return admin;
}
string CBaseGame :: CustomReason ( uint32_t ctime, string reason, string name)
{
struct tm * timeinfo;
string Reason = string();
char buffer [80];
string sDate;
time_t Now = time( NULL );
timeinfo = localtime( &Now );
strftime (buffer,80,"%B %Y",timeinfo);
sDate = buffer;
// time in minutes since game loaded
float iTime = (float)(ctime - m_GameLoadedTime)/60;
if (m_GetMapType == "dota")
if (iTime>2)
iTime -=2;
else
iTime = 1;
string sTime = UTIL_ToString( iTime,0 ) + "m";
string sTeam = string();
string st1 = string();
string st2 = string();
unsigned char t;
unsigned char c;
uint32_t t1;
uint32_t t2;
bool found = false;
CGamePlayer *Player = GetPlayerFromName( name, true );
if (m_GetMapNumTeams==2)
{
for( vector<CDBGamePlayer *> :: iterator i = m_DBGamePlayers.begin( ); i != m_DBGamePlayers.end( ); i++ )
{
if ((*i)->GetName()==name)
{
t = (*i)->GetTeam();
c = (*i)->GetColour();
t1 = (*i)->GetTeam1();
t2 = (*i)->GetTeam2();
found = true;
}
}
if (!found && Player)
{
t = m_Slots[Player->GetSID()].GetTeam();
c = m_Slots[Player->GetSID()].GetColour();
t1 = m_Team1;
t2 = m_Team2;
if (t==0)
t1--;
else
t2--;
}
if (t==0)
st1 = UTIL_ToString(t1+1)+"*";
else
st1 = UTIL_ToString(t1);
if (t==1)
st2 = UTIL_ToString(t2+1)+"*";
else
st2 = UTIL_ToString(t2);
sTeam = " "+st1+"v"+st2;
}
Reason = reason;
if (Reason =="" || Reason == "l" || Reason == "noob" || Reason == "leaver" || Reason == "i" || Reason =="r"
|| Reason == "lag" || Reason == "feeder" || Reason == "lagger" || Reason == "idiot" || Reason == "f" || Reason == "n" || Reason == "mh" || Reason == "m")
{
if (Reason=="l" || Reason=="leaver")
Reason = "Leaver";
if (Reason=="i" || Reason =="idiot")
Reason = "Idiot";
if (Reason=="r")
Reason = "Rager";
if (Reason=="lag" || Reason == "lagger")
Reason = "Lagger";
if (Reason=="f" || Reason =="feeder")
Reason = "Feeder";
if (Reason=="n" || Reason =="noob")
Reason = "Noob";
if (Reason=="mh" || Reason =="m")
Reason = "Map Hacker";
Reason = m_GHost->m_Language->BanReason(Reason, sTime, sDate, sTeam, GetGameName());
}
return Reason;
}
string CBaseGame :: CustomReason ( string reason, string name)
{
return CustomReason(GetTime(), reason, name);
}
string CBaseGame :: GetGameInfo()
{
string sMsg = string();
uint32_t GameNr = GetGameNr()+1;
if (!m_GameLoading && !m_GameLoaded)
{
string slots = UTIL_ToString(m_GHost->m_CurrentGame->GetSlotsOccupied())+"/"+UTIL_ToString(m_GHost->m_CurrentGame->m_Slots.size());
sMsg = "Lobby: "+ m_GHost->m_CurrentGame->GetGameName()+" ("+slots+") - "+m_GHost->m_CurrentGame->GetOwnerName();
} else
{
struct tm * timeinfo;
char buffer [80];
string sDate;
time_t Now = time( NULL );
timeinfo = localtime( &Now );
strftime (buffer,80,"%B %Y",timeinfo);
sDate = buffer;
// time in minutes since game loaded
float iTime = (float)(GetTime() - m_GameLoadedTime)/60;
if (!m_GameLoaded)
iTime = 0;
if (m_GetMapType == "dota")
if (iTime>2)
iTime -=2;
else
iTime = 1;
string sScore = string();
string sTime = UTIL_ToString( iTime,0 );
if (sTime.length()<2)
sTime = "0"+sTime;
sTime = sTime + "m : ";
string sTeam = string();
string st1 = string();
string st2 = string();
bool found = false;
// CGamePlayer *Player = GetPlayerFromName( name, true );
if (m_GetMapNumTeams==2)
{
st1 = UTIL_ToString(m_Team1);
st2 = UTIL_ToString(m_Team2);
sTeam = st1+"v"+st2+" : ";
}
if (m_GetMapType == "dota")
{
uint32_t ssteam1 = 0;
uint32_t ssteam2 = 0;
uint32_t t;
uint32_t s;
for (uint32_t i=0; i<m_Players.size(); i++)
{
t = m_Slots[m_Players[i]->GetSID()].GetTeam();
s = m_Players[i]->GetDOTAKills();
if (t==0)
ssteam1 +=s;
else
ssteam2 +=s;
}
sScore = UTIL_ToString(ssteam1)+"-"+UTIL_ToString(ssteam2)+" : ";
}
string sAdmin = m_OwnerName+" : ";
string sGameNr = "#" + UTIL_ToString(GameNr)+": [ ";
string sGameN = GetGameName();
sMsg = sGameNr+sTime+sTeam+sScore+sAdmin+sGameN+" ]";
}
return sMsg;
}
void CBaseGame :: SetDynamicLatency( )
{
// set dynamic latency every 5 seconds
if (GetTicks() - m_LastDynamicLatencyTicks < 5000)
return;
if (m_GameLoading)
return;
uint32_t maxadd = m_GHost->m_DynamicLatencyMaxToAdd;
m_DynamicLatency = m_Latency;
m_LastDynamicLatencyTicks = GetTicks();
string Console = string();
double percent = 0;
string percents = string();
// get the highest ping in the game
uint32_t highestping = 0;
uint32_t ping = 0;
for (uint32_t i=0; i<m_Players.size(); i++)
{
if (m_Players[i]->GetNumPings( ) > 0)
{
ping = m_Players[i]->GetPing(m_GHost->m_LCPings);
if (ping>highestping)
highestping = ping;
}
}
if (highestping + m_GHost->m_DynamicLatencyAddedToPing < m_Latency)
m_DynamicLatency = highestping + m_GHost->m_DynamicLatencyAddedToPing;
else
m_DynamicLatency = m_Latency + maxadd/2;
// if there is a lobby, increase latency to max
if (m_GHost->m_DynamicLatencyIncreasewhenLobby && m_GHost->m_CurrentGame)
{
m_DynamicLatency = m_Latency + maxadd/3;
// reduce it to 2.2x highest ping if it is more than that.
if (m_GHost->m_DynamicLatency2xPingMax)
if (m_DynamicLatency> (uint32_t) (highestping * 2.2))
m_DynamicLatency = (uint32_t) (highestping * 2.2);
}
// if the actions are sent too slow, set dynamic latency to max + 30
bool LateActions = (GetTicks() - m_LastActionLateTicks < 2000) && m_GHost->m_newLatency;
if (LateActions || m_Lagging)
{
m_DynamicLatency = m_Latency + maxadd;
// reduce it to 2.2x highest ping if it is more than that.
if (m_GHost->m_DynamicLatency2xPingMax)
if (m_DynamicLatency> (uint32_t) (highestping * 2.2))
m_DynamicLatency = (uint32_t) (highestping * 2.2);
/*
double percent = m_DynamicLatency*100/m_Latency;
string percents = UTIL_ToString(percent, 0);
Console = "[GAME: " + m_GameName + "] Dynamic latency at "+percents+"% = "+UTIL_ToString(m_DynamicLatency)+" ms="+UTIL_ToString(m_Latency)+"+"+UTIL_ToString(maxadd)+" to compensate late actions";
if (GetTicks() - m_GHost->m_LastDynamicLatencyConsole > 30000)
{
CONSOLE_Print(Console);
}
return;
*/
}
// further tweak the dynamic latency based on the players max sync and how far it is from the synclimit
// modified to consider synclimit = 12
uint32_t synclimit = 12;
double syncpercent = m_MaxSync * 100 / synclimit;
double latencydiff = m_Latency - m_DynamicLatency;
if (syncpercent>100)
syncpercent = 100;
// if someone is behind on the sync, increase latency a bit
if (syncpercent>=90)
latencydiff += maxadd;
double tweaklatencyby = (syncpercent * latencydiff / 100);
if (tweaklatencyby>latencydiff+maxadd)
tweaklatencyby = latencydiff+maxadd;
if (m_DynamicLatency + tweaklatencyby> m_Latency + maxadd)
tweaklatencyby = m_Latency + maxadd - m_DynamicLatency;
m_DynamicLatency += (uint32_t)tweaklatencyby;
/*
// reduce it to 2x highest ping if it is more than that.
if (m_GHost->m_DynamicLatency2xPingMax)
if (m_DynamicLatency> highestping * 2)
m_DynamicLatency = highestping * 2;
*/
// don't go lower than 20/50 ms
uint32_t lowestlatencyallowed = 20;
if (!m_GHost->m_newLatency)
lowestlatencyallowed = 50;
if (m_DynamicLatency<lowestlatencyallowed)
m_DynamicLatency = lowestlatencyallowed;
percent = m_DynamicLatency*100/m_Latency;
percents = UTIL_ToString(percent, 0);
int diff = m_Latency - m_DynamicLatency;
uint32_t absdiff = abs(diff);
string op = string();
if (m_DynamicLatency < m_Latency)
op = "-";
else if (m_DynamicLatency > m_Latency)
op = "+";
if (op.empty())
Console = "[GAME: " + m_GameName + "] Dynamic latency at "+percents+"% = "+UTIL_ToString(m_DynamicLatency)+" ms"+" sync="+UTIL_ToString(syncpercent)+"% - "+m_MaxSyncUser+"";
else
Console = "[GAME: " + m_GameName + "] Dynamic latency at "+percents+"% = "+UTIL_ToString(m_DynamicLatency)+" ms="+UTIL_ToString(m_Latency)+op+UTIL_ToString(absdiff)+""+" sync="+UTIL_ToString(syncpercent)+"% - "+m_MaxSyncUser+"";
if (GetTicks() - m_GHost->m_LastDynamicLatencyConsole > 30000)
{
m_GHost->m_Log = false;
CONSOLE_Print(Console);
m_GHost->m_Log = true;
}
}
Добавлено через 54 секунды
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Сообщение от Rock'N'Roll
в тег [CODE]
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Последний раз редактировалось v1rus; 12.07.2012 в 04:23.
Причина: Добавлено сообщение
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