| 1 | /* |
| 2 | * LegacyClonk |
| 3 | * |
| 4 | * Copyright (c) RedWolf Design |
| 5 | * Copyright (c) 2004, Sven2 |
| 6 | * Copyright (c) 2017-2022, The LegacyClonk Team and contributors |
| 7 | * |
| 8 | * Distributed under the terms of the ISC license; see accompanying file |
| 9 | * "COPYING" for details. |
| 10 | * |
| 11 | * "Clonk" is a registered trademark of Matthes Bender, used with permission. |
| 12 | * See accompanying file "TRADEMARK" for details. |
| 13 | * |
| 14 | * To redistribute this file separately, substitute the full license texts |
| 15 | * for the above references. |
| 16 | */ |
| 17 | |
| 18 | // NET2 network player management |
| 19 | // see header for some additional information |
| 20 | // 2do: Handle client joins after game go but before runtime join (Frame 0)? |
| 21 | // Those will not receive a player info list right in time |
| 22 | |
| 23 | #include "C4Include.h" |
| 24 | #include "C4Network2Players.h" |
| 25 | #include "C4PlayerInfo.h" |
| 26 | #include "C4GameLobby.h" |
| 27 | #include "C4Game.h" |
| 28 | #include "C4Control.h" |
| 29 | #include <C4Log.h> |
| 30 | |
| 31 | // *** C4Network2Players |
| 32 | |
| 33 | C4Network2Players::C4Network2Players() : rInfoList(Game.Parameters.PlayerInfos) |
| 34 | { |
| 35 | // ctor - init rInfoList-ref to only |
| 36 | } |
| 37 | |
| 38 | void C4Network2Players::Init() |
| 39 | { |
| 40 | // caution: In this call, only local players are joined |
| 41 | // remote players may have been added already for runtime joins |
| 42 | // not in replay |
| 43 | if (Game.C4S.Head.Replay) return; |
| 44 | // network only |
| 45 | assert(Game.Network.isEnabled()); |
| 46 | // must init before game is running |
| 47 | assert(!Game.IsRunning); |
| 48 | // join the local player(s) |
| 49 | JoinLocalPlayer(szLocalPlayerFilename: Game.PlayerFilenames, fAdd: false); |
| 50 | // host: Rejoin script players from savegame |
| 51 | if (Game.Network.isHost()) |
| 52 | { |
| 53 | rInfoList.CreateRestoreInfosForJoinedScriptPlayers(rSavegamePlayers&: Game.RestorePlayerInfos); |
| 54 | if (Game.RestartRestoreInfos.What & C4NetworkRestartInfos::ScriptPlayers) |
| 55 | { |
| 56 | C4ClientPlayerInfos joinInfo = *rInfoList.GetIndexedInfo(iIndex: 0); |
| 57 | for (const auto &[name, player] : Game.RestartRestoreInfos.Players) |
| 58 | { |
| 59 | if (player.type == C4PT_Script) |
| 60 | { |
| 61 | const auto playerInfo = new C4PlayerInfo; |
| 62 | playerInfo->SetAsScriptPlayer(szName: name.c_str(), dwColor: player.color, dwFlags: 0, idExtra: C4ID_None); |
| 63 | Game.Teams.GetGenerateTeamByID(iID: player.team); |
| 64 | playerInfo->SetTeam(player.team); |
| 65 | joinInfo.AddInfo(pAddInfo: playerInfo); |
| 66 | } |
| 67 | } |
| 68 | HandlePlayerInfoUpdRequest(pInfoPacket: &joinInfo, fByHost: true); |
| 69 | } |
| 70 | } |
| 71 | } |
| 72 | |
| 73 | void C4Network2Players::Clear() |
| 74 | { |
| 75 | // nothing... |
| 76 | } |
| 77 | |
| 78 | bool C4Network2Players::JoinLocalPlayer(const char *szLocalPlayerFilename, bool fAdd) |
| 79 | { |
| 80 | // ignore in replay |
| 81 | // shouldn't even come here though |
| 82 | assert(!Game.C4S.Head.Replay); |
| 83 | if (Game.C4S.Head.Replay) return false; |
| 84 | // if observing: don't try |
| 85 | if (Game.Clients.getLocal()->isObserver()) return false; |
| 86 | // network only |
| 87 | assert(Game.Network.isEnabled()); |
| 88 | // create join info packet |
| 89 | C4ClientPlayerInfos JoinInfo(szLocalPlayerFilename, fAdd); |
| 90 | // league game: get authentication for players |
| 91 | if (Game.Parameters.isLeague()) |
| 92 | for (int i = 0; i < JoinInfo.GetPlayerCount(); i++) |
| 93 | { |
| 94 | C4PlayerInfo *pInfo = JoinInfo.GetPlayerInfo(iIndex: i); |
| 95 | if (!Game.Network.LeaguePlrAuth(pInfo)) |
| 96 | { |
| 97 | JoinInfo.RemoveIndexedInfo(iAtIndex: i); |
| 98 | i--; |
| 99 | } |
| 100 | } |
| 101 | // host or client? |
| 102 | if (Game.Network.isHost()) |
| 103 | { |
| 104 | // error joining players? Zero players is OK for initial packet; marks host as observer |
| 105 | if (fAdd && !JoinInfo.GetPlayerCount()) return false; |
| 106 | // handle it as a direct request |
| 107 | |
| 108 | if (Game.RestartRestoreInfos.What & C4NetworkRestartInfos::PlayerTeams) |
| 109 | { |
| 110 | C4PlayerInfo *info; |
| 111 | for (int i = 0; info = JoinInfo.GetPlayerInfo(iIndex: i); ++i) |
| 112 | { |
| 113 | if (const auto restoreInfo = Game.RestartRestoreInfos.Players.find(x: info->GetName()); restoreInfo != Game.RestartRestoreInfos.Players.end() && restoreInfo->second.team) |
| 114 | { |
| 115 | const auto team = restoreInfo->second.team; |
| 116 | Game.Teams.GetGenerateTeamByID(iID: team); |
| 117 | info->SetTeam(team); |
| 118 | } |
| 119 | } |
| 120 | } |
| 121 | |
| 122 | HandlePlayerInfoUpdRequest(pInfoPacket: &JoinInfo, fByHost: true); |
| 123 | } |
| 124 | else |
| 125 | { |
| 126 | // clients request initial joins at host only |
| 127 | // create player info for local player joins |
| 128 | C4PacketPlayerInfoUpdRequest JoinRequest(JoinInfo); |
| 129 | // any players to join? Zero players is OK for initial packet; marks client as observer |
| 130 | // it's also necessary to send the empty player info packet, so the host will answer |
| 131 | // with infos of all other clients |
| 132 | if (fAdd && !JoinRequest.Info.GetPlayerCount()) return false; |
| 133 | Game.Network.Clients.SendMsgToHost(rPkt: MkC4NetIOPacket(cStatus: PID_PlayerInfoUpdReq, Pkt: JoinRequest)); |
| 134 | // request activation |
| 135 | if (JoinRequest.Info.GetPlayerCount() && !Game.Clients.getLocal()->isActivated()) |
| 136 | Game.Network.RequestActivate(); |
| 137 | } |
| 138 | // done, success |
| 139 | return true; |
| 140 | } |
| 141 | |
| 142 | void C4Network2Players::RequestPlayerInfoUpdate(const class C4ClientPlayerInfos &rRequest) |
| 143 | { |
| 144 | // network only |
| 145 | assert(Game.Network.isEnabled()); |
| 146 | // host or client? |
| 147 | if (Game.Network.isHost()) |
| 148 | { |
| 149 | // host processes directly |
| 150 | HandlePlayerInfoUpdRequest(pInfoPacket: &rRequest, fByHost: true); |
| 151 | } |
| 152 | else |
| 153 | { |
| 154 | // client sends request to host |
| 155 | C4PacketPlayerInfoUpdRequest UpdateRequest(rRequest); |
| 156 | Game.Network.Clients.SendMsgToHost(rPkt: MkC4NetIOPacket(cStatus: PID_PlayerInfoUpdReq, Pkt: UpdateRequest)); |
| 157 | } |
| 158 | } |
| 159 | |
| 160 | void C4Network2Players::HandlePlayerInfoUpdRequest(const class C4ClientPlayerInfos *pInfoPacket, bool fByHost) |
| 161 | { |
| 162 | // network host only |
| 163 | assert(Game.Network.isEnabled()); |
| 164 | assert(Game.Network.isHost()); |
| 165 | // copy client infos (need to be adjusted) |
| 166 | C4ClientPlayerInfos OwnInfoPacket(*pInfoPacket); |
| 167 | // safety: check any duplicate, unjoined players first |
| 168 | // check those with unassigned IDs only, so update packets won't be rejected by this |
| 169 | if (!OwnInfoPacket.IsInitialPacket()) |
| 170 | { |
| 171 | C4ClientPlayerInfos *pExistingClientInfo = rInfoList.GetInfoByClientID(iClientID: OwnInfoPacket.GetClientID()); |
| 172 | if (pExistingClientInfo) |
| 173 | { |
| 174 | int iCnt = OwnInfoPacket.GetPlayerCount(); C4PlayerInfo *pPlrInfo; |
| 175 | C4Network2Res *pRes; |
| 176 | while (iCnt--) if (pPlrInfo = OwnInfoPacket.GetPlayerInfo(iIndex: iCnt)) |
| 177 | if (!pPlrInfo->GetID()) if (pRes = pPlrInfo->GetRes()) |
| 178 | if (pExistingClientInfo->GetPlayerInfoByRes(idResID: pRes->getResID())) |
| 179 | { |
| 180 | // double join: simply deny without message |
| 181 | LogNTr(level: spdlog::level::debug, message: "Network: Duplicate player join rejected!" ); |
| 182 | OwnInfoPacket.RemoveIndexedInfo(iAtIndex: iCnt); |
| 183 | } |
| 184 | } |
| 185 | if (!OwnInfoPacket.GetPlayerCount()) |
| 186 | { |
| 187 | // player join request without players: probably all removed because doubled |
| 188 | LogNTr(message: "Network: Empty player join request ignored!" ); |
| 189 | return; |
| 190 | } |
| 191 | } |
| 192 | // assign player IDs |
| 193 | if (!rInfoList.AssignPlayerIDs(pNewClientInfo: &OwnInfoPacket) && OwnInfoPacket.IsAddPacket()) |
| 194 | { |
| 195 | // no players could be joined in an add request: probably because the maximum player limit has been reached |
| 196 | return; |
| 197 | } |
| 198 | // check doubled savegame player usage |
| 199 | UpdateSavegameAssignments(pNewInfo: &OwnInfoPacket); |
| 200 | // update teams |
| 201 | rInfoList.AssignTeams(pNewClientInfo: &OwnInfoPacket, fByHost); |
| 202 | // update any other player colors and names |
| 203 | // this may only change colors and names of all unjoined players (which is all players in lobby mode) |
| 204 | // any affected players will get an updated-flag |
| 205 | rInfoList.UpdatePlayerAttributes(pForInfo: &OwnInfoPacket, fResolveConflicts: true); |
| 206 | // league score gains may now be different |
| 207 | rInfoList.ResetLeagueProjectedGain(fSetUpdated: true); |
| 208 | int32_t iPlrInfo = 0; |
| 209 | C4PlayerInfo *pPlrInfo; |
| 210 | while (pPlrInfo = OwnInfoPacket.GetPlayerInfo(iIndex: iPlrInfo++)) pPlrInfo->ResetLeagueProjectedGain(); |
| 211 | if (Game.Parameters.isLeague()) |
| 212 | { |
| 213 | // lobby only |
| 214 | if (!Game.Network.isLobbyActive()) |
| 215 | return; |
| 216 | // check league authentication for new players |
| 217 | for (int i = 0; i < OwnInfoPacket.GetPlayerCount(); i++) |
| 218 | if (!rInfoList.GetPlayerInfoByID(id: OwnInfoPacket.GetPlayerInfo(iIndex: i)->GetID())) |
| 219 | { |
| 220 | C4PlayerInfo *pInfo = OwnInfoPacket.GetPlayerInfo(iIndex: i); |
| 221 | // remove player infos without authentication |
| 222 | if (!Game.Network.LeaguePlrAuthCheck(pInfo)) |
| 223 | { |
| 224 | OwnInfoPacket.RemoveIndexedInfo(iAtIndex: i); |
| 225 | i--; |
| 226 | } |
| 227 | else |
| 228 | // always reset authentication ID after check - it's not needed anymore |
| 229 | pInfo->SetAuthID("" ); |
| 230 | } |
| 231 | } |
| 232 | // send updates to all other clients and reset update flags |
| 233 | SendUpdatedPlayers(); |
| 234 | // finally, add new player join as direct input |
| 235 | // this will add the player infos directly on host side (DirectExec as a subcall), |
| 236 | // so future player join request will take the other joined clients into consideration |
| 237 | // when assigning player colors, etc.; it will also start resource loading |
| 238 | // in running mode, this call will also put the actual player joins into the queue |
| 239 | Game.Control.DoInput(eCtrlType: CID_PlrInfo, pPkt: new C4ControlPlayerInfo(OwnInfoPacket), eDelivery: CDT_Direct); |
| 240 | // notify lobby of updates |
| 241 | C4GameLobby::MainDlg *pLobby = Game.Network.GetLobby(); |
| 242 | if (pLobby) pLobby->OnPlayersChange(); |
| 243 | } |
| 244 | |
| 245 | void C4Network2Players::HandlePlayerInfo(const class C4ClientPlayerInfos &rInfoPacket, bool localOrigin) |
| 246 | { |
| 247 | // network only |
| 248 | assert(Game.Network.isEnabled()); |
| 249 | const auto updatedId = rInfoPacket.GetClientID(); |
| 250 | // copy client player infos out of packet to be used in local list |
| 251 | C4ClientPlayerInfos *pClientInfo = new C4ClientPlayerInfos(rInfoPacket); |
| 252 | // add client info to local player info list - eventually deleting pClientInfo and |
| 253 | // returning a pointer to the new info structure when multiple player infos are merged |
| 254 | // may also replace existing info, if this is an update-call |
| 255 | pClientInfo = rInfoList.AddInfo(pNewClientInfo: pClientInfo); |
| 256 | // make sure team list reflects teams set in player infos |
| 257 | Game.Teams.RecheckPlayers(); |
| 258 | Game.Teams.RecheckTeams(); // recheck random teams - if a player left, teams may need to be rebalanced |
| 259 | // make sure resources are loaded for those players |
| 260 | rInfoList.LoadResources(); |
| 261 | // get associated client - note that pClientInfo might be nullptr for empty packets that got discarded |
| 262 | if (pClientInfo) |
| 263 | { |
| 264 | const C4Client *pClient = Game.Clients.getClientByID(iID: pClientInfo->GetClientID()); |
| 265 | // host, game running and client active already? |
| 266 | if (Game.Network.isHost() && Game.Network.isRunning() && pClient && pClient->isActivated()) |
| 267 | { |
| 268 | // then join the players immediately |
| 269 | JoinUnjoinedPlayersInControlQueue(pNewPacket: pClientInfo); |
| 270 | } |
| 271 | } |
| 272 | // adding the player may have invalidated other players (through team settings). Send them. |
| 273 | if (localOrigin) |
| 274 | { |
| 275 | SendUpdatedPlayers(); |
| 276 | } |
| 277 | else |
| 278 | { |
| 279 | rInfoList.GetInfoByClientID(iClientID: updatedId)->ResetUpdated(); |
| 280 | } |
| 281 | // lobby: update players |
| 282 | C4GameLobby::MainDlg *pLobby = Game.Network.GetLobby(); |
| 283 | if (pLobby) pLobby->OnPlayersChange(); |
| 284 | // invalidate reference |
| 285 | Game.Network.InvalidateReference(); |
| 286 | } |
| 287 | |
| 288 | void C4Network2Players::SendUpdatedPlayers() |
| 289 | { |
| 290 | // check all clients for update |
| 291 | C4ClientPlayerInfos *pUpdInfo; int i = 0; |
| 292 | while (pUpdInfo = rInfoList.GetIndexedInfo(iIndex: i++)) |
| 293 | if (pUpdInfo->IsUpdated()) |
| 294 | { |
| 295 | pUpdInfo->ResetUpdated(); |
| 296 | C4ControlPlayerInfo *pkSend = new C4ControlPlayerInfo(*pUpdInfo); |
| 297 | // send info to all |
| 298 | Game.Control.DoInput(eCtrlType: CID_PlrInfo, pPkt: pkSend, eDelivery: CDT_Direct); |
| 299 | } |
| 300 | } |
| 301 | |
| 302 | void C4Network2Players::UpdateSavegameAssignments(C4ClientPlayerInfos *pNewInfo) |
| 303 | { |
| 304 | // safety |
| 305 | if (!pNewInfo) return; |
| 306 | // check all joins of new info; backwards so they can be deleted |
| 307 | C4PlayerInfo *pInfo, *pInfo2, *pSaveInfo; int i = pNewInfo->GetPlayerCount(), j, id; |
| 308 | while (i--) if (pInfo = pNewInfo->GetPlayerInfo(iIndex: i)) |
| 309 | if (id = pInfo->GetAssociatedSavegamePlayerID()) |
| 310 | { |
| 311 | // check for non-existent savegame players |
| 312 | if (!(pSaveInfo = Game.RestorePlayerInfos.GetPlayerInfoByID(id))) |
| 313 | { |
| 314 | pInfo->SetAssociatedSavegamePlayer(id = 0); |
| 315 | pNewInfo->SetUpdated(); |
| 316 | } |
| 317 | // check for duplicates (can't really occur...) |
| 318 | if (id) |
| 319 | { |
| 320 | j = i; |
| 321 | while (pInfo2 = pNewInfo->GetPlayerInfo(iIndex: ++j)) |
| 322 | if (pInfo2->GetAssociatedSavegamePlayerID() == id) |
| 323 | { |
| 324 | // fix it by resetting the savegame info |
| 325 | pInfo->SetAssociatedSavegamePlayer(id = 0); |
| 326 | pNewInfo->SetUpdated(); break; |
| 327 | } |
| 328 | } |
| 329 | // check against all infos of other clients |
| 330 | C4ClientPlayerInfos *pkClientInfo; int k = 0; |
| 331 | while ((pkClientInfo = rInfoList.GetIndexedInfo(iIndex: k++)) && id) |
| 332 | { |
| 333 | // if it's not an add packet, don't check own client twice |
| 334 | if (pkClientInfo->GetClientID() == pNewInfo->GetClientID() && !(pNewInfo->IsAddPacket())) |
| 335 | continue; |
| 336 | // check against all players |
| 337 | j = 0; |
| 338 | while (pInfo2 = pkClientInfo->GetPlayerInfo(iIndex: j++)) |
| 339 | if (pInfo2->GetAssociatedSavegamePlayerID() == id) |
| 340 | { |
| 341 | // fix it by resetting the savegame info |
| 342 | pInfo->SetAssociatedSavegamePlayer(id = 0); |
| 343 | pNewInfo->SetUpdated(); break; |
| 344 | } |
| 345 | } |
| 346 | // if the player joined just for the savegame assignment, and that failed, delete it |
| 347 | if (!id && pInfo->IsJoinForSavegameOnly()) |
| 348 | pNewInfo->RemoveIndexedInfo(iAtIndex: i); |
| 349 | // prev info |
| 350 | } |
| 351 | } |
| 352 | |
| 353 | void C4Network2Players::JoinUnjoinedPlayersInControlQueue(C4ClientPlayerInfos *pNewPacket) |
| 354 | { |
| 355 | // only host may join any players to the queue |
| 356 | assert(Game.Network.isHost()); |
| 357 | // check all players |
| 358 | int i = 0; C4PlayerInfo *pInfo; |
| 359 | while (pInfo = pNewPacket->GetPlayerInfo(iIndex: i++)) |
| 360 | // not yet joined and no savegame assignment? |
| 361 | if (!pInfo->HasJoinIssued()) if (!pInfo->GetAssociatedSavegamePlayerID()) |
| 362 | { |
| 363 | // join will be marked when queue is executed (C4Player::Join) |
| 364 | // but better mark join now already to prevent permanent sending overkill |
| 365 | pInfo->SetJoinIssued(); |
| 366 | // do so! |
| 367 | C4Network2Res *pPlrRes = pInfo->GetRes(); |
| 368 | C4Network2Client *pClient = Game.Network.Clients.GetClientByID(iID: pNewPacket->GetClientID()); |
| 369 | if (!pPlrRes || (!pClient && pNewPacket->GetClientID() != Game.Control.ClientID())) |
| 370 | if (pInfo->GetType() != C4PT_Script) |
| 371 | { |
| 372 | // failure: Non-script players must have a res to join from! |
| 373 | const char *szPlrName = pInfo->GetName(); if (!szPlrName) szPlrName = "???" ; |
| 374 | LogNTr(level: spdlog::level::err, fmt: "Network: C4Network2Players::JoinUnjoinedPlayersInControlQueue failed to join player {}!" , args&: szPlrName); |
| 375 | continue; |
| 376 | } |
| 377 | if (pPlrRes) |
| 378 | { |
| 379 | // join with resource |
| 380 | Game.Input.Add(eType: CID_JoinPlr, |
| 381 | pCtrl: new C4ControlJoinPlayer(pPlrRes->getFile(), pNewPacket->GetClientID(), pInfo->GetID(), pPlrRes->getCore())); |
| 382 | } |
| 383 | else |
| 384 | { |
| 385 | // join without resource (script player) |
| 386 | Game.Input.Add(eType: CID_JoinPlr, |
| 387 | pCtrl: new C4ControlJoinPlayer(nullptr, pNewPacket->GetClientID(), pInfo->GetID())); |
| 388 | } |
| 389 | } |
| 390 | } |
| 391 | |
| 392 | void C4Network2Players::HandlePacket(char cStatus, const C4PacketBase *pPacket, C4Network2IOConnection *pConn) |
| 393 | { |
| 394 | if (!pConn) return; |
| 395 | |
| 396 | // find associated client |
| 397 | C4Network2Client *pClient = Game.Network.Clients.GetClient(pConn); |
| 398 | if (!pClient) pClient = Game.Network.Clients.GetClientByID(iID: pConn->getClientID()); |
| 399 | |
| 400 | #define GETPKT(type, name) \ |
| 401 | assert(pPacket); \ |
| 402 | const type &name = static_cast<const type &>(*pPacket); |
| 403 | |
| 404 | // player join request? |
| 405 | if (cStatus == PID_PlayerInfoUpdReq) |
| 406 | { |
| 407 | GETPKT(C4PacketPlayerInfoUpdRequest, pkPlrInfo); |
| 408 | // this packet is sent to the host only, and thus cannot have been sent from the host |
| 409 | if (!Game.Network.isHost()) return; |
| 410 | // handle this packet |
| 411 | HandlePlayerInfoUpdRequest(pInfoPacket: &pkPlrInfo.Info, fByHost: false); |
| 412 | } |
| 413 | else if (cStatus == PID_LeagueRoundResults) |
| 414 | { |
| 415 | GETPKT(C4PacketLeagueRoundResults, pkLeagueInfo); |
| 416 | // accepted from the host only |
| 417 | if (!pClient || !pClient->isHost()) return; |
| 418 | // process |
| 419 | Game.RoundResults.EvaluateLeague(szResultMsg: pkLeagueInfo.sResultsString.getData(), fSuccess: pkLeagueInfo.fSuccess, rLeagueInfo: pkLeagueInfo.Players); |
| 420 | } |
| 421 | |
| 422 | #undef GETPKT |
| 423 | } |
| 424 | |
| 425 | void C4Network2Players::OnClientPart(C4Client *pPartClient) |
| 426 | { |
| 427 | // lobby could be notified about the removal - but this would be redundant, because |
| 428 | // client leave notification is already done directly; this will delete any associated players |
| 429 | C4ClientPlayerInfos **ppCltInfo = rInfoList.GetInfoPtrByClientID(iClientID: pPartClient->getID()); |
| 430 | // abort here if no info is registered - client seems to have had a short life only, anyway... |
| 431 | if (!ppCltInfo) return; |
| 432 | // remove all unjoined player infos |
| 433 | for (int32_t i = 0; i < (*ppCltInfo)->GetPlayerCount();) |
| 434 | { |
| 435 | C4PlayerInfo *pInfo = (*ppCltInfo)->GetPlayerInfo(iIndex: i); |
| 436 | // not joined yet? remove it |
| 437 | if (!pInfo->HasJoined()) |
| 438 | (*ppCltInfo)->RemoveIndexedInfo(iAtIndex: i); |
| 439 | else |
| 440 | // just ignore, the "removed" flag will be set eventually |
| 441 | i++; |
| 442 | } |
| 443 | // empty? remove |
| 444 | if (!(*ppCltInfo)->GetPlayerCount()) |
| 445 | rInfoList.RemoveInfo(ppRemoveInfo: ppCltInfo); |
| 446 | // update team association to left player |
| 447 | Game.Teams.RecheckPlayers(); |
| 448 | // host: update player data according to leaver |
| 449 | if (Game.Network.isHost() && Game.Network.isEnabled()) |
| 450 | { |
| 451 | // host: update any player colors and names |
| 452 | rInfoList.UpdatePlayerAttributes(); |
| 453 | // team distribution of remaining unjoined players may change |
| 454 | Game.Teams.RecheckTeams(); |
| 455 | // league score gains may now be different |
| 456 | Game.PlayerInfos.ResetLeagueProjectedGain(fSetUpdated: true); |
| 457 | // send changes to all clients and reset update flags |
| 458 | SendUpdatedPlayers(); |
| 459 | } |
| 460 | // invalidate reference |
| 461 | if (Game.Network.isHost()) |
| 462 | Game.Network.InvalidateReference(); |
| 463 | } |
| 464 | |
| 465 | void C4Network2Players::OnStatusGoReached() |
| 466 | { |
| 467 | // host only |
| 468 | if (!Game.Network.isHost()) return; |
| 469 | // check all player lists |
| 470 | int i = 0; C4ClientPlayerInfos *pkInfo; |
| 471 | while (pkInfo = rInfoList.GetIndexedInfo(iIndex: i++)) |
| 472 | // any unsent player joins? |
| 473 | if (pkInfo->HasUnjoinedPlayers()) |
| 474 | { |
| 475 | // get client core |
| 476 | const C4Client *pClient = Game.Clients.getClientByID(iID: pkInfo->GetClientID()); |
| 477 | // don't send if client is unknown or not activated yet |
| 478 | if (!pClient || !pClient->isActivated()) continue; |
| 479 | // send them w/o info packet |
| 480 | // info packets are synced during pause mode |
| 481 | JoinUnjoinedPlayersInControlQueue(pNewPacket: pkInfo); |
| 482 | } |
| 483 | } |
| 484 | |
| 485 | C4ClientPlayerInfos *C4Network2Players::GetLocalPlayerInfoPacket() const |
| 486 | { |
| 487 | // get local client ID |
| 488 | int iLocalClientID = Game.Clients.getLocalID(); |
| 489 | // check all packets for same client ID as local |
| 490 | int i = 0; C4ClientPlayerInfos *pkInfo; |
| 491 | while (pkInfo = rInfoList.GetIndexedInfo(iIndex: i++)) |
| 492 | if (pkInfo->GetClientID() == iLocalClientID) |
| 493 | // found |
| 494 | return pkInfo; |
| 495 | // not found |
| 496 | return nullptr; |
| 497 | } |
| 498 | |
| 499 | uint32_t C4Network2Players::GetClientChatColor(int idForClient, bool fLobby) const |
| 500 | { |
| 501 | // return color of first joined player; force to white for unknown |
| 502 | // deactivated always white |
| 503 | const C4Client *pClient = Game.Clients.getClientByID(iID: idForClient); |
| 504 | if (pClient && pClient->isActivated()) |
| 505 | { |
| 506 | // get players for activated |
| 507 | C4ClientPlayerInfos *pInfoPacket = rInfoList.GetInfoByClientID(iClientID: idForClient); |
| 508 | C4PlayerInfo *pPlrInfo; |
| 509 | if (pInfoPacket && (pPlrInfo = pInfoPacket->GetPlayerInfo(iIndex: 0, eType: C4PT_User))) |
| 510 | if (fLobby) |
| 511 | return pPlrInfo->GetLobbyColor(); |
| 512 | else |
| 513 | return pPlrInfo->GetColor(); |
| 514 | } |
| 515 | // default color |
| 516 | return 0xffffff; |
| 517 | } |
| 518 | |