From 6c6b87eea9373ec4f1cb859223d3708d8e2a59c6 Mon Sep 17 00:00:00 2001 From: Ketmar Dark Date: Sun, 13 Oct 2019 05:57:50 +0300 Subject: [PATCH] net: tried to spawn a "real" player only after it requested the first full state packet (NEEDS HEAVY TESTING!) --- src/game/g_net.pas | 3 +++ src/game/g_netmsg.pas | 61 +++++++++++++++++++++++++++++++++++++------ src/game/g_player.pas | 3 +++ 3 files changed, 59 insertions(+), 8 deletions(-) diff --git a/src/game/g_net.pas b/src/game/g_net.pas index 4deca1e..63b1270 100644 --- a/src/game/g_net.pas +++ b/src/game/g_net.pas @@ -108,6 +108,7 @@ type Peer: pENetPeer; Player: Word; RequestedFullUpdate: Boolean; + WaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request RCONAuth: Boolean; Voted: Boolean; Transfer: TNetFileTransfer; // only one transfer may be active @@ -1274,6 +1275,7 @@ begin NetClients[N].Used := True; NetClients[N].ID := N; NetClients[N].RequestedFullUpdate := False; + NetClients[N].WaitForFirstSpawn := False; NetClients[N].RCONAuth := False; NetClients[N].Voted := False; NetClients[N].Player := 0; @@ -1711,6 +1713,7 @@ begin TC^.Peer := nil; TC^.Player := 0; TC^.RequestedFullUpdate := False; + TC^.WaitForFirstSpawn := False; TC^.NetOut[NET_UNRELIABLE].Free(); TC^.NetOut[NET_RELIABLE].Free(); diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index ddef35d..244b2eb 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -133,6 +133,8 @@ const // HOST MESSAGES +procedure MH_ProcessFirstSpawn (C: pTNetClient); + procedure MH_RECV_Info(C: pTNetClient; var M: TMsg); procedure MH_RECV_Chat(C: pTNetClient; var M: TMsg); procedure MH_RECV_FullStateRequest(C: pTNetClient; var M: TMsg); @@ -146,7 +148,7 @@ procedure MH_RECV_RCONCommand(C: pTNetClient; var M: TMsg); procedure MH_RECV_Vote(C: pTNetClient; var M: TMsg); // GAME -procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_EVERYONE); +procedure MH_SEND_Everything(CreatePlayers: Boolean {= False}; ID: Integer {= NET_EVERYONE}); procedure MH_SEND_Info(ID: Byte); procedure MH_SEND_Chat(Txt: string; Mode: Byte; ID: Integer = NET_EVERYONE); procedure MH_SEND_Effect(X, Y: Integer; Ang: SmallInt; Kind: Byte; ID: Integer = NET_EVERYONE); @@ -414,6 +416,7 @@ begin end; C^.Player := PID; + C^.WaitForFirstSpawn := false; g_Console_Add(Format(_lc[I_PLAYER_JOIN], [PName]), True); e_WriteLog('NET: Client ' + PName + ' [' + IntToStr(C^.ID) + @@ -432,17 +435,31 @@ begin FNoRespawn := True; Spectate; FWantsInGame := True; // TODO: look into this later + C^.WaitForFirstSpawn := true; end else - Respawn(gGameSettings.GameType = GT_SINGLE); + begin + e_LogWritefln('*** client #%u (cid #%u) authenticated...', [C.ID, C.Player]); + //e_LogWritefln('spawning player with pid #%u...', [PID]); + //Respawn(gGameSettings.GameType = GT_SINGLE); + //k8: no, do not spawn a player yet, wait for a 'i am ready' packet + Lives := 0; + Spectate; + FNoRespawn := True; + FWantsInGame := false; // TODO: look into this later + C^.WaitForFirstSpawn := true; + end; end; - for I := Low(NetClients) to High(NetClients) do + //if not C^.WaitForFirstSpawn then begin - if NetClients[I].ID = C^.ID then Continue; - MH_SEND_PlayerCreate(PID, NetClients[I].ID); - MH_SEND_PlayerPos(True, PID, NetClients[I].ID); - MH_SEND_PlayerStats(PID, NetClients[I].ID); + for I := Low(NetClients) to High(NetClients) do + begin + if NetClients[I].ID = C^.ID then Continue; + MH_SEND_PlayerCreate(PID, NetClients[I].ID); + MH_SEND_PlayerPos(True, PID, NetClients[I].ID); + MH_SEND_PlayerStats(PID, NetClients[I].ID); + end; end; if gState in [STATE_INTERCUSTOM, STATE_FOLD] then @@ -451,12 +468,33 @@ begin if NetUseMaster then g_Net_Slist_Update; end; + +procedure MH_ProcessFirstSpawn (C: pTNetClient); +var + plr: TPlayer; +begin + if not C.WaitForFirstSpawn then exit; + plr := g_Player_Get(C^.Player); + if not assigned(plr) then exit; + e_LogWritefln('*** client #%u (cid #%u) first spawn', [C.ID, C.Player]); + C.WaitForFirstSpawn := false; + plr.FNoRespawn := false; + plr.FWantsInGame := true; // TODO: look into this later + plr.Respawn(False); +end; + + procedure MH_RECV_FullStateRequest(C: pTNetClient; var M: TMsg); begin + //e_LogWritefln('*** client #%u (cid #%u) full state request', [C.ID, C.Player]); if gGameOn then + begin MH_SEND_Everything((C^.State = NET_STATE_AUTH), C^.ID) + end else + begin C^.RequestedFullUpdate := True; + end; end; // PLAYER @@ -674,7 +712,7 @@ end; // GAME (SEND) -procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_EVERYONE); +procedure MH_SEND_Everything(CreatePlayers: Boolean {= False}; ID: Integer {= NET_EVERYONE}); function sendItemRespawn (it: PItem): Boolean; begin @@ -698,6 +736,12 @@ procedure MH_SEND_Everything(CreatePlayers: Boolean = False; ID: Integer = NET_E var I: Integer; begin + if (ID >= 0) and (ID < length(NetClients)) then + begin + e_LogWritefln('*** client #%u (cid #%u) will get everything', [ID, NetClients[ID].Player]); + MH_ProcessFirstSpawn(@NetClients[ID]); + end; + if gPlayers <> nil then begin for I := Low(gPlayers) to High(gPlayers) do @@ -757,6 +801,7 @@ begin if gLMSRespawn > LMS_RESPAWN_NONE then begin + e_LogWritefln('*** client #%u (cid #%u) WARMUP', [ID, NetClients[ID].Player]); MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000, 'N', ID); end; diff --git a/src/game/g_player.pas b/src/game/g_player.pas index a66245c..cc6afb0 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -268,6 +268,7 @@ type FDummy: Boolean; FFireTime: Integer; FHandicap: Integer; + FWaitForFirstSpawn: Boolean; // set to `true` in server, used to spawn a player on first full state request // debug: viewport offset viewPortX, viewPortY, viewPortW, viewPortH: Integer; @@ -2178,6 +2179,8 @@ begin FJustTeleported := False; FNetTime := 0; + FWaitForFirstSpawn := false; + resetWeaponQueue(); end; -- 2.29.2