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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-01-08 22:07:10 +00:00
fix: update player container on shutdown (#1704)
* update activity log on shutdown * fix online notification * update container on shutdown
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@ -29,6 +29,7 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
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auto& player = Game::playerContainer.GetPlayerDataMutable(playerID);
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if (!player) return;
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if (player.friends.empty()) {
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auto friendsList = Database::Get()->GetFriendsList(playerID);
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for (const auto& friendData : friendsList) {
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FriendData fd;
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@ -57,6 +58,7 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
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player.friends.push_back(fd);
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}
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}
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//Now, we need to send the friendlist to the server they came from:
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CBITSTREAM;
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@ -140,7 +142,7 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
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// Prevent GM friend spam
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// If the player we are trying to be friends with is not a civilian and we are a civilian, abort the process
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if (requestee.gmLevel > eGameMasterLevel::CIVILIAN && requestor.gmLevel == eGameMasterLevel::CIVILIAN ) {
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if (requestee.gmLevel > eGameMasterLevel::CIVILIAN && requestor.gmLevel == eGameMasterLevel::CIVILIAN) {
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SendFriendResponse(requestor, requestee, eAddFriendResponseType::MYTHRAN);
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return;
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}
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@ -400,8 +402,8 @@ void ChatPacketHandler::HandleShowAll(Packet* packet) {
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bitStream.Write(Game::playerContainer.GetSimCount());
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bitStream.Write<uint8_t>(request.displayIndividualPlayers);
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bitStream.Write<uint8_t>(request.displayZoneData);
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if (request.displayZoneData || request.displayIndividualPlayers){
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for (auto& [playerID, playerData ]: Game::playerContainer.GetAllPlayers()){
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if (request.displayZoneData || request.displayIndividualPlayers) {
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for (auto& [playerID, playerData] : Game::playerContainer.GetAllPlayers()) {
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if (!playerData) continue;
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bitStream.Write<uint8_t>(0); // structure packing
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if (request.displayIndividualPlayers) bitStream.Write(LUWString(playerData.playerName));
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@ -122,6 +122,8 @@ int main(int argc, char** argv) {
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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auto lastTime = std::chrono::high_resolution_clock::now();
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Game::logger->Flush(); // once immediately before main loop
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while (!Game::ShouldShutdown()) {
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//Check if we're still connected to master:
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@ -132,7 +134,11 @@ int main(int argc, char** argv) {
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break; //Exit our loop, shut down.
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} else framesSinceMasterDisconnect = 0;
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//In world we'd update our other systems here.
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const auto currentTime = std::chrono::high_resolution_clock::now();
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const float deltaTime = std::chrono::duration<float>(currentTime - lastTime).count();
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lastTime = currentTime;
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Game::playerContainer.Update(deltaTime);
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//Check for packets here:
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Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
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@ -168,7 +174,7 @@ int main(int argc, char** argv) {
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t += std::chrono::milliseconds(chatFrameDelta); //Chat can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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Game::playerContainer.Shutdown();
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//Delete our objects here:
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Database::Destroy("ChatServer");
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delete Game::server;
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@ -280,14 +286,14 @@ void HandlePacket(Packet* packet) {
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case MessageType::Chat::LOGIN_SESSION_NOTIFY:
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Game::playerContainer.InsertPlayer(packet);
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break;
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case MessageType::Chat::GM_ANNOUNCE:{
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case MessageType::Chat::GM_ANNOUNCE: {
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// we just forward this packet to every connected server
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inStream.ResetReadPointer();
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Game::server->Send(inStream, packet->systemAddress, true); // send to everyone except origin
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}
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break;
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case MessageType::Chat::UNEXPECTED_DISCONNECT:
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Game::playerContainer.RemovePlayer(packet);
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Game::playerContainer.ScheduleRemovePlayer(packet);
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break;
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case MessageType::Chat::WHO:
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ChatPacketHandler::HandleWho(packet);
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@ -57,13 +57,32 @@ void PlayerContainer::InsertPlayer(Packet* packet) {
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LOG("Added user: %s (%llu), zone: %i", data.playerName.c_str(), data.playerID, data.zoneID.GetMapID());
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Database::Get()->UpdateActivityLog(data.playerID, eActivityType::PlayerLoggedIn, data.zoneID.GetMapID());
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m_PlayersToRemove.erase(playerId);
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}
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void PlayerContainer::RemovePlayer(Packet* packet) {
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void PlayerContainer::ScheduleRemovePlayer(Packet* packet) {
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CINSTREAM_SKIP_HEADER;
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LWOOBJID playerID;
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LWOOBJID playerID{ LWOOBJID_EMPTY };
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inStream.Read(playerID);
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constexpr float updatePlayerOnLogoutTime = 20.0f;
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if (playerID != LWOOBJID_EMPTY) m_PlayersToRemove.insert_or_assign(playerID, updatePlayerOnLogoutTime);
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}
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void PlayerContainer::Update(const float deltaTime) {
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for (auto it = m_PlayersToRemove.begin(); it != m_PlayersToRemove.end();) {
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auto& [id, time] = *it;
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time -= deltaTime;
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if (time <= 0.0f) {
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RemovePlayer(id);
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it = m_PlayersToRemove.erase(it);
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} else {
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++it;
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}
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}
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}
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void PlayerContainer::RemovePlayer(const LWOOBJID playerID) {
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//Before they get kicked, we need to also send a message to their friends saying that they disconnected.
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const auto& player = GetPlayerData(playerID);
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@ -417,3 +436,13 @@ const PlayerData& PlayerContainer::GetPlayerData(const LWOOBJID& playerID) {
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const PlayerData& PlayerContainer::GetPlayerData(const std::string& playerName) {
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return GetPlayerDataMutable(playerName);
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}
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void PlayerContainer::Shutdown() {
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m_Players.erase(LWOOBJID_EMPTY);
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while (!m_Players.empty()) {
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const auto& [id, playerData] = *m_Players.begin();
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Database::Get()->UpdateActivityLog(id, eActivityType::PlayerLoggedOut, playerData.zoneID.GetMapID());
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m_Players.erase(m_Players.begin());
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}
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for (auto* team : mTeams) if (team) delete team;
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}
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@ -62,10 +62,12 @@ class PlayerContainer {
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public:
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void Initialize();
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void InsertPlayer(Packet* packet);
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void RemovePlayer(Packet* packet);
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void ScheduleRemovePlayer(Packet* packet);
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void RemovePlayer(const LWOOBJID playerID);
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void MuteUpdate(Packet* packet);
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void CreateTeamServer(Packet* packet);
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void BroadcastMuteUpdate(LWOOBJID player, time_t time);
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void Shutdown();
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const PlayerData& GetPlayerData(const LWOOBJID& playerID);
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const PlayerData& GetPlayerData(const std::string& playerName);
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@ -89,11 +91,15 @@ public:
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uint32_t GetMaxNumberOfBestFriends() { return m_MaxNumberOfBestFriends; }
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uint32_t GetMaxNumberOfFriends() { return m_MaxNumberOfFriends; }
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void Update(const float deltaTime);
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bool PlayerBeingRemoved(const LWOOBJID playerID) { return m_PlayersToRemove.contains(playerID); }
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private:
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LWOOBJID m_TeamIDCounter = 0;
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std::map<LWOOBJID, PlayerData> m_Players;
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std::vector<TeamData*> mTeams;
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std::unordered_map<LWOOBJID, std::u16string> m_Names;
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std::map<LWOOBJID, float> m_PlayersToRemove;
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uint32_t m_MaxNumberOfBestFriends = 5;
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uint32_t m_MaxNumberOfFriends = 50;
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uint32_t m_PlayerCount = 0;
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