moved a bunch of reconnecting logic over to sourcemod again and just simply give the bot more time for connecting than previous
This commit is contained in:
parent
44e5af3586
commit
783657d95b
@ -14,19 +14,9 @@ import json
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import datetime
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import time
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import glob
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import pwd
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restart_time = datetime.datetime.now() + datetime.timedelta(hours=3)
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block_connection = False
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the_undesired_crash_counter = 0 #hate this monkey solution
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shoot_distance = 450.0
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shoot_burst_cycles = 4
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enemy_chase_distance = 450.0
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team_follow_distance = 800.0
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infect_chase_distance = 300.0
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momentum_hold_seconds = 1.4
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min_forward_wait = 6
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max_forward_wait = 12
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last_forward_time = 0.0
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whoami = subprocess.getoutput("whoami")
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with open(f'/home/{whoami}/ze_runner/config.json') as jsonfile:
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@ -49,10 +39,6 @@ def writeCfgInput(Input_user):
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time.sleep(0.35)
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open(looptestPath, 'w').close() #clearing file.
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def close_observer(observer):
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observer.stop()
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observer.join() #supposedly needed to clear resources again.
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def clean_up_files():
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#deleting POSIX shared memory objects, as long as one process has them open they exist. THis is to prevent /dev/shm from being full
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#due to steam child processes.
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@ -61,8 +47,12 @@ def clean_up_files():
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for pattern in ["/tmp/steam*", "/tmp/dbus*", "/tmp/pressure*", "/tmp/tigervnc*", "/tmp/dumps*", "/dev/shm/u100*"]:
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for path in glob.glob(pattern):
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subprocess.run(["rm", "-rf", path], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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#users should only have permissions to delete their own files probably
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#clean up the game cache as it otherwise just keeps growing in gigabyte size
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subprocess.run(["rm", "-rf", f"/home/{whoami}/.steam/steam/steamapps/common/Counter-Strike Source/cstrike/cache"], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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def check_if_bz2_downloading():
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#users should only have permissions to delete their own files probably
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#check if any bz2 files left over.
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for f in glob.glob(f"/home/{whoami}/.steam/steam/steamapps/common/Counter-Strike Source/cstrike/download/**/*.bz2", recursive=True):
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file_size = None
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@ -77,8 +67,14 @@ def clean_up_files():
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break
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file_size = cur_file_size
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#clean up the game cache as it otherwise just keeps growing in gigabyte size
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subprocess.run(["rm", "-rf", f"/home/{whoami}/.steam/steam/steamapps/common/Counter-Strike Source/cstrike/cache"], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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def delete_bsp_files():
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#quite a more radical approach to just always delete all maps, well the download should be quick and the remaining bots have the bsp in memory...
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#the bots would have struggle connecting sometimes due to bsp files that were already downloaded before hand (maybe corrupted?)
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for f in glob.glob(f"/home/{whoami}/.steam/debian-installation/steamapps/common/Counter-Strike Source/cstrike/download/maps/*"):
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#ai slop IF statement for checking if file modified less than 10 minutes ago.
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if time.time() - os.path.getmtime(f) < 600:
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continue
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subprocess.run(["rm", "-rf", f], stdout=subprocess.PIPE)
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def exit_handler():
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print('reached exithandler')
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@ -87,90 +83,11 @@ def exit_handler():
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kill_owned_process("pidof xterm")
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clean_up_files()
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check_if_bz2_downloading()
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delete_bsp_files()
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subprocess.getoutput(f"pkill -9 -u {whoami}")
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def bot_process_movement(input_line):
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try:
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dist_target = input_line[input_line.index("dist_target:") + len("dist_target:"):input_line.index("enemy_distance")]
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enemy_distance = input_line[input_line.index("enemy_distance:") + len("enemy_distance:"):input_line.index("targeteam:")]
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targeteam = input_line[input_line.index("targeteam:") + len("targeteam:"):input_line.index("state:")]
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state = input_line[input_line.index("state:") + len("state:"):]
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state = int(state.strip())
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dist_target = float(dist_target)
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enemy_distance = float(enemy_distance)
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targeteam = int(targeteam)
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except (ValueError, IndexError):
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# Ignore malformed movement packets instead of crashing the main loop.
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return
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global last_forward_time
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strInput = "cl_minmodels 1; wait 2; "
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if targeteam == 3:
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strInput = "cl_minmodels 1; wait 2; "
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def forward_burst(wait_ticks):
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return f"+forward; wait {wait_ticks}; -forward; "
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is_aggressive_state = state >= 3 or state == 1 or state == 8
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far_from_team = dist_target > team_follow_distance
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enemy_close = enemy_distance <= enemy_chase_distance
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enemy_very_close = enemy_distance <= infect_chase_distance
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very_close_to_team = dist_target < (team_follow_distance * 0.35)
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momentum_active = time.time() - last_forward_time < momentum_hold_seconds
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# Decide one primary forward burst to avoid conflicting movement bursts in a single packet.
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forward_ticks = 0
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if far_from_team:
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# Strong regroup push when separated from teammates.
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forward_ticks = random.randint(min_forward_wait, max_forward_wait + 2)
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elif enemy_close:
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# Controlled chase pressure when enemy is in range.
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forward_ticks = random.randint(min_forward_wait - 1, max_forward_wait - 1)
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elif is_aggressive_state or momentum_active:
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# Keep motion alive without overcommitting.
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forward_ticks = 2
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# Prevent overshooting teammates when no nearby threat.
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if very_close_to_team and not enemy_close:
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forward_ticks = min(forward_ticks, 2)
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if forward_ticks > 0:
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strInput += forward_burst(forward_ticks)
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last_forward_time = time.time()
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else:
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strInput += "wait 2;"
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if enemy_very_close:
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# Close-range commit with a short firing hold.
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strInput += "+attack; wait 16; -attack; wait 4; "
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if dist_target <= team_follow_distance and not enemy_very_close:
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# Lighter, steadier strafes while maintaining formation.
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strafe_pulses = 1 if very_close_to_team else 2
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strInput = strinput_append(strInput, strafe_pulses)
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if enemy_distance <= shoot_distance:
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for _ in range(shoot_burst_cycles):
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strInput += "+attack; wait 12; -attack; wait 4; "
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#print('strInput final:', strInput)
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writeCfgInput(strInput)
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def strinput_append(strInput, nth):
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if nth <= 0:
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return strInput
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direction_left = random.choice([True, False])
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for _ in range(nth):
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# Keep direction for a pulse to reduce jitter, occasionally switch.
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if direction_left:
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strInput += f" +moveleft; wait {random.randint(10, 16)}; -moveleft; "
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else:
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strInput += f" +moveright; wait {random.randint(10, 16)}; -moveright; "
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if random.random() < 0.30:
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direction_left = not direction_left
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return strInput
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def kill_user_owned_pid(pid):
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#print('pid: ', pid, ' killed')
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pid = int(pid.strip())
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@ -226,97 +143,12 @@ def cpulimit_pid_of_game():
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#cmd = f"cpulimit --pid={pid} --limit=55 --background > /dev/null 2>&1"
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subprocess.Popen(cmd, shell=True, stdout=subprocess.PIPE).communicate()[0]
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def my_file_created_function(event_path):
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#print(f"New file created: {event_path}")
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if event_path.startswith("/tmp/source_engine") and event_path.endswith(".lock"):
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subprocess.run(["rm", "-rf", event_path], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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return
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if not event_path.lower().endswith(".bsp.bz2"):
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return
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global block_connection
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block_connection = True
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overwrite_file_access() #set chmod once for the bsp bz2 file.
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file_size = None
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while True:
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if not os.path.exists(event_path):
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print(f'finished the bz2 file {event_path}')
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break
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owner = pwd.getpwuid(os.stat(event_path).st_uid).pw_name
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if whoami == owner: # we are the user that owns the file on disk
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cur_file_size = os.path.getsize(event_path)
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if file_size == cur_file_size:
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print(f"Deleting {event_path} due to being stuck on download.")
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subprocess.run(["rm", "-rf", event_path], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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continue
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file_size = cur_file_size
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else:
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writeCfgInput("disconnect;")
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time.sleep(10)
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overwrite_file_access() #set chmod for the actual bsp file
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global the_undesired_crash_counter
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the_undesired_crash_counter = 0
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block_connection = False
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class NewFileHandler(FileSystemEventHandler):
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def on_created(self, event):
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my_file_created_function(event.src_path)
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def handle_temp_files():
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#mostly its just downloading maps that we will be doing
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root_dir = f"/tmp"
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event_handler = NewFileHandler()
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observer = Observer()
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# Schedule the observer to watch the root directory and its subdirectories recursively
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observer.schedule(event_handler, root_dir, recursive=True)
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observer.start()
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return observer
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def handle_bz2_files():
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#mostly its just downloading maps that we will be doing
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root_dir = f"/home/{whoami}/.steam/debian-installation/steamapps/common/Counter-Strike Source/cstrike/download"
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event_handler = NewFileHandler()
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observer = Observer()
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# Schedule the observer to watch the root directory and its subdirectories recursively
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observer.schedule(event_handler, root_dir, recursive=True)
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observer.start()
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return observer
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def bot_process_surf(input_line):
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# Placeholder to avoid crashes until surfing behavior is implemented.
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return
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if __name__ == '__main__':
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atexit.register(exit_handler)
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local_port = data_ports['udp_port']
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external_port_messages = data_ports['chat_external_port']
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buffer_size = 4096 #potentially not large enough?
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clean_up_files()
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observer = handle_bz2_files()
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observer1 = handle_temp_files()
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maps_folder_size = subprocess.Popen(["du", "-sh", f"/home/{whoami}/.steam/debian-installation/steamapps/common/Counter-Strike Source/cstrike/download/maps"], stdout=subprocess.PIPE).communicate()[0].decode().split("\t")[0]
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#deleting when maps folder larger than some GB
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if maps_folder_size.endswith("G"):
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maps_folder_size = float(maps_folder_size[:-1])
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if maps_folder_size > 40.0:
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for f in glob.glob(f"/home/{whoami}/.steam/debian-installation/steamapps/common/Counter-Strike Source/cstrike/download/maps/*"):
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subprocess.run(["rm", "-rf", f], stdout=subprocess.PIPE)
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restart_sdl_and_steam()
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is_bot_connected_to_ze2 = False
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print('preparing to launch game....')
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sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
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sock.bind(("", local_port))
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sock.settimeout(5.0)
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messager_name = ""
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time.sleep(3)
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for source_engine_lock in glob.glob("/tmp/source_engine_*"):
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subprocess.run(["rm", "-rf", source_engine_lock], stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
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overwrite_file_access()
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def launch_game():
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#give the game some time to launch
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fail_safe = 5
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while return_user_owned_pid("pidof cstrike_linux64") is None:
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@ -329,6 +161,28 @@ if __name__ == '__main__':
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time.sleep(10)
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cpulimit_pid_of_game()
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if __name__ == '__main__':
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atexit.register(exit_handler)
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local_port = data_ports['udp_port']
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external_port_messages = data_ports['chat_external_port']
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buffer_size = 4096 #potentially not large enough?
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clean_up_files()
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check_if_bz2_downloading()
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delete_bsp_files()
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restart_sdl_and_steam()
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is_bot_connected_to_ze2 = False
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print('preparing to launch game....')
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sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
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sock.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
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sock.bind(("", local_port))
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sock.settimeout(5.0)
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messager_name = ""
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failed_connect_count = 0
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launch_game()
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try:
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while True:
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try:
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@ -353,52 +207,37 @@ if __name__ == '__main__':
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writeCfgInput(response_msg)
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if ip != data_ports['ovh_ip']:
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continue
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elif data == "rtv":
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response_msg = "say rtv"
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writeCfgInput(response_msg)
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elif data == "bot kicked server full":
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print('bot kicked server full: ', datetime.datetime.now().time())
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elif "autismo connected to ze" == data:
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print('Bot connected to ze!')
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is_bot_connected_to_ze2 = False
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the_undesired_crash_counter = 0
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failed_connect_count = 0
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elif "not connected to ze2" == data:
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is_bot_connected_to_ze2 = False
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elif "autismo connected to ze2" == data:
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print('Bot connected to ze2!')
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the_undesired_crash_counter = 0
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is_bot_connected_to_ze2 = True
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failed_connect_count = 0
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elif "connect to ze" == data or ("connect to ze2" == data and not is_bot_connected_to_ze2):
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if datetime.datetime.now() >= restart_time or return_user_owned_pid("pidof cstrike_linux64") is None or the_undesired_crash_counter >= 5:
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#it already finished downloading the contnet, it just cant connect. probably stuck. shitty solution welp
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if datetime.datetime.now() >= restart_time or return_user_owned_pid("pidof cstrike_linux64") is None:
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kill_owned_process("pidof cstrike_linux64")
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sock.close()
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close_observer(observer)
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close_observer(observer1)
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print('exiting after running the game for several hours or game being stuck on map change.')
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print('exiting after running for several hours.')
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sys.exit(1)
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print('data: ', data)
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overwrite_file_access()
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bot_connect(data)
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failed_connect_count += 1
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if failed_connect_count >= 2:
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kill_owned_process("pidof cstrike_linux64")
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sock.close()
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print('exiting after running for several hours.')
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sys.exit(1)
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elif not block_connection: #need this check to prevent connection spam during content downloading.
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print('data: ', data, ' the_undesired_crash_counter: ', the_undesired_crash_counter)
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the_undesired_crash_counter += 1
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bot_connect(data)
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elif "clientmessage:" in data:
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messager_name = data.split("clientmessage:", 1)[1].split(f" {data_ports['magic_secret']}")[0]
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databyte_send_message = messager_name + data.split(f"{data_ports['magic_secret']}")[1]
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sock.sendto(databyte_send_message.encode(), (data_ports["discord_bot_ip"], external_port_messages))
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#print('databyte_send_message: ', databyte_send_message)
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elif data.startswith("dist_target:"):
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bot_process_movement(data)
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elif data.startswith("surfing:"):
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bot_process_surf(data)
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elif data.startswith("hull info:"):
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hull_info = data[data.index("hull info:") + len("hull info:"):]
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strInput = ""
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if hull_info == "jump":
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strInput += "+jump; wait 5; -jump; +duck; wait 50; -duck; wait 5; "
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elif hull_info == "crouch":
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strInput += "+duck; wait 50; -duck; wait 5; "
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writeCfgInput(strInput)
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finally:
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sock.close()
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close_observer(observer)
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close_observer(observer1)
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@ -29,8 +29,6 @@ int g_WriteHead[MAXPLAYERS+1]; // where were writing next
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int g_FrameCount[MAXPLAYERS+1]; // total frames captured
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int g_DelayTicks = 128; // delay
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int ports[7] = {48470, 48471, 48472, 48473, 48474, 48479, 48480}; //last three indexes are ports its sending udp from in plugin
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int server_ports[2] = {27015, 27035}; //server ports: ze, ze2
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@ -66,7 +64,7 @@ public void OnPluginStart()
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connect_socket();
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chat_cooldown = false;
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g_hTimer_bot_connect = CreateTimer(90.0, bot_check_connect, _, TIMER_REPEAT);
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g_hTimer_bot_connect = CreateTimer(60.0, bot_check_connect, _, TIMER_REPEAT);
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g_hTimer_pressing = CreateTimer(2.0, check_team, _, TIMER_REPEAT);
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target_client[1] = -1;
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@ -95,6 +93,30 @@ public void OnPluginEnd()
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}
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}
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public void OnMapEnd()
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{
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int autism_bot_counter = 0;
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for (int i = 1; i <= MaxClients; i++)
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{
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if (IsValidClient(i) && specific_bot_player[i] != -1)
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{
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autism_bot_counter++;
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}
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}
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for (int i = 1; i <= MaxClients; i++)
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{
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if (autism_bot_counter <= 1)
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{
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break;
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}
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if (IsValidClient(i) && specific_bot_player[i] != -1)
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{
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KickClient(i);
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autism_bot_counter--;
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}
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}
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}
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public void OnPlayerRunCmdPost(int client, int buttons, int impulse, const float vel[3], const float angles[3], int weapon, int subtype, int cmdnum, int tickcount, int seed, const int mouse[2])
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{
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if (!IsValidClient(client) || IsFakeClient(client))
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Reference in New Issue
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