/** * =============================================================== * SourceMod (C)2004-2007 AlliedModders LLC. All rights reserved. * =============================================================== * * This file is not open source and may not be copied without explicit * written permission of AlliedModders LLC. This file may not be redistributed * in whole or significant part. * For information, see LICENSE.txt or http://www.sourcemod.net/license.php * * Version: $Id$ */ #include "CPlayerManager.h" #include "ForwardSys.h" CPlayerManager g_PlayerManager; SH_DECL_HOOK5(IServerGameClients, ClientConnect, SH_NOATTRIB, 0, bool, edict_t *, const char *, const char *, char *, int); SH_DECL_HOOK2_void(IServerGameClients, ClientPutInServer, SH_NOATTRIB, 0, edict_t *, const char *); SH_DECL_HOOK1_void(IServerGameClients, ClientDisconnect, SH_NOATTRIB, 0, edict_t *); SH_DECL_HOOK1_void(IServerGameClients, ClientCommand, SH_NOATTRIB, 0, edict_t *); SH_DECL_HOOK1_void(IServerGameClients, ClientSettingsChanged, SH_NOATTRIB, 0, edict_t *); SH_DECL_HOOK3_void(IServerGameDLL, ServerActivate, SH_NOATTRIB, 0, edict_t *, int, int); void CPlayerManager::OnSourceModAllInitialized() { SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientConnect, serverClients, this, &CPlayerManager::OnClientConnect, false); SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, serverClients, this, &CPlayerManager::OnClientPutInServer, true); SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect, false); SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect_Post, true); SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientCommand, serverClients, this, &CPlayerManager::OnClientCommand, false); SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, serverClients, this, &CPlayerManager::OnClientSettingsChanged, true); SH_ADD_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, gamedll, this, &CPlayerManager::OnServerActivate, true); /* Register OnClientConnect */ ParamType p1[] = {Param_Cell, Param_String, Param_Cell}; m_clconnect = g_Forwards.CreateForward("OnClientConnect", ET_Event, 3, p1); /* Register OnClientPutInServer */ ParamType p2[] = {Param_Cell}; m_clputinserver = g_Forwards.CreateForward("OnClientPutInServer", ET_Ignore, 1, p2); /* Register OnClientDisconnect */ m_cldisconnect = g_Forwards.CreateForward("OnClientDisconnect", ET_Ignore, 1, p2); /* Register OnClientDisconnect_Post */ m_cldisconnect_post = g_Forwards.CreateForward("OnClientDisconnect_Post", ET_Ignore, 1, p2); /* Register OnClientCommand */ m_clcommand = g_Forwards.CreateForward("OnClientCommand", ET_Hook, 1, p2); /* Register OnClientSettingsChanged */ m_clinfochanged = g_Forwards.CreateForward("OnClientSettingsChanged", ET_Ignore, 1, p2); /* Register OnClientAuthorized */ //:TODO: } void CPlayerManager::OnSourceModShutdown() { SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientConnect, serverClients, this, &CPlayerManager::OnClientConnect, false); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, serverClients, this, &CPlayerManager::OnClientPutInServer, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect, false); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect_Post, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientCommand, serverClients, this, &CPlayerManager::OnClientCommand, false); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, serverClients, this, &CPlayerManager::OnClientSettingsChanged, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, gamedll, this, &CPlayerManager::OnServerActivate, true); /* Release forwards */ g_Forwards.ReleaseForward(m_clconnect); g_Forwards.ReleaseForward(m_clputinserver); g_Forwards.ReleaseForward(m_cldisconnect); g_Forwards.ReleaseForward(m_cldisconnect_post); g_Forwards.ReleaseForward(m_clcommand); g_Forwards.ReleaseForward(m_clinfochanged); delete [] m_Players; } void CPlayerManager::OnServerActivate(edict_t *pEdictList, int edictCount, int clientMax) { if (m_FirstPass) { /* Initialize all players */ m_maxClients = clientMax; m_PlayerCount = 0; m_Players = new CPlayer[m_maxClients + 1]; m_FirstPass = false; } } bool CPlayerManager::OnClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen) { cell_t res = 1; int client = engine->IndexOfEdict(pEntity); m_Players[client].Initialize(pszName, pszAddress, pEntity); m_clconnect->PushCell(client); m_clconnect->PushStringEx(reject, maxrejectlen, SM_PARAM_STRING_UTF8, SM_PARAM_COPYBACK); m_clconnect->PushCell(maxrejectlen); m_clconnect->Execute(&res, NULL); return (res) ? true : false; } void CPlayerManager::OnClientPutInServer(edict_t *pEntity, const char *playername) { cell_t res; int client = engine->IndexOfEdict(pEntity); m_Players[client].Connect(); m_PlayerCount++; m_clputinserver->PushCell(client); m_clputinserver->Execute(&res, NULL); } void CPlayerManager::OnClientAuthorized() { //:TODO: } void CPlayerManager::OnClientDisconnect(edict_t *pEntity) { cell_t res; int client = engine->IndexOfEdict(pEntity); if (m_Players[client].IsPlayerConnected()) { m_cldisconnect->PushCell(client); m_cldisconnect->Execute(&res, NULL); } if (m_Players[client].IsPlayerInGame()) { m_PlayerCount--; } m_Players[client].Disconnect(); } void CPlayerManager::OnClientDisconnect_Post(edict_t *pEntity) { cell_t res; m_cldisconnect_post->PushCell(engine->IndexOfEdict(pEntity)); m_cldisconnect_post->Execute(&res, NULL); } void CPlayerManager::OnClientCommand(edict_t *pEntity) { cell_t res; m_clcommand->PushCell(engine->IndexOfEdict(pEntity)); m_clcommand->Execute(&res, NULL); //:TODO: res should be evaluated here for something, DOCUMENT this in the INC FILE! } void CPlayerManager::OnClientSettingsChanged(edict_t *pEntity) { cell_t res; int client = engine->IndexOfEdict(pEntity); m_clinfochanged->PushCell(engine->IndexOfEdict(pEntity)); m_clinfochanged->Execute(&res, NULL); if (m_Players[client].IsPlayerInGame()) { m_Players[client].SetName(engine->GetClientConVarValue(client, "name")); } }