1 #include "CPlayerManager.h"
2 #include "ForwardSys.h"
4 CPlayerManager g_PlayerManager;
6 SH_DECL_HOOK5(IServerGameClients, ClientConnect, SH_NOATTRIB, 0, bool, edict_t *, const char *, const char *, char *, int);
7 SH_DECL_HOOK2_void(IServerGameClients, ClientPutInServer, SH_NOATTRIB, 0, edict_t *, const char *);
8 SH_DECL_HOOK1_void(IServerGameClients, ClientDisconnect, SH_NOATTRIB, 0, edict_t *);
9 SH_DECL_HOOK1_void(IServerGameClients, ClientCommand, SH_NOATTRIB, 0, edict_t *);
10 SH_DECL_HOOK1_void(IServerGameClients, ClientSettingsChanged, SH_NOATTRIB, 0, edict_t *);
11 SH_DECL_HOOK3_void(IServerGameDLL, ServerActivate, SH_NOATTRIB, 0, edict_t *, int, int);
13 void CPlayerManager::OnSourceModAllInitialized()
15 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientConnect, serverClients, this, &CPlayerManager::OnClientConnect, false);
16 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, serverClients, this, &CPlayerManager::OnClientPutInServer, true);
17 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect, false);
18 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect_Post, true);
19 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientCommand, serverClients, this, &CPlayerManager::OnClientCommand, false);
20 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, serverClients, this, &CPlayerManager::OnClientSettingsChanged, true);
21 SH_ADD_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, gamedll, this, &CPlayerManager::OnServerActivate, true);
23 /* Register OnClientConnect */
24 ParamType p1[] = {Param_Cell, Param_String, Param_Cell};
25 m_clconnect = g_Forwards.CreateForward("OnClientConnect", ET_Event, 3, p1);
27 /* Register OnClientPutInServer */
28 ParamType p2[] = {Param_Cell};
29 m_clputinserver = g_Forwards.CreateForward("OnClientPutInServer", ET_Ignore, 1, p2);
31 /* Register OnClientDisconnect */
32 m_cldisconnect = g_Forwards.CreateForward("OnClientDisconnect", ET_Ignore, 1, p2);
34 /* Register OnClientDisconnect_Post */
35 m_cldisconnect_post = g_Forwards.CreateForward("OnClientDisconnect_Post", ET_Ignore, 1, p2);
37 /* Register OnClientCommand */
38 m_clcommand = g_Forwards.CreateForward("OnClientCommand", ET_Hook, 1, p2);
40 /* Register OnClientSettingsChanged */
41 m_clinfochanged = g_Forwards.CreateForward("OnClientSettingsChanged", ET_Ignore, 1, p2);
43 /* Register OnClientAuthorized */
47 void CPlayerManager::OnSourceModShutdown()
49 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientConnect, serverClients, this, &CPlayerManager::OnClientConnect, false);
50 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, serverClients, this, &CPlayerManager::OnClientPutInServer, true);
51 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect, false);
52 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect_Post, true);
53 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientCommand, serverClients, this, &CPlayerManager::OnClientCommand, false);
54 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, serverClients, this, &CPlayerManager::OnClientSettingsChanged, true);
55 SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, gamedll, this, &CPlayerManager::OnServerActivate, true);
57 /* Release forwards */
58 g_Forwards.ReleaseForward(m_clconnect);
59 g_Forwards.ReleaseForward(m_clputinserver);
60 g_Forwards.ReleaseForward(m_cldisconnect);
61 g_Forwards.ReleaseForward(m_cldisconnect_post);
62 g_Forwards.ReleaseForward(m_clcommand);
63 g_Forwards.ReleaseForward(m_clinfochanged);
68 void CPlayerManager::OnServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
72 /* Initialize all players */
73 m_maxClients = clientMax;
75 m_Players = new CPlayer[m_maxClients + 1];
80 bool CPlayerManager::OnClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen)
83 int client = engine->IndexOfEdict(pEntity);
85 m_Players[client].Initialize(pszName, pszAddress, pEntity);
86 m_clconnect->PushCell(client);
87 m_clconnect->PushStringEx(reject, maxrejectlen, SM_PARAM_STRING_UTF8, SM_PARAM_COPYBACK);
88 m_clconnect->PushCell(maxrejectlen);
89 m_clconnect->Execute(&res, NULL);
91 return (res) ? true : false;
94 void CPlayerManager::OnClientPutInServer(edict_t *pEntity, const char *playername)
97 int client = engine->IndexOfEdict(pEntity);
99 m_Players[client].Connect();
101 m_clputinserver->PushCell(client);
102 m_clputinserver->Execute(&res, NULL);
105 void CPlayerManager::OnClientAuthorized()
110 void CPlayerManager::OnClientDisconnect(edict_t *pEntity)
113 int client = engine->IndexOfEdict(pEntity);
115 if (m_Players[client].IsPlayerConnected())
117 m_cldisconnect->PushCell(client);
118 m_cldisconnect->Execute(&res, NULL);
120 if (m_Players[client].IsPlayerInGame())
124 m_Players[client].Disconnect();
127 void CPlayerManager::OnClientDisconnect_Post(edict_t *pEntity)
131 m_cldisconnect_post->PushCell(engine->IndexOfEdict(pEntity));
132 m_cldisconnect_post->Execute(&res, NULL);
135 void CPlayerManager::OnClientCommand(edict_t *pEntity)
139 m_clcommand->PushCell(engine->IndexOfEdict(pEntity));
140 m_clcommand->Execute(&res, NULL);
142 //:TODO: res should be evaluated here for something, DOCUMENT this in the INC FILE!
145 void CPlayerManager::OnClientSettingsChanged(edict_t *pEntity)
148 int client = engine->IndexOfEdict(pEntity);
150 m_clinfochanged->PushCell(engine->IndexOfEdict(pEntity));
151 m_clinfochanged->Execute(&res, NULL);
152 if (m_Players[client].IsPlayerInGame())
154 m_Players[client].SetName(engine->GetClientConVarValue(client, "name"));