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 *);
12 void CPlayerManager::OnSourceModAllInitialized()
14 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientConnect, serverClients, this, &CPlayerManager::OnClientConnect, false);
15 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, serverClients, this, &CPlayerManager::OnClientPutInServer, true);
16 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect, false);
17 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect_Post, true);
18 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientCommand, serverClients, this, &CPlayerManager::OnClientCommand, false);
19 SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, serverClients, this, &CPlayerManager::OnClientSettingsChanged, true);
21 /* Register OnClientConnect */
22 ParamType p1[] = {Param_Cell, Param_String, Param_Cell};
23 m_clconnect = g_Forwards.CreateForward("OnClientConnect", ET_Event, 3, p1);
25 /* Register OnClientPutInServer */
26 ParamType p2[] = {Param_Cell};
27 m_clputinserver = g_Forwards.CreateForward("OnClientPutInServer", ET_Ignore, 1, p2);
29 /* Register OnClientDisconnect */
30 m_cldisconnect = g_Forwards.CreateForward("OnClientDisconnect", ET_Ignore, 1, p2);
32 /* Register OnClientDisconnect_Post */
33 m_cldisconnect_post = g_Forwards.CreateForward("OnClientDisconnect_Post", ET_Ignore, 1, p2);
35 /* Register OnClientCommand */
36 m_clcommand = g_Forwards.CreateForward("OnClientCommand", ET_Hook, 1, p2);
38 /* Register OnClientSettingsChanged */
39 m_clinfochanged = g_Forwards.CreateForward("OnClientSettingsChanged", ET_Ignore, 1, p2);
41 /* Register OnClientAuthorized */
44 /* Initialize all players */
45 m_maxClients = g_SMAPI->pGlobals()->maxClients;
47 m_Players = new CPlayer[m_maxClients];
50 void CPlayerManager::OnSourceModShutdown()
52 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientConnect, serverClients, this, &CPlayerManager::OnClientConnect, false);
53 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, serverClients, this, &CPlayerManager::OnClientPutInServer, true);
54 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect, false);
55 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, serverClients, this, &CPlayerManager::OnClientDisconnect_Post, true);
56 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientCommand, serverClients, this, &CPlayerManager::OnClientCommand, false);
57 SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, serverClients, this, &CPlayerManager::OnClientSettingsChanged, true);
59 /* Release forwards */
60 g_Forwards.ReleaseForward(m_clconnect);
61 g_Forwards.ReleaseForward(m_clputinserver);
62 g_Forwards.ReleaseForward(m_cldisconnect);
63 g_Forwards.ReleaseForward(m_cldisconnect_post);
64 g_Forwards.ReleaseForward(m_clcommand);
65 g_Forwards.ReleaseForward(m_clinfochanged);
70 bool CPlayerManager::OnClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen)
73 int client = engine->IndexOfEdict(pEntity);
75 m_Players[client].Initialize(pszName, pszAddress, pEntity);
76 m_clconnect->PushCell(client);
77 m_clconnect->PushStringEx(reject, maxrejectlen, SM_PARAM_STRING_UTF8, SM_PARAM_COPYBACK);
78 m_clconnect->PushCell(maxrejectlen);
79 m_clconnect->Execute(&res, NULL);
81 return (res) ? true : false;
84 void CPlayerManager::OnClientPutInServer(edict_t *pEntity, const char *playername)
87 int client = engine->IndexOfEdict(pEntity);
89 m_Players[client].Connect();
91 m_clputinserver->PushCell(client);
92 m_clputinserver->Execute(&res, NULL);
95 void CPlayerManager::OnClientAuthorized()
100 void CPlayerManager::OnClientDisconnect(edict_t *pEntity)
103 int client = engine->IndexOfEdict(pEntity);
105 if (m_Players[client].IsPlayerConnected())
107 m_cldisconnect->PushCell(client);
108 m_cldisconnect->Execute(&res, NULL);
110 if (m_Players[client].IsPlayerInGame())
114 m_Players[client].Disconnect();
117 void CPlayerManager::OnClientDisconnect_Post(edict_t *pEntity)
121 m_cldisconnect_post->PushCell(engine->IndexOfEdict(pEntity));
122 m_cldisconnect_post->Execute(&res, NULL);
125 void CPlayerManager::OnClientCommand(edict_t *pEntity)
129 m_clcommand->PushCell(engine->IndexOfEdict(pEntity));
130 m_clcommand->Execute(&res, NULL);
132 //:TODO: res should be evaluated here for something, DOCUMENT this in the INC FILE!
135 void CPlayerManager::OnClientSettingsChanged(edict_t *pEntity)
138 int client = engine->IndexOfEdict(pEntity);
140 m_clinfochanged->PushCell(engine->IndexOfEdict(pEntity));
141 m_clinfochanged->Execute(&res, NULL);
142 if (m_Players[client].IsPlayerInGame())
144 m_Players[client].SetName(engine->GetClientConVarValue(client, "name"));