Update player->quittime while a server is idling

This commit is contained in:
Zwip-Zwap Zapony 2023-12-14 21:42:43 +01:00
parent 99d0310433
commit 54ba225164
2 changed files with 34 additions and 15 deletions

View file

@ -116,6 +116,8 @@ consvar_t cv_playbackspeed = CVAR_INIT ("playbackspeed", "1", 0, playbackspeed_c
consvar_t cv_idletime = CVAR_INIT ("idletime", "0", CV_SAVE, CV_Unsigned, NULL);
consvar_t cv_dedicatedidletime = CVAR_INIT ("dedicatedidletime", "10", CV_SAVE, CV_Unsigned, NULL);
static INT32 D_NumNodes(boolean skiphost);
void ResetNode(INT32 node)
{
memset(&netnodes[node], 0, sizeof(*netnodes));
@ -1275,6 +1277,7 @@ static void UpdatePingTable(void)
}
}
// Handle idle and disconnected player timers
static void IdleUpdate(void)
{
INT32 i;
@ -1297,7 +1300,26 @@ static void IdleUpdate(void)
}
}
else
{
players[i].lastinputtime = 0;
if (players[i].quittime && playeringame[i])
{
players[i].quittime++;
if (players[i].quittime == 30 * TICRATE && G_TagGametype())
P_CheckSurvivors();
if (server && players[i].quittime >= (tic_t)FixedMul(cv_rejointimeout.value, 60 * TICRATE)
&& !(players[i].quittime % TICRATE))
{
if (D_NumNodes(true) > 0)
SendKick(i, KICK_MSG_PLAYER_QUIT);
else // If the server is empty, don't send a NetXCmd - that would wake an idling dedicated server
CL_RemovePlayer(i, KICK_MSG_PLAYER_QUIT);
}
}
}
}
}
@ -1631,6 +1653,17 @@ INT32 D_NumBots(void)
return num;
}
// Returns the number of currently-connected nodes in a netgame
// Not necessarily equivalent to D_NumPlayers() minus D_NumBots()
static INT32 D_NumNodes(boolean skiphost)
{
INT32 num = 0, ix;
for (ix = skiphost ? 1 : 0; ix < MAXNETNODES; ix++)
if (netnodes[ix].ingame)
num++;
return num;
}
//
// Consistancy

View file

@ -690,25 +690,11 @@ void P_Ticker(boolean run)
{
INT32 i;
// Increment jointime and quittime even if paused
// Increment jointime even if paused
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
{
players[i].jointime++;
if (players[i].quittime)
{
players[i].quittime++;
if (players[i].quittime == 30 * TICRATE && G_TagGametype())
P_CheckSurvivors();
if (server && players[i].quittime >= (tic_t)FixedMul(cv_rejointimeout.value, 60 * TICRATE)
&& !(players[i].quittime % TICRATE))
SendKick(i, KICK_MSG_PLAYER_QUIT);
}
}
if (objectplacing)
{
if (OP_FreezeObjectplace())