Optionally allow observers to rejoin a game when they weren't here during the game setup.

Patch by elexis, fixes #3242.

This was SVN commit r16945.
This commit is contained in:
Itms
2015-08-28 20:20:10 +00:00
parent 8e70140ec2
commit e56dddbefb
6 changed files with 73 additions and 18 deletions
+26 -12
View File
@@ -789,26 +789,40 @@ bool CNetServerWorker::OnAuthenticate(void* context, CFsmEvent* event)
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
CAuthenticateMessage* message = (CAuthenticateMessage*)event->GetParamRef();
// Prohibit joins while the game is loading
if (server.m_State == SERVER_STATE_LOADING)
{
LOGMESSAGE("Refused connection while the game is loading");
session->Disconnect(NDR_SERVER_LOADING);
return true;
}
CAuthenticateMessage* message = (CAuthenticateMessage*)event->GetParamRef();
CStrW username = server.DeduplicatePlayerName(SanitisePlayerName(message->m_Name));
bool isRejoining = false;
// Optionally allow observers to join after the game has started
bool observerLateJoin = false;
ScriptInterface& scriptInterface = server.GetScriptInterface();
JSContext* cx = scriptInterface.GetContext();
JSAutoRequest rq(cx);
JS::RootedValue settings(cx);
scriptInterface.GetProperty(server.m_GameAttributes.get(), "settings", &settings);
if (scriptInterface.HasProperty(settings, "ObserverLateJoin"))
scriptInterface.GetProperty(settings, "ObserverLateJoin", observerLateJoin);
// If the game has already started, only allow rejoins
bool isRejoining = false;
if (server.m_State != SERVER_STATE_PREGAME)
{
// isRejoining = true; // uncomment this to test rejoining even if the player wasn't connected previously
// Search for an old disconnected player of the same name
// (TODO: if GUIDs were stable, we should use them instead)
for (PlayerAssignmentMap::iterator it = server.m_PlayerAssignments.begin(); it != server.m_PlayerAssignments.end(); ++it)
{
if (!it->second.m_Enabled && it->second.m_Name == username)
{
isRejoining = true;
break;
}
}
isRejoining =
observerLateJoin ||
std::find_if(
server.m_PlayerAssignments.begin(), server.m_PlayerAssignments.end(),
[&username] (const std::pair<CStr, PlayerAssignment>& pair)
{ return pair.second.m_Enabled && pair.second.m_Name == username; })
!= server.m_PlayerAssignments.end();
// Players who weren't already in the game are not allowed to join now that it's started
if (!isRejoining)