fix a ApplyPhysicsAtRespawn bug and clear if not applied after 10s

This commit is contained in:
Beu 2021-12-17 13:11:44 +01:00
parent 862a720eee
commit 1b6ad5014c
1 changed files with 27 additions and 9 deletions

View File

@ -23,6 +23,11 @@
Boolean SlowMotion;
}
#Struct K_RespawnStatus {
Boolean ResetBeforeAppling;
Integer RespawnTime;
}
***Match_StartServer***
***
Race::SetupRecord(
@ -55,7 +60,7 @@ declare K_PlayerPhysics AllPlayersPhysics = InitPlayerPhysicsVariable();
declare Text Last_AdminPlayers;
declare Text Last_LinksSpectatorsToPlayers;
declare Text[][Text] Array_LinksSpectatorsToPlayers ;
declare Boolean[CSmPlayer] ApplyPhysicsAtRespawn_Queue; // [CSmPlayer => ResetBeforeAppling]
declare K_RespawnStatus[Text] ApplyPhysicsAtRespawn_Queue;
declare netwrite Text Net_ScriptEnvironment for Teams[0] = S_ScriptEnvironment;
declare netwrite Boolean Net_ServerForcePlayersToBeControledBySpectators for Teams[0] = S_ForcePlayersToBeControledBySpectators;
@ -137,20 +142,34 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
foreach (Event in RacePendingEvents) {
Log::Log("[RacePendingEvents] Event.Type: " ^ Event.Type);
if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || Event.Type == Events::C_Type_SkipOutro) {
ApplyPhysicsAtRespawn_Queue[Event.Player] = False;
ApplyPhysicsAtRespawn_Queue[Event.Player.User.WebServicesUserId] = K_RespawnStatus {
ResetBeforeAppling = False,
RespawnTime = Now
} ;
} else if (Event.Type == Events::C_Type_Respawn) {
declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
ApplyPhysicsAtRespawn_Queue[Event.Player] = True;
ApplyPhysicsAtRespawn_Queue[Event.Player.User.WebServicesUserId] = K_RespawnStatus {
ResetBeforeAppling = True,
RespawnTime = Now
} ;
}
}
if (Now % 100 == 0 && ApplyPhysicsAtRespawn_Queue.count > 0) {
foreach (Player => HaveToReset in ApplyPhysicsAtRespawn_Queue) {
Log::Log("[ApplyPhysicsAtRespawn] Player: " ^ Player.User.Name ^ " / Player.SpawnStatus: " ^ Player.SpawnStatus);
if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
if (HaveToReset) SetPhysicsChange("Reset", "", Player);
foreach (AccountId => RespawnStatus in ApplyPhysicsAtRespawn_Queue) {
declare CSmPlayer Player = ModeUtils::GetPlayerFromAccountId(AccountId);
if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
Log::Log("[ApplyPhysicsAtRespawn] Player: " ^ Player.User.Name);
if (RespawnStatus.ResetBeforeAppling) SetPhysicsChange("Reset", "", Player);
ApplyPhysicsAtRespawn(Player);
ApplyPhysicsAtRespawn_Queue.removekey(Player);
ApplyPhysicsAtRespawn_Queue.removekey(AccountId);
} else if (RespawnStatus.RespawnTime > Now || RespawnStatus.RespawnTime + 10000 < Now ) { // Clear ApplyPhysicsAtRespawn_Queue array if player is DC
Log::Log("[ApplyPhysicsAtRespawn] Clear from array after 10s: " ^ AccountId);
if (Player != Null) {
declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
Net_PlayerPhysics = InitPlayerPhysicsVariable();
}
ApplyPhysicsAtRespawn_Queue.removekey(AccountId);
}
}
}
@ -323,7 +342,6 @@ Void ApplyPhysicsAtRespawn(CSmPlayer _Player) {
if (DefaultPlayerPhysics.NoEngine != Net_PlayerPhysics.NoEngine) SetPhysicsChange("NoEngine", "1", _Player);
if (DefaultPlayerPhysics.NoSteer != Net_PlayerPhysics.NoSteer) SetPhysicsChange("NoSteer", "1", _Player);
if (DefaultPlayerPhysics.SlowMotion != Net_PlayerPhysics.SlowMotion) SetPhysicsChange("SlowMotion", "1", _Player);
log("[ApplyPhysicsAtRespawn] Now After SetPhysics: " ^ Now);
}
Void SetML() {