fix a ApplyPhysicsAtRespawn bug and clear if not applied after 10s
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		| @@ -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() { | ||||
|   | ||||
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