Fix effect at respawn that lock the script during 1.5 secs
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428a1708ca
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de3953436d
@ -22,7 +22,6 @@
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Boolean SlowMotion;
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}
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***Match_StartServer***
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***
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UIModules_Record::Reset();
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@ -38,6 +37,7 @@ SetML();
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***
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declare K_PlayerPhysics AllPlayersPhysics = InitPlayerPhysicsVariable();
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declare Text Last_AdminPlayers;
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declare Boolean[CSmPlayer] ApplyPhysicsAtRespawn_Queue; // [CSmPlayer => ResetBeforeAppling]
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declare netwrite Text Net_ScriptEnvironment for Teams[0] = S_ScriptEnvironment;
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declare netwrite Boolean Net_ServerForcePlayersToBeControledBySpectators for Teams[0] = S_ForcePlayersToBeControledBySpectators;
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@ -61,22 +61,21 @@ foreach (Event in PendingEvents) {
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// Manage Custom UI Events
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foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
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Log::Log("[UIManager] Event.Type: " ^ Event.Type);
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Log::Log("[UIManager] Event.CustomEventType: " ^ Event.CustomEventType);
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if (TL::StartsWith("Request.PlayerPhysics.", Event.CustomEventType)) {
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declare Text EventName = TL::Split(".", Event.CustomEventType)[2];
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declare Text Target = Event.CustomEventData[0];
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declare Text Value = Event.CustomEventData[1];
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if (Target == "all") {
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AllPlayersPhysics = GetUpdatedPlayerPhysicsVariable(EventName, Value, AllPlayersPhysics);
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foreach (Player in Players) {
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foreach (Player in AllPlayers) {
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SetPhysicsChange(EventName, Value, Player);
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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Net_PlayerPhysics = AllPlayersPhysics;
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}
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} else {
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declare CSmPlayer Player = GetPlayer(Target);
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if (Player != Null && Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned) {
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if (Player != Null && (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning)) {
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SetPhysicsChange(EventName, Value, Player);
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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Net_PlayerPhysics = GetUpdatedPlayerPhysicsVariable(EventName, Value, Net_PlayerPhysics);
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@ -97,7 +96,7 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
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Net_ControledByAdmins = Locked;
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AllPlayersPhysics = InitPlayerPhysicsVariable();
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if (Locked) {
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foreach (Player in Players) {
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foreach (Player in AllPlayers) {
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SetPhysicsChange("Reset", "", Player);
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Player = InitPlayerPhysicsVariable();
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Net_PlayerPhysics = AllPlayersPhysics;
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@ -108,21 +107,29 @@ foreach (Event in UIManager.PendingEvents) { // TODO: Add Secure token to admins
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foreach (Event in RacePendingEvents) {
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Log::Log("[RacePendingEvents] Event.Type: " ^ Event.Type);
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if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || (Event.Type == Events::C_Type_Waypoint && Event.IsEndRace)) {
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
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ApplyPhysicsAtRespawn(Event.Player, Net_PlayerPhysics);
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if (Event.Type == Events::C_Type_StartLine || Event.Type == Events::C_Type_GiveUp || Event.Type == Events::C_Type_SkipOutro) {
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ApplyPhysicsAtRespawn_Queue[Event.Player] = False;
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} else if (Event.Type == Events::C_Type_Respawn) {
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for Event.Player = InitPlayerPhysicsVariable();
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while (Event.Player.SpawnStatus != CSmPlayer::ESpawnStatus::Spawned) MB_Yield();
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SetPhysicsChange("Reset", "", Event.Player);
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ApplyPhysicsAtRespawn(Event.Player, Net_PlayerPhysics);
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ApplyPhysicsAtRespawn_Queue[Event.Player] = True;
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}
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}
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if (Now % 100 == 0 && ApplyPhysicsAtRespawn_Queue.count > 0) {
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foreach (Player => HaveToReset in ApplyPhysicsAtRespawn_Queue) {
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Log::Log("[ApplyPhysicsAtRespawn] Player: " ^ Player.User.Name ^ " / Player.SpawnStatus: " ^ Player.SpawnStatus);
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if (Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
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if (HaveToReset) SetPhysicsChange("Reset", "", Player);
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ApplyPhysicsAtRespawn(Player);
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ApplyPhysicsAtRespawn_Queue.removekey(Player);
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}
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}
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}
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if (Last_AdminPlayers != S_AdminPlayers) {
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Last_AdminPlayers = S_AdminPlayers;
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declare Text[] Admin = TL::Split(",", S_AdminPlayers);
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foreach (Player in Players) {
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foreach (Player in AllPlayers) {
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declare netwrite Boolean Net_PlayerIsAdmin for Player = False;
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Net_PlayerIsAdmin = Admin.exists(Player.User.Login);
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}
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@ -152,7 +159,8 @@ K_PlayerPhysics InitPlayerPhysicsVariable() {
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}
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Boolean SetPhysicsChange(Text _EventName, Text _EventValue, CSmPlayer _Player) {
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if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned) {
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Log::Log("[SetPhysicsChange] _EventName: " ^ _EventName ^" / _EventValue: "^ _EventValue ^ " / _Player: " ^ _Player.User.Name);
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if (_Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned || _Player.SpawnStatus == CSmPlayer::ESpawnStatus::Spawning) {
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while (SetPlayer_DelayedIsFull(_Player)) MB_Yield();
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switch (_EventName) {
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case "AccelCoef": SetPlayer_Delayed_AccelCoef(_Player, TL::ToReal(_EventValue));
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@ -227,25 +235,26 @@ K_PlayerPhysics GetUpdatedPlayerPhysicsVariable(Text _EventName, Text _EventValu
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return NewPlayerPhysics;
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}
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Void ApplyPhysicsAtRespawn(CSmPlayer _Player, K_PlayerPhysics _PlayerPhysics) {
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Void ApplyPhysicsAtRespawn(CSmPlayer _Player) {
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declare K_PlayerPhysics DefaultPlayerPhysics = InitPlayerPhysicsVariable();
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while (_Player.SpawnStatus != CSmPlayer::ESpawnStatus::Spawned) MB_Yield();
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declare netwrite K_PlayerPhysics Net_PlayerPhysics for _Player = InitPlayerPhysicsVariable();
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if (DefaultPlayerPhysics.AccelCoef != _PlayerPhysics.AccelCoef) SetPhysicsChange("AccelCoef", TL::ToText(_PlayerPhysics.AccelCoef), _Player);
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if (DefaultPlayerPhysics.AdherenceCoef != _PlayerPhysics.AdherenceCoef) SetPhysicsChange("AdherenceCoef", TL::ToText(_PlayerPhysics.AdherenceCoef), _Player);
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if (DefaultPlayerPhysics.Boost2Down != _PlayerPhysics.Boost2Down) SetPhysicsChange("Boost2Down", "1", _Player);
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if (DefaultPlayerPhysics.Boost2Up != _PlayerPhysics.Boost2Up) SetPhysicsChange("Boost2Up", "1", _Player);
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if (DefaultPlayerPhysics.BoostDown != _PlayerPhysics.BoostDown) SetPhysicsChange("BoostDown", "1", _Player);
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if (DefaultPlayerPhysics.BoostUp != _PlayerPhysics.BoostUp) SetPhysicsChange("BoostUp", "1", _Player);
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if (DefaultPlayerPhysics.ControlCoef != _PlayerPhysics.ControlCoef) SetPhysicsChange("ControlCoef", TL::ToText(_PlayerPhysics.ControlCoef), _Player);
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if (DefaultPlayerPhysics.Cruise != _PlayerPhysics.Cruise) SetPhysicsChange("Cruise", TL::ToText(_PlayerPhysics.Cruise), _Player);
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if (DefaultPlayerPhysics.ForceEngine != _PlayerPhysics.ForceEngine) SetPhysicsChange("ForceEngine", "1", _Player);
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if (DefaultPlayerPhysics.Fragile != _PlayerPhysics.Fragile) SetPhysicsChange("Fragile", "1", _Player);
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if (DefaultPlayerPhysics.GravityCoef != _PlayerPhysics.GravityCoef) SetPhysicsChange("GravityCoef", TL::ToText(_PlayerPhysics.GravityCoef), _Player);
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if (DefaultPlayerPhysics.NoBrakes != _PlayerPhysics.NoBrakes) SetPhysicsChange("NoBrakes", "1", _Player);
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if (DefaultPlayerPhysics.NoEngine != _PlayerPhysics.NoEngine) SetPhysicsChange("NoEngine", "1", _Player);
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if (DefaultPlayerPhysics.NoSteer != _PlayerPhysics.NoSteer) SetPhysicsChange("NoSteer", "1", _Player);
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if (DefaultPlayerPhysics.SlowMotion != _PlayerPhysics.SlowMotion) SetPhysicsChange("SlowMotion", "1", _Player);
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if (DefaultPlayerPhysics.AccelCoef != Net_PlayerPhysics.AccelCoef) SetPhysicsChange("AccelCoef", TL::ToText(Net_PlayerPhysics.AccelCoef), _Player);
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if (DefaultPlayerPhysics.AdherenceCoef != Net_PlayerPhysics.AdherenceCoef) SetPhysicsChange("AdherenceCoef", TL::ToText(Net_PlayerPhysics.AdherenceCoef), _Player);
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if (DefaultPlayerPhysics.Boost2Down != Net_PlayerPhysics.Boost2Down) SetPhysicsChange("Boost2Down", "1", _Player);
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if (DefaultPlayerPhysics.Boost2Up != Net_PlayerPhysics.Boost2Up) SetPhysicsChange("Boost2Up", "1", _Player);
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if (DefaultPlayerPhysics.BoostDown != Net_PlayerPhysics.BoostDown) SetPhysicsChange("BoostDown", "1", _Player);
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if (DefaultPlayerPhysics.BoostUp != Net_PlayerPhysics.BoostUp) SetPhysicsChange("BoostUp", "1", _Player);
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if (DefaultPlayerPhysics.ControlCoef != Net_PlayerPhysics.ControlCoef) SetPhysicsChange("ControlCoef", TL::ToText(Net_PlayerPhysics.ControlCoef), _Player);
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if (DefaultPlayerPhysics.Cruise != Net_PlayerPhysics.Cruise) SetPhysicsChange("Cruise", TL::ToText(Net_PlayerPhysics.Cruise), _Player);
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if (DefaultPlayerPhysics.ForceEngine != Net_PlayerPhysics.ForceEngine) SetPhysicsChange("ForceEngine", "1", _Player);
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if (DefaultPlayerPhysics.Fragile != Net_PlayerPhysics.Fragile) SetPhysicsChange("Fragile", "1", _Player);
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if (DefaultPlayerPhysics.GravityCoef != Net_PlayerPhysics.GravityCoef) SetPhysicsChange("GravityCoef", TL::ToText(Net_PlayerPhysics.GravityCoef), _Player);
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if (DefaultPlayerPhysics.NoBrakes != Net_PlayerPhysics.NoBrakes) SetPhysicsChange("NoBrakes", "1", _Player);
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if (DefaultPlayerPhysics.NoEngine != Net_PlayerPhysics.NoEngine) SetPhysicsChange("NoEngine", "1", _Player);
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if (DefaultPlayerPhysics.NoSteer != Net_PlayerPhysics.NoSteer) SetPhysicsChange("NoSteer", "1", _Player);
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if (DefaultPlayerPhysics.SlowMotion != Net_PlayerPhysics.SlowMotion) SetPhysicsChange("SlowMotion", "1", _Player);
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log("[ApplyPhysicsAtRespawn] Now After SetPhysics: " ^ Now);
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}
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Void SetML() {
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@ -518,8 +527,7 @@ Void SetML() {
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// Events
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foreach(Event in PendingEvents) {
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DevLog("[PendingEvents] Event.Type: " ^ Event.Type);
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if (Owner != Null /*&& Owner.SpawnStatus == CSmPlayer::ESpawnStatus::Spawned*/) {
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log("[DEBUG] GUIPlayer.SpawnStatus: " ^ GUIPlayer.SpawnStatus ^ " / InputPlayer.SpawnStatus: " ^ InputPlayer.SpawnStatus);
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if (Owner != Null) {
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if (Event.Type == CMlScriptEvent::Type::MouseClick ) {
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if (TL::Find("_EffectButton", Event.ControlId, True, True)) {
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declare Text Effect = TL::Replace(Event.ControlId, "_EffectButton", "");
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