Add client_remove() forward and fix a bug with client not internally disconnected (#414)

* Rename client_disconnected to client_disconnecting

* Add client_disconnected as post forward

* Fix client not properly disconnected internally

Introduced in #264.
Edict is reset once SV_DropClient is called, so that second check would be always false.

* Reflect changes on the concerned plugins

* Revert renaming, let's add only client_remove as post forward
This commit is contained in:
Vincent Herbet 2017-02-25 11:50:52 +01:00 committed by GitHub
parent b973d24081
commit 3568fb8747
3 changed files with 43 additions and 13 deletions

View File

@ -136,6 +136,7 @@ int FF_ClientCommand = -1;
int FF_ClientConnect = -1;
int FF_ClientDisconnect = -1;
int FF_ClientDisconnected = -1;
int FF_ClientRemove = -1;
int FF_ClientInfoChanged = -1;
int FF_ClientPutInServer = -1;
int FF_PluginInit = -1;
@ -498,6 +499,7 @@ int C_Spawn(edict_t *pent)
FF_ClientConnect = registerForward("client_connect", ET_IGNORE, FP_CELL, FP_DONE);
FF_ClientDisconnect = registerForward("client_disconnect", ET_IGNORE, FP_CELL, FP_DONE);
FF_ClientDisconnected = registerForward("client_disconnected", ET_IGNORE, FP_CELL, FP_CELL, FP_ARRAY, FP_CELL, FP_DONE);
FF_ClientRemove = registerForward("client_remove", ET_IGNORE, FP_CELL, FP_CELL, FP_STRING, FP_DONE);
FF_ClientInfoChanged = registerForward("client_infochanged", ET_IGNORE, FP_CELL, FP_DONE);
FF_ClientPutInServer = registerForward("client_putinserver", ET_IGNORE, FP_CELL, FP_DONE);
FF_PluginCfg = registerForward("plugin_cfg", ET_IGNORE, FP_DONE);
@ -688,8 +690,15 @@ void C_ServerDeactivate()
if (pPlayer->ingame)
{
auto wasDisconnecting = pPlayer->disconnecting;
pPlayer->Disconnect();
--g_players_num;
if (!wasDisconnecting && DropClientDetour)
{
executeForwards(FF_ClientRemove, static_cast<cell>(pPlayer->index), FALSE, const_cast<char*>(""));
}
}
}
@ -881,8 +890,15 @@ void C_ClientDisconnect(edict_t *pEntity)
--g_players_num;
}
auto wasDisconnecting = pPlayer->disconnecting;
pPlayer->Disconnect();
if (!wasDisconnecting && DropClientDetour)
{
executeForwards(FF_ClientRemove, static_cast<cell>(pPlayer->index), FALSE, const_cast<char*>(""));
}
RETURN_META(MRES_IGNORED);
}
@ -896,12 +912,10 @@ DETOUR_DECL_STATIC3_VAR(SV_DropClient, void, client_t*, cl, qboolean, crash, con
ke::SafeVsprintf(buffer, sizeof(buffer) - 1, format, ap);
va_end(ap);
CPlayer *pPlayer;
auto pPlayer = cl->edict ? GET_PLAYER_POINTER(cl->edict) : nullptr;
if (cl->edict)
if (pPlayer)
{
pPlayer = GET_PLAYER_POINTER(cl->edict);
if (pPlayer->initialized)
{
pPlayer->disconnecting = true;
@ -911,9 +925,10 @@ DETOUR_DECL_STATIC3_VAR(SV_DropClient, void, client_t*, cl, qboolean, crash, con
DETOUR_STATIC_CALL(SV_DropClient)(cl, crash, "%s", buffer);
if (cl->edict)
if (pPlayer)
{
pPlayer->Disconnect();
executeForwards(FF_ClientRemove, pPlayer->index, TRUE, buffer);
}
}
@ -1597,7 +1612,7 @@ C_DLLEXPORT int Meta_Attach(PLUG_LOADTIME now, META_FUNCTIONS *pFunctionTable, m
}
else
{
AMXXLOG_Log("client_disconnected forward has been disabled - check your gamedata files.");
AMXXLOG_Log("client_disconnected and client_remove forwards have been disabled - check your gamedata files.");
}
GET_IFACE<IFileSystem>("filesystem_stdio", g_FileSystem, FILESYSTEM_INTERFACE_VERSION);

View File

@ -56,11 +56,11 @@ public client_authorized(id)
server_cmd("kick #%d ^"%L^"", get_user_userid(id), id, "DROPPED_RES")
}
public client_disconnected(id)
public client_remove(id)
{
if (get_pcvar_num(g_HidePtr))
{
setVisibleSlots(get_playersnum(1) - 1, MaxClients - get_pcvar_num(g_ResPtr))
setVisibleSlots(get_playersnum(1), MaxClients - get_pcvar_num(g_ResPtr))
}
}

View File

@ -178,24 +178,39 @@ forward client_authorized(id, const authid[]);
#pragma deprecated Use client_disconnected() instead.
forward client_disconnect(id);
/**
/**
* Called when a client is disconnected from the server.
*
* @note This will be called in some additional cases that client_disconnect doesn't cover,
* most notably when a client aborts the connection process. It is guaranteed to pair
* with the client_connect() forward.
* @note By this point it is already too late to do anything that directly
* affects the client.
* @note When this fires the player entity is still valid (e.g. is_user_connected(id) will
* return true), but no networked commands will reach the client.
*
* @param id Client index
* @param drop If true, client has been explicitly dropped by game
* @param message If drop is true, a disconnected message or buffer to copy a new message to
* @param drop If true, the game has explicitly dropped the client
* @param message If drop is true, a writable buffer containing the disconnect info message
* @param maxlen Maximum size of buffer
*
* @noreturn
*/
forward client_disconnected(id, bool:drop, message[], maxlen);
/**
* Called when a client entity has been removed from the server.
*
* @note This fires after the client_disconnected() forward, when the player entity has been
* removed (e.g. is_user_connected(id) will return false).
*
* @param id Client index
* @param drop If true, the game has explicitly dropped the client
* @param message If drop is true, contains the disconnect info message
*
* @noreturn
*/
forward client_remove(id, bool:drop, const message[]);
/**
* Called when a client attempts to execute a command.
*