Merge branch 'make-way-bots' into 'master'

Kick CPU players to make room for human players that are waiting to play

See merge request KartKrew/Kart!2259
This commit is contained in:
Oni 2024-04-12 03:41:38 +00:00
commit c9bd088c13
2 changed files with 69 additions and 10 deletions

View file

@ -4043,10 +4043,27 @@ static void HandleConnect(SINT8 node)
UINT8 maxplayers = min((dedicated ? MAXPLAYERS-1 : MAXPLAYERS), cv_maxconnections.value);
UINT8 connectedplayers = 0;
for (i = dedicated ? 1 : 0; i < MAXPLAYERS; i++)
if (playernode[i] != UINT8_MAX) // We use this to count players because it is affected by SV_AddWaitingPlayers when more than one client joins on the same tic, unlike playeringame and D_NumPlayers. UINT8_MAX denotes no node for that player
{
// We use this to count players because it is affected by SV_AddWaitingPlayers when
// more than one client joins on the same tic, unlike playeringame and D_NumPlayers.
// UINT8_MAX denotes no node for that player.
if (playernode[i] != UINT8_MAX)
{
// Sal: This hack sucks, but it should be safe.
// playeringame is set for bots immediately; they are deterministic instead of a netxcmd.
// If a bot is added with netxcmd in the future, then the node check is still here too.
// So at worst, a theoretical netxcmd added bot will block real joiners for the time
// it takes for the command to process, but not cause any horrifying player overwriting.
if (playeringame[i] && players[i].bot)
{
continue;
}
connectedplayers++;
}
}
banrecord_t *ban = SV_GetBanByAddress(node);
if (ban == NULL)

View file

@ -13569,6 +13569,7 @@ void K_CheckSpectateStatus(boolean considermapreset)
{
UINT8 respawnlist[MAXPLAYERS];
UINT8 i, j, numingame = 0, numjoiners = 0;
UINT8 numhumans = 0, numbots = 0;
// Maintain spectate wait timer
for (i = 0; i < MAXPLAYERS; i++)
@ -13581,6 +13582,16 @@ void K_CheckSpectateStatus(boolean considermapreset)
if (!players[i].spectator)
{
numingame++;
if (players[i].bot)
{
numbots++;
}
else
{
numhumans++;
}
players[i].spectatewait = 0;
players[i].spectatorReentry = 0;
continue;
@ -13610,7 +13621,7 @@ void K_CheckSpectateStatus(boolean considermapreset)
return;
// DON'T allow if you've hit the in-game player cap
if (cv_maxplayers.value && numingame >= cv_maxplayers.value)
if (cv_maxplayers.value && numhumans >= cv_maxplayers.value)
return;
// Get the number of players in game, and the players to be de-spectated.
@ -13694,16 +13705,47 @@ void K_CheckSpectateStatus(boolean considermapreset)
}
}
const UINT8 previngame = numingame;
INT16 removeBotID = MAXPLAYERS - 1;
// Finally, we can de-spectate everyone!
for (i = 0; i < numjoiners; i++)
{
//CONS_Printf("player %s is joining on tic %d\n", player_names[respawnlist[i]], leveltime);
P_SpectatorJoinGame(&players[respawnlist[i]]);
// Hit the in-game player cap while adding people?
if (cv_maxplayers.value && numingame+i >= cv_maxplayers.value)
break;
if (cv_maxplayers.value && numingame >= cv_maxplayers.value)
{
if (numbots > 0)
{
// Find a bot to kill to make room
while (removeBotID >= 0)
{
if (playeringame[removeBotID] && players[removeBotID].bot)
{
//CONS_Printf("bot %s kicked to make room on tic %d\n", player_names[removeBotID], leveltime);
CL_RemovePlayer(removeBotID, KR_LEAVE);
numbots--;
numingame--;
break;
}
removeBotID--;
}
if (removeBotID < 0)
{
break;
}
}
else
{
break;
}
}
//CONS_Printf("player %s is joining on tic %d\n", player_names[respawnlist[i]], leveltime);
P_SpectatorJoinGame(&players[respawnlist[i]]);
numhumans++;
numingame++;
}
if (considermapreset == false)
@ -13712,7 +13754,7 @@ void K_CheckSpectateStatus(boolean considermapreset)
// Reset the match when 2P joins 1P, DUEL mode
// Reset the match when 3P joins 1P and 2P, DUEL mode must be disabled
extern consvar_t cv_debugnewchallenger;
if (i > 0 && !mapreset && gamestate == GS_LEVEL && (numingame < 3 && numingame+i >= 2) && !cv_debugnewchallenger.value)
if (i > 0 && !mapreset && gamestate == GS_LEVEL && (previngame < 3 && numingame >= 2) && !cv_debugnewchallenger.value)
{
Music_Play("comeon"); // COME ON
mapreset = 3*TICRATE; // Even though only the server uses this for game logic, set for everyone for HUD