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Don't perform floodcontrol checks if there is no source entity
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1 #pragma once
2
3 void ClientState_attach(entity this);
4
5 IntrusiveList g_players;
6 STATIC_INIT(g_players) { g_players = IL_NEW(); }
7
8 CLASS(Client, Object)
9     /** Client name */
10     ATTRIB(Client, netname, string, this.netname);
11     ATTRIB(Client, colormap, int, this.colormap);
12     ATTRIB(Client, team, int, this.team);
13     ATTRIB(Client, clientcolors, int, this.clientcolors);
14     /** Client IP */
15     ATTRIB(Client, netaddress, string, this.netaddress);
16     ATTRIB(Client, playermodel, string, this.playermodel);
17     ATTRIB(Client, playerskin, int, this.playerskin);
18
19     /** fingerprint of CA key the player used to authenticate */
20     ATTRIB(Client, crypto_keyfp, string, this.crypto_keyfp);
21     /** fingerprint of CA key the server used to authenticate to the player */
22     ATTRIB(Client, crypto_mykeyfp, string, this.crypto_mykeyfp);
23     /** fingerprint of ID used by the player entity, or string_null if not identified */
24     ATTRIB(Client, crypto_idfp, string, this.crypto_idfp);
25     /** set if the player's ID has been signed */
26     ATTRIB(Client, crypto_idfp_signed, bool, this.crypto_idfp_signed);
27     /** the string "AES128" if encrypting, and string_null if plaintext */
28     ATTRIB(Client, crypto_encryptmethod, string, this.crypto_encryptmethod);
29     /** the string "HMAC-SHA256" if signing, and string_null if plaintext */
30     ATTRIB(Client, crypto_signmethod, string, this.crypto_signmethod);
31
32     // custom
33
34     ATTRIB(Client, playerid, int, this.playerid);
35
36     ATTRIB(Client, parm_idlesince, int, this.parm_idlesince);
37     ATTRIB(Client, muted, bool, this.muted);
38
39     METHOD(Client, m_unwind, bool(Client this));
40
41     STATIC_METHOD(Client, Add, void(Client this, int _team));
42     STATIC_METHOD(Client, Remove, void(Client this));
43
44     INIT(Client) {
45         if (this.m_unwind(this)) return this;
46         make_impure(this);
47         this.classname = "player_joining";
48         static int playerid_last;
49         this.playerid = ++playerid_last;
50         ClientState_attach(this);
51     }
52     DESTRUCTOR(Client) {
53         Client_Remove(this);
54     }
55     CONSTRUCTOR(Client, string name) {
56         CONSTRUCT(Client);
57         this.netname = name;
58         this.netaddress = "local";
59         this.playermodel = cvar_defstring("sv_defaultplayermodel");
60     }
61 ENDCLASS(Client)
62
63 CLASS(Observer, Client)
64     INIT(Observer) {
65         this.classname = STR_OBSERVER;
66     }
67     DESTRUCTOR(Observer) { }
68 ENDCLASS(Observer)
69
70 CLASS(Spectator, Client)
71     INIT(Spectator) {
72         this.classname = STR_SPECTATOR;
73     }
74     DESTRUCTOR(Spectator) { }
75 ENDCLASS(Spectator)
76
77 CLASS(Player, Client)
78     INIT(Player) {
79         this.classname = STR_PLAYER;
80         IL_PUSH(g_players, this);
81     }
82     DESTRUCTOR(Player) {
83         IL_REMOVE(g_players, this);
84     }
85 ENDCLASS(Player)
86
87 METHOD(Client, m_unwind, bool(Client this))
88 {
89     TC(Client, this);
90     #define UNWIND(class) MACRO_BEGIN if (this.instanceOf##class) { METHOD_REFERENCE(class, dtorimpl)(this); } MACRO_END
91     switch (this.classname) {
92         case "Observer":
93             UNWIND(Spectator);
94             UNWIND(Player);
95             return true;
96         case "Spectator":
97             UNWIND(Observer);
98             UNWIND(Player);
99             return true;
100         case "Player":
101             UNWIND(Observer);
102             UNWIND(Spectator);
103             return true;
104     }
105     #undef UNWIND
106     return false;
107 }
108
109 float c1, c2, c3, c4;
110
111 void play_countdown(entity this, float finished, Sound samp);
112
113 float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit);
114
115 bool Spectate(entity this, entity pl);
116
117 #define SPECTATE_COPY() [[accumulate]] void SpectateCopy(entity this, entity spectatee)
118 #define SPECTATE_COPYFIELD(fld) SPECTATE_COPY() { this.(fld) = spectatee.(fld); }