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@ -187,7 +187,7 @@ function NET:IsAnyBlocked(UCID,Name,PlayerID,PlayerSide,PlayerSlot)
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if PlayerSlot and self.BlockedSlots[PlayerSlot] and TNow < self.BlockedSlots[PlayerSlot] then
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blocked = true
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end
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self:T("IsAnyBlocke: "..tostring(blocked))
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self:T("IsAnyBlocked: "..tostring(blocked))
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return blocked
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end
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@ -207,19 +207,26 @@ function NET:_EventHandler(EventData)
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local PlayerID = self:GetPlayerIDByName(name) or "none"
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local PlayerSide, PlayerSlot = self:GetSlot(data.IniUnit)
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if not PlayerSide then PlayerSide = EventData.IniCoalition end
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if not PlayerSlot then PlayerSlot = EventData.IniUnit:GetID() end
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local TNow = timer.getTime()
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self:T(self.lid.."Event for: "..name.." | UCID: "..ucid)
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self:T(self.lid.."Event for: "..name.." | UCID: "..ucid .. " | ID/SIDE/SLOT "..PlayerID.."/"..PlayerSide.."/"..PlayerSlot)
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-- Joining
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if data.id == EVENTS.PlayerEnterUnit or data.id == EVENTS.PlayerEnterAircraft then
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self:T(self.lid.."Pilot Joining: "..name.." | UCID: "..ucid.." | Event ID: "..data.id)
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-- Check for blockages
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local blocked = self:IsAnyBlocked(ucid,name,PlayerID,PlayerSide,PlayerSlot)
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if blocked and PlayerID and tonumber(PlayerID) ~= 1 then
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if blocked and PlayerID then -- and tonumber(PlayerID) ~= 1 then
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self:T("Player blocked")
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-- block pilot
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local outcome = net.force_player_slot(tonumber(PlayerID), 0, '' )
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local outcome = net.force_player_slot(tonumber(PlayerID), PlayerSide, data.IniUnit:GetID() )
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self:T({Blocked_worked=outcome})
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if outcome == false then
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local unit = data.IniUnit
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local sched = TIMER:New(unit.Destroy,unit,3):Start(3)
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self:__PlayerBlocked(5,unit,name,1)
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end
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else
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local client = CLIENT:FindByPlayerName(name) or data.IniUnit
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if not self.KnownPilots[name] or (self.KnownPilots[name] and TNow-self.KnownPilots[name].timestamp > 3) then
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@ -232,7 +239,7 @@ function NET:_EventHandler(EventData)
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slot = PlayerSlot,
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timestamp = TNow,
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}
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UTILS.PrintTableToLog(self.KnownPilots[name])
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--UTILS.PrintTableToLog(self.KnownPilots[name])
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end
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return self
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end
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@ -358,7 +365,7 @@ end
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--- Block a specific coalition side, does NOT automatically kick all players of that side or kick out joined players
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-- @param #NET self
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-- @param #number side The side to block - 1 : Red, 2 : Blue
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-- @param #number Side The side to block - 1 : Red, 2 : Blue
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-- @param #number Seconds Seconds (optional) Number of seconds the player has to wait before rejoining.
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-- @return #NET self
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function NET:BlockSide(Side,Seconds)
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@ -703,7 +710,7 @@ function NET:GetSlot(Client)
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end
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end
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--- Force the slot for a specific client.
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--- Force the slot for a specific client. If this returns false, it didn't work via `net` (which is ALWAYS the case as of Nov 2024)!
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client
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-- @param #number SideID i.e. 0 : spectators, 1 : Red, 2 : Blue
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@ -711,19 +718,22 @@ end
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-- @return #boolean Success
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function NET:ForceSlot(Client,SideID,SlotID)
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local PlayerID = self:GetPlayerIDFromClient(Client)
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if PlayerID and tonumber(PlayerID) ~= 1 then
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return net.force_player_slot(tonumber(PlayerID), SideID, SlotID or '' )
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local SlotID = SlotID or Client:GetID()
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if PlayerID then -- and tonumber(PlayerID) ~= 1 then
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return net.force_player_slot(tonumber(PlayerID), SideID, SlotID )
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else
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return false
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end
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end
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--- Force a client back to spectators.
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--- Force a client back to spectators. If this returns false, it didn't work via `net` (which is ALWAYS the case as of Nov 2024)!
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-- @param #NET self
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-- @param Wrapper.Client#CLIENT Client The client
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-- @return #boolean Succes
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function NET:ReturnToSpectators(Client)
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local outcome = self:ForceSlot(Client,0)
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-- workaround
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local sched = TIMER:New(Client.Destroy,Client,1):Start(1)
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return outcome
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end
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