random map rotation + cleanup
This commit is contained in:
parent
f3f1428946
commit
504889fe15
@ -3,6 +3,7 @@
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#include "command.hpp"
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#include "command.hpp"
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#include "console.hpp"
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#include "console.hpp"
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#include "map_rotation.hpp"
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#include "scheduler.hpp"
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#include "scheduler.hpp"
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#include "game/game.hpp"
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#include "game/game.hpp"
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@ -15,20 +16,23 @@ namespace map_rotation
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{
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{
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namespace
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namespace
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{
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{
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DWORD previous_priority{};
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rotation_data dedicated_rotation;
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void set_dvar(const std::string& dvar, const std::string& value)
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const game::dvar_t* sv_map_rotation;
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{
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const game::dvar_t* sv_map_rotation_current;
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command::execute(utils::string::va("%s \"%s\"", dvar.data(), value.data()), true);
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const game::dvar_t* sv_random_map_rotation;
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}
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void set_gametype(const std::string& gametype)
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void set_gametype(const std::string& gametype)
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{
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{
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set_dvar("g_gametype", gametype);
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assert(!gametype.empty());
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game::Dvar_SetFromStringByNameFromSource("g_gametype", gametype.data(), game::DVAR_SOURCE_INTERNAL);
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}
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}
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void launch_map(const std::string& mapname)
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void launch_map(const std::string& mapname)
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{
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{
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assert(!mapname.empty());
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command::execute(utils::string::va("map %s", mapname.data()), false);
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command::execute(utils::string::va("map %s", mapname.data()), false);
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}
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}
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@ -46,53 +50,103 @@ namespace map_rotation
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}
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}
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}
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}
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std::string load_current_map_rotation()
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void apply_rotation(rotation_data& rotation)
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{
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{
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auto* rotation = game::Dvar_FindVar("sv_mapRotationCurrent");
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assert(!rotation.empty());
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if (!strlen(rotation->current.string))
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std::size_t i = 0;
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while (i < rotation.get_entries_size())
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{
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{
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rotation = game::Dvar_FindVar("sv_mapRotation");
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const auto& entry = rotation.get_next_entry();
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set_dvar("sv_mapRotationCurrent", rotation->current.string);
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if (entry.first == "map"s)
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}
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return rotation->current.string;
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}
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std::vector<std::string> parse_current_map_rotation()
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{
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const auto rotation = load_current_map_rotation();
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return utils::string::split(rotation, ' ');
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}
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void store_new_rotation(const std::vector<std::string>& elements, const size_t index)
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{
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std::string value{};
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for (auto i = index; i < elements.size(); ++i)
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{
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if (i != index)
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{
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{
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value.push_back(' ');
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console::info("Loading new map: '%s'\n", entry.second.data());
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if (!game::SV_MapExists(entry.second.data()))
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{
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console::info("map_rotation: '%s' map doesn't exist!\n", entry.second.data());
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launch_default_map();
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return;
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}
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launch_map(entry.second);
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break;
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}
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}
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value.append(elements[i]);
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if (entry.first == "gametype"s)
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}
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{
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console::info("Applying new gametype: '%s'\n", entry.second.data());
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set_gametype(entry.second);
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}
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set_dvar("sv_mapRotationCurrent", value);
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++i;
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}
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}
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}
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void change_process_priority()
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void load_rotation(const std::string& data)
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{
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{
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auto* const dvar = game::Dvar_FindVar("sv_autoPriority");
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static auto loaded = false;
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if (dvar && dvar->current.enabled)
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if (loaded)
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{
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{
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scheduler::on_game_initialized([]
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return;
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{
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}
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SetPriorityClass(GetCurrentProcess(), previous_priority);
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}, scheduler::pipeline::main, 1s);
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previous_priority = GetPriorityClass(GetCurrentProcess());
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loaded = true;
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SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
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try
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{
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dedicated_rotation.parse(data);
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}
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catch (const std::exception& ex)
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{
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console::error("%s: sv_map_rotation contains invalid data!\n", ex.what());
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}
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console::debug("dedicated_rotation size after parsing is '%llu'", dedicated_rotation.get_entries_size());
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}
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void load_map_rotation()
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{
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const std::string map_rotation = sv_map_rotation->current.string;
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if (!map_rotation.empty())
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{
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console::debug("sv_map_rotation is not empty. Parsing...\n");
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load_rotation(map_rotation);
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}
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}
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void apply_map_rotation_current(const std::string& data)
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{
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assert(!data.empty());
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rotation_data rotation_current;
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try
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{
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rotation_current.parse(data);
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}
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catch (const std::exception& ex)
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{
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console::error("%s: sv_map_rotation_current contains invalid data!\n", ex.what());
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}
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game::Dvar_SetFromStringByNameFromSource("sv_map_rotation_current", "", game::DVAR_SOURCE_INTERNAL);
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if (rotation_current.empty())
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{
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console::warn("sv_map_rotation_current is empty or contains invalid data\n");
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launch_default_map();
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return;
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}
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apply_rotation(rotation_current);
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}
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void randomize_map_rotation()
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{
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if (sv_random_map_rotation->current.enabled)
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{
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console::info("Randomizing map rotation\n");
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dedicated_rotation.randomize();
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}
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}
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}
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}
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@ -104,37 +158,28 @@ namespace map_rotation
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return;
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return;
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}
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}
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const auto rotation = parse_current_map_rotation();
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console::info("Rotating map...\n");
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for (size_t i = 0; !rotation.empty() && i < (rotation.size() - 1); i += 2)
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// This takes priority because of backwards compatibility
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const std::string map_rotation_current = sv_map_rotation_current->current.string;
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if (!map_rotation_current.empty())
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{
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{
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const auto& key = rotation[i];
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console::debug("Applying sv_map_rotation_current\n");
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const auto& value = rotation[i + 1];
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apply_map_rotation_current(map_rotation_current);
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return;
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if (key == "gametype")
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{
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set_gametype(value);
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}
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else if (key == "map")
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{
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store_new_rotation(rotation, i + 2);
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change_process_priority();
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if (!game::SV_MapExists(value.data()))
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{
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console::info("map_rotation: '%s' map doesn't exist!\n", value.data());
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launch_default_map();
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return;
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}
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launch_map(value);
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return;
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}
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else
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{
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console::info("Invalid map rotation key: %s\n", key.data());
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}
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}
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}
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launch_default_map();
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load_map_rotation();
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if (dedicated_rotation.empty())
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{
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console::warn("sv_map_rotation is empty or contains invalid data. Restarting map\n");
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launch_default_map();
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return;
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}
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randomize_map_rotation();
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apply_rotation(dedicated_rotation);
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}
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}
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void trigger_map_rotation()
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void trigger_map_rotation()
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@ -152,6 +197,68 @@ namespace map_rotation
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}
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}
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}
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}
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rotation_data::rotation_data()
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: index_(0)
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{
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}
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void rotation_data::randomize()
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{
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std::random_device rd;
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std::mt19937 gen(rd());
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std::ranges::shuffle(this->rotation_entries_, gen);
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}
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void rotation_data::add_entry(const std::string& key, const std::string& value)
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{
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this->rotation_entries_.emplace_back(std::make_pair(key, value));
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}
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bool rotation_data::contains(const std::string& key, const std::string& value) const
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{
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return std::ranges::any_of(this->rotation_entries_, [&](const auto& entry)
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{
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return entry.first == key && entry.second == value;
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});
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}
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bool rotation_data::empty() const noexcept
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{
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return this->rotation_entries_.empty();
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}
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std::size_t rotation_data::get_entries_size() const noexcept
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{
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return this->rotation_entries_.size();
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}
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rotation_data::rotation_entry& rotation_data::get_next_entry()
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{
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const auto index = this->index_;
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++this->index_ %= this->rotation_entries_.size();
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return this->rotation_entries_.at(index);
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}
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void rotation_data::parse(const std::string& data)
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{
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const auto tokens = utils::string::split(data, ' ');
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for (std::size_t i = 0; !tokens.empty() && i < (tokens.size() - 1); i += 2)
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{
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const auto& key = tokens[i];
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const auto& value = tokens[i + 1];
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if (key == "map"s || key == "gametype"s)
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{
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this->add_entry(key, value);
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}
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else
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{
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throw parse_rotation_error();
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}
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}
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}
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class component final : public component_interface
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class component final : public component_interface
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{
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{
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public:
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public:
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@ -164,17 +271,16 @@ namespace map_rotation
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scheduler::once([]
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scheduler::once([]
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{
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{
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dvars::register_string("sv_mapRotation", "", game::DVAR_FLAG_NONE, "");
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sv_map_rotation = dvars::register_string("sv_mapRotation", "", game::DVAR_FLAG_NONE, "");
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dvars::register_string("sv_mapRotationCurrent", "", game::DVAR_FLAG_NONE, "");
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sv_map_rotation_current = dvars::register_string("sv_mapRotationCurrent", "", game::DVAR_FLAG_NONE, "");
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dvars::register_string("sv_autoPriority", "", game::DVAR_FLAG_NONE, "Lowers the process priority during map changes to not cause lags on other servers.");
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}, scheduler::pipeline::main);
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}, scheduler::pipeline::main);
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sv_random_map_rotation = dvars::register_bool("sv_randomMapRotation", false, game::DVAR_FLAG_NONE, "Randomize map rotation");
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command::add("map_rotate", &perform_map_rotation);
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command::add("map_rotate", &perform_map_rotation);
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// Hook GScr_ExitLevel
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// Hook GScr_ExitLevel
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utils::hook::jump(0xE2670_b, &trigger_map_rotation, true); // not sure if working
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utils::hook::jump(0xE2670_b, &trigger_map_rotation, true); // not sure if working
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previous_priority = GetPriorityClass(GetCurrentProcess());
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}
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}
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};
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};
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}
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}
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34
src/client/component/map_rotation.hpp
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34
src/client/component/map_rotation.hpp
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#pragma once
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namespace map_rotation
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{
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struct parse_rotation_error : public std::exception
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{
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const char* what() const noexcept override { return "Rotation parse error"; }
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};
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class rotation_data
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{
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public:
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using rotation_entry = std::pair<std::string, std::string>;
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rotation_data();
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void randomize();
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// In case a new way to enrich the map rotation is added (other than sv_mapRotation)
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// this method should be called to add a new entry (gamemode/map & value)
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void add_entry(const std::string& key, const std::string& value);
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[[nodiscard]] bool contains(const std::string& key, const std::string& value) const;
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[[nodiscard]] bool empty() const noexcept;
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[[nodiscard]] std::size_t get_entries_size() const noexcept;
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[[nodiscard]] rotation_entry& get_next_entry();
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void parse(const std::string& data);
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private:
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std::vector<rotation_entry> rotation_entries_;
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std::size_t index_;
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};
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}
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@ -83,6 +83,7 @@
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#include <optional>
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#include <optional>
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#include <unordered_set>
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#include <unordered_set>
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#include <variant>
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#include <variant>
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#include <random>
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#include <gsl/gsl>
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#include <gsl/gsl>
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#include <udis86.h>
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#include <udis86.h>
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Block a user