Improved handling of invalid handle errors (maybe not fixed). Added a debug switch and a log function. Added debug messages on zspawn. Fixed zr_spawn not spawning spectactors (when using @all).

This commit is contained in:
richard 2008-10-29 22:02:46 +01:00
parent a56e89b907
commit cf8bd3aead
8 changed files with 62 additions and 10 deletions

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@ -1,3 +1,10 @@
2008.10.29 - 2.5.1.10 - Richard
* Improved handling of invalid handle errors on OnClientDisconnect and PlayerDeath.
CloseHandle sometimes cause errors when destroying timers. Solution: KillTimer.
* Added debug switch and a function for printing/logging messages to client consoles or the server.
* Added debug messages on zspawn.
* Fixed zr_spawn not spawning spectactors (if @all is used).
2008.10.11 - 2.5.1.9 - Richard
* Added CVAR for saving class selection after map changes. Default: off.
If default classes are used, this one should be off.

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@ -15,7 +15,7 @@
#undef REQUIRE_PLUGIN
#include <market>
#define VERSION "2.5.1.9"
#define VERSION "2.5.1.10"
#include "zr/zombiereloaded"
#include "zr/global"
@ -168,6 +168,8 @@ public OnClientPutInServer(client)
{
tHandles[client][x] = INVALID_HANDLE;
}
RefreshList();
}
public OnClientDisconnect(client)
@ -181,10 +183,12 @@ public OnClientDisconnect(client)
{
if (tHandles[client][x] != INVALID_HANDLE)
{
CloseHandle(tHandles[client][x]);
KillTimer(tHandles[client][x]);
tHandles[client][x] = INVALID_HANDLE;
}
}
RefreshList();
}
MapChangeCleanup()
@ -194,6 +198,17 @@ MapChangeCleanup()
tRound = INVALID_HANDLE;
tInfect = INVALID_HANDLE;
tAmbience = INVALID_HANDLE;
for (new client = 1; client <= maxclients; client++)
{
for (new x = 0; x < MAXTIMERS; x++)
{
if (tHandles[client][x] != INVALID_HANDLE)
{
tHandles[client][x] = INVALID_HANDLE;
}
}
}
}
ZREnd()
@ -215,7 +230,7 @@ ZREnd()
{
if (tHandles[x][y] != INVALID_HANDLE)
{
CloseHandle(tHandles[x][y]);
KillTimer(tHandles[x][y]);
tHandles[x][y] = INVALID_HANDLE;
}
}

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@ -73,9 +73,15 @@ public Action:Command_Respawn(client, argc)
return Plugin_Handled;
}
new team;
for (new x = 0; x < tcount; x++)
{
RespawnPlayer(targets[x]);
team = GetClientTeam(client);
if (team == CS_TEAM_T || team == CS_TEAM_CT)
{
ZR_DebugPrintToConsole(x, "ZSpawn: Spawned player");
RespawnPlayer(targets[x]);
}
}
return Plugin_Handled;

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@ -9,6 +9,7 @@
enum ZRSettings
{
Handle:CVAR_ENABLE,
Handle:CVAR_DEBUG,
Handle:CVAR_ALLOW_PLAYER_TEAM,
Handle:CVAR_AMBIENCE,
Handle:CVAR_AMBIENCE_FILE,
@ -79,6 +80,7 @@ new gCvars[ZRSettings];
CreateCvars()
{
gCvars[CVAR_ENABLE] = CreateConVar("zr_enable", "1", "Enable zombie gameplay (0: Disable)");
gCvars[CVAR_DEBUG] = CreateConVar("zr_debug", "0", "Debug switch, for developers. Usually enables logging of messages and events to a console. (0: Disable)");
gCvars[CVAR_ALLOW_PLAYER_TEAM] = CreateConVar("zr_allow_player_team", "0", "This will allow the player_team event to be fired on first team join, enable when using mani model menu (0: Disable)");
gCvars[CVAR_AMBIENCE] = CreateConVar("zr_ambience", "1", "Enable creepy ambience to be played throughout the game (0: Disable)");
gCvars[CVAR_AMBIENCE_FILE] = CreateConVar("zr_ambience_file", "ambient/zr/zr_ambience.mp3", "Path to ambient sound file that will be played throughout the game, when zr_ambience is 1");

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@ -439,7 +439,7 @@ public Action:PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
{
if (tHandles[index][x] != INVALID_HANDLE)
{
CloseHandle(tHandles[index][x]);
KillTimer(tHandles[index][x]);
tHandles[index][x] = INVALID_HANDLE;
}
}

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@ -183,27 +183,37 @@ public Market_PostOnWeaponSelected(client, &bool:allowed)
ZSpawn(client)
{
if (GetConVarBool(gCvars[CVAR_DEBUG])) ZR_DebugPrintToConsole(client, "ZSpawn: Spawn request:");
new bool:spawn = GetConVarBool(gCvars[CVAR_ZSPAWN]);
if (!spawn)
{
ZR_PrintToChat(client, "Feature is disabled");
if (GetConVarBool(gCvars[CVAR_DEBUG])) ZR_DebugPrintToConsole(client, "ZSpawn: Not enabled.");
return;
}
new team = GetClientTeam(client);
if (team != CS_TEAM_T && team != CS_TEAM_CT)
{
if (GetConVarBool(gCvars[CVAR_DEBUG])) ZR_DebugPrintToConsole(client, "ZSpawn: Player is not a T or CT.");
return;
}
if (IsPlayerAlive(client) || IsPlayerInList(client))
if (IsPlayerAlive(client))
{
if (GetConVarBool(gCvars[CVAR_DEBUG])) ZR_DebugPrintToConsole(client, "ZSpawn: Player appears to be alive.");
return;
}
if (IsPlayerInList(client))
{
if (GetConVarBool(gCvars[CVAR_DEBUG])) ZR_DebugPrintToConsole(client, "ZSpawn: Player is already in the list (= maybe spawned, or bug).");
return;
}
if (GetConVarBool(gCvars[CVAR_DEBUG])) ZR_DebugPrintToConsole(client, "ZSpawn: Spawned player");
RespawnPlayer(client);
AddPlayerToList(client);
}

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@ -202,3 +202,17 @@ bool:IsClientPlayer(client)
return false;
}
}
ZR_DebugPrintToConsole(client, String:message[])
{
if (client)
{ /* Client console */
PrintToConsole(client, message);
LogMessage("Debug log (client %i) -- %s", client, message);
}
else
{ /* Server console */
PrintToServer(message);
LogMessage("Debug log (client %i) -- %s", client, message);
}
}

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@ -14,8 +14,6 @@ Section content is listed in order of importance. Some of these can be ideas too
---- NORMAL/GAMEPLAY ----
* Fix class data not reloaded on map change. Custom class data from previous map is not reset.
* Make it possible to disable certain classes on certain maps.
Admin command: zr_class_enabled <class name> <0/1>