refactor: Refactor connection handling in PlayerConnectionsHandler

- Refine settings in `TTT.sln.DotSettings` by consolidating XML tags and maintaining code style rules.
- Document missing parameter in `GiveWeapon` method of `IInventoryManager.cs`.
- Overhaul player connection logic in `PlayerConnectionsHandler.cs` by shifting focus to disconnection, replacing outdated methods, and organizing disposals.
- Note potential crash issue in `CombatHandler.cs` with a TODO, remove `OnTakeDamage` implementation, and prepare for future documentation improvements.
- Clean up `CreateGame` method in `CS2GameManager.cs` by eliminating obsolete code for better clarity.
This commit is contained in:
MSWS
2025-08-04 23:28:41 -07:00
parent 7f5cf07aae
commit 6ad656b7b2
5 changed files with 89 additions and 150 deletions

View File

@@ -1,154 +1,94 @@
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View File

@@ -5,6 +5,7 @@ public interface IInventoryManager {
/// Gives a weapon to the player.
/// </summary>
/// <param name="player">The player to give the weapon to.</param>
/// <param name="weapon"></param>
void GiveWeapon(IOnlinePlayer player, IWeapon weapon);
/// <summary>

View File

@@ -4,13 +4,5 @@ using TTT.Game;
namespace TTT.CS2;
public class CS2GameManager(IServiceProvider provider) : GameManager(provider) {
public override IGame CreateGame() {
// var result = base.CreateGame();
// result.Roles.Add(new SpectatorRole(Provider));
// result.Roles.Add(new CS2InnocentRole(Provider));
// result.Roles.Add(new CS2TraitorRole(Provider));
// result.Roles.Add(new CS2DetectiveRole(Provider));
// return result;
return new CS2Game(Provider);
}
public override IGame CreateGame() { return new CS2Game(Provider); }
}

View File

@@ -10,6 +10,8 @@ namespace TTT.CS2.GameHandlers;
public class CombatHandler(IEventBus bus,
IPlayerConverter<CCSPlayerController> converter) : IPluginModule {
// TODO: This seems to crash 50% of the time upon shooting.
public void Dispose() {
// VirtualFunctions.CBaseEntity_TakeDamageOldFunc.Unhook(OnTakeDamage,
// HookMode.Pre);
@@ -61,6 +63,13 @@ public class CombatHandler(IEventBus bus,
//
// return HookResult.Continue;
// }
/// <summary>
///
/// </summary>
/// <param name="ev"></param>
/// <param name="_"></param>
/// <returns></returns>
[GameEventHandler]
public HookResult OnPlayerDeath(EventPlayerDeath ev, GameEventInfo _) {
var player = ev.Userid;

View File

@@ -19,8 +19,12 @@ public class PlayerConnectionsHandler(IEventBus bus,
Console.WriteLine(
$"PlayerConnectionsHandler started, hotReload: {hotReload}");
plugin
?.RegisterListener<CounterStrikeSharp.API.Core.Listeners.OnClientConnect>(
connectToServer);
plugin
?.RegisterListener<
CounterStrikeSharp.API.Core.Listeners.OnClientPutInServer>(putInServer);
CounterStrikeSharp.API.Core.Listeners.OnClientDisconnect>(
disconnectFromServer);
if (!hotReload) return;
@@ -37,9 +41,19 @@ public class PlayerConnectionsHandler(IEventBus bus,
});
}
public void Dispose() { }
private void disconnectFromServer(int playerSlot) {
var player = Utilities.GetPlayerFromSlot(playerSlot);
Console.WriteLine($"Player {playerSlot} disconnected from server.");
if (player == null || !player.IsValid) {
Console.WriteLine($"Player {playerSlot} does not exist.");
return;
}
private void putInServer(int playerSlot) {
var gamePlayer = converter.GetPlayer(player);
bus.Dispatch(new PlayerLeaveEvent(gamePlayer));
}
private void connectToServer(int playerSlot, string name, string ipAddress) {
var player = Utilities.GetPlayerFromSlot(playerSlot);
Console.WriteLine($"Player {playerSlot} put in server.");
if (player == null || !player.IsValid) {
@@ -51,22 +65,5 @@ public class PlayerConnectionsHandler(IEventBus bus,
bus.Dispatch(new PlayerJoinEvent(gamePlayer));
}
[GameEventHandler]
public HookResult OnPlayerConnect(EventPlayerConnect ev, GameEventInfo _) {
Console.WriteLine(
$"Player connected with name {ev.Userid?.PlayerName} and steamid {ev.Userid?.SteamID}");
var player = ev.Userid;
return HookResult.Continue;
}
[GameEventHandler]
public HookResult OnPlayerDisconnect(EventPlayerDisconnect ev,
GameEventInfo _) {
var player = ev.Userid;
if (player == null || !player.IsValid) return HookResult.Continue;
var gamePlayer = converter.GetPlayer(player);
bus.Dispatch(new PlayerLeaveEvent(gamePlayer));
return HookResult.Continue;
}
public void Dispose() { }
}