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/**
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* This feature attempts to prevent server crashes caused by someone
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* quickly switching between being spectator and an active player.
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*
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* We do so by disconnecting players who start switching way too fast
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* (more than twice in a short amount of time) and temporarily faking a large
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* amount of players on the server, to prevent such spam from affecting the server.
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* Copyright 2020 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class FixSpectatorCrash extends Feature
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dependson(ConnectionService)
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config(AcediaFixes);
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/**
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* We use broadcast events to track when someone is switching
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* to active player or spectator and remember such people
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* for a short time (cooldown), defined by (`spectatorChangeTimeout`).
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* If one of the player we've remembered tries to switch again,
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* before the defined cooldown ran out, - we kick him
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* by destroying his controller.
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* One possible problem arises from the fact that controllers aren't
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* immediately destroyed and instead initiate player disconnection, -
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* exploiter might have enough time to cause a lag or even crash the server.
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* We address this issue by temporarily blocking anyone from
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* becoming active player (we do this by setting `numPlayers` variable in
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* killing floor's game info to a large value).
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* After all malicious players have successfully disconnected, -
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* we remove the block.
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*/
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// This fix will try to kick any player that switches between active player
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// and cooldown faster than time (in seconds) in this value.
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// NOTE: raising this value past default value of `0.25`
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// won't actually improve crash prevention.
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var private config const float spectatorChangeTimeout;
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// [ADVANCED] Don't change this setting unless you know what you're doing.
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// Allows you to turn off server blocking.
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// Players that don't respect timeout will still be kicked.
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// This might be needed if this fix conflicts with another mutator
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// that also changes `numPlayers`.
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// However, it is necessary to block aggressive enough server crash attempts,
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// but can cause compatibility issues with some mutators.
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// It's highly preferred to rewrite such a mutator to be compatible.
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// NOTE: it should be compatible with most faked players-type mutators,
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// since this fix remembers the difference between amount of
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// real players and `numPlayers`.
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// After unblocking, it sets `numPlayers` to
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// the current amount of real players + that difference.
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// So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes
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// 3 players + 3 (=6 numPlayers).
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var private config const bool allowServerBlock;
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// Stores remaining cooldown value before the next allowed
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// spectator change per player.
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struct CooldownRecord
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{
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// Reference to `PlayerController`
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var NativeActorRef player;
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var float cooldown;
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};
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// Currently active cooldowns
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var private array<CooldownRecord> currentCooldowns;
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// Players who were decided to be violators and
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// were marked for disconnecting.
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// We'll be maintaining server block as long as even one
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// of them hasn't yet disconnected.
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// References to `PlayerController`s.
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var private array<NativeActorRef> violators;
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// Is server currently blocked?
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var private bool becomingActiveBlocked;
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// This value introduced to accommodate mods such as faked player that can
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// change `numPlayers` to a value that isn't directly tied to the
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// current number of active players.
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// We remember the difference between active players and `numPlayers`
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/// variable in game type before server block and add it after block is over.
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// If some mod introduces a more complicated relation between amount of
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// active players and `numPlayers`, then it must take care of
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// compatibility on it's own.
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var private int recordedNumPlayersMod;
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protected function OnEnabled()
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{
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_.unreal.OnTick(self).connect = Tick;
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}
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protected function OnDisabled()
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{
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_.unreal.OnTick(self).Disconnect();
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}
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// If given `PlayerController` is registered in our cooldown records, -
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// returns it's index.
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// If it doesn't exists (or `none` value was passes), - returns `-1`.
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private final function int GetCooldownIndex(PlayerController player)
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{
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local int i;
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if (player == none) return -1;
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for (i = 0; i < currentCooldowns.length; i += 1)
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{
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if (currentCooldowns[i].player.Get() == player) {
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return i;
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}
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}
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return -1;
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}
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// Checks if given `PlayerController` is registered as a violator.
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// `none` value isn't a violator.
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public final function bool IsViolator(PlayerController player)
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{
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local int i;
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if (player == none) return false;
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for (i = 0; i < violators.length; i += 1)
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{
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if (violators[i].Get() == player) {
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return true;
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}
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}
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return false;
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}
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// This function is to notify our fix that some player just changed status
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// of active player / spectator.
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// If passes value isn't `none`, it puts given player on cooldown or kicks him.
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public final function NotifyStatusChange(PlayerController player)
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{
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local int index;
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local CooldownRecord newRecord;
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if (player == none) return;
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index = GetCooldownIndex(player);
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// Players already on cool down must be kicked and marked as violators
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if (index >= 0)
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{
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player.Destroy();
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violators[violators.length] = currentCooldowns[index].player;
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currentCooldowns.Remove(index, 1);
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if (allowServerBlock) {
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SetBlock(true);
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}
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}
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// Players that aren't on cooldown are
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// either violators (do nothing, just wait for their disconnect)
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// or didn't recently change their status (put them on cooldown).
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else if (!IsViolator(player))
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{
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newRecord.player = _.unreal.ActorRef(player);
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newRecord.cooldown = spectatorChangeTimeout;
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currentCooldowns[currentCooldowns.length] = newRecord;
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}
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}
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// Pass `true` to block server, `false` to unblock.
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// Only works if `allowServerBlock` is set to `true`.
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private final function SetBlock(bool activateBlock)
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{
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local KFGameType kfGameType;
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// Do we even need to do anything?
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if (!allowServerBlock) return;
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if (activateBlock == becomingActiveBlocked) return;
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// Actually block/unblock
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kfGameType = _.unreal.GetKFGameType();
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becomingActiveBlocked = activateBlock;
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if (activateBlock)
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{
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recordedNumPlayersMod = GetNumPlayersMod();
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// This value both can't realistically fall below
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// `kfGameType.maxPlayer` and won't overflow from random increase
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// in vanilla code.
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kfGameType.numPlayers = maxInt / 2;
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}
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else
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{
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// Adding `recordedNumPlayersMod` should prevent
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// faked players from breaking.
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kfGameType.numPlayers = GetRealPlayers() + recordedNumPlayersMod;
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}
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}
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// Performs server blocking if violators have disconnected.
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private final function TryUnblocking()
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{
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local int i;
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if (!allowServerBlock) return;
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if (!becomingActiveBlocked) return;
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for (i = 0; i < violators.length; i += 1)
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{
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if (violators[i].Get() != none) {
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return;
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}
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}
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_.memory.FreeMany(violators);
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violators.length = 0;
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SetBlock(false);
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}
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// Counts current amount of "real" active players
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// (connected to the server and not spectators).
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// Need `ConnectionService` to be running, otherwise return `-1`.
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private final function int GetRealPlayers()
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{
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// Auxiliary variables
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local int i;
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local int realPlayersAmount;
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local PlayerController player;
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// Information extraction
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local ConnectionService service;
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local array<ConnectionService.Connection> connections;
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service = ConnectionService(class'ConnectionService'.static.GetInstance());
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if (service == none) return -1;
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// Count non-spectators
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connections = service.GetActiveConnections();
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realPlayersAmount = 0;
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for (i = 0; i < connections.length; i += 1)
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{
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player = connections[i].controllerReference;
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if (player == none) continue;
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if (player.playerReplicationInfo == none) continue;
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if (!player.playerReplicationInfo.bOnlySpectator) {
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realPlayersAmount += 1;
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}
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}
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return realPlayersAmount;
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}
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// Calculates difference between current amount of "real" active players
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// and `numPlayers` from `KFGameType`.
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// Most typically this difference will be non-zero when using
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// faked players-type mutators
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// (difference will be equal to the amount of faked players).
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private final function int GetNumPlayersMod()
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{
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return _.unreal.GetKFGameType().numPlayers - GetRealPlayers();
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}
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private final function ReduceCooldowns(float timePassed)
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{
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local int i;
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i = 0;
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while (i < currentCooldowns.length)
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{
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currentCooldowns[i].cooldown -= timePassed;
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if ( currentCooldowns[i].player.Get() != none
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&& currentCooldowns[i].cooldown > 0.0)
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{
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i += 1;
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}
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else
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{
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currentCooldowns[i].player.FreeSelf();
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currentCooldowns.Remove(i, 1);
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}
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}
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}
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private function Tick(float delta, float tileDilationCoefficient)
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{
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local float trueTimePassed;
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trueTimePassed = delta / tileDilationCoefficient;
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TryUnblocking();
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ReduceCooldowns(trueTimePassed);
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}
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defaultproperties
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{
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// Configurable variables
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spectatorChangeTimeout = 0.25
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allowServerBlock = true
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// Inner variables
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becomingActiveBlocked = false
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// Listeners
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requiredListeners(0) = class'BroadcastListener_FixSpectatorCrash'
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}
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