clean up a bit after change server settings/mods while hosting (#334)

* clean up change server settings/mods while hosting

* update discord activity when rehosting

* optimised lakitucam mod
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Isaac0-dev 2023-03-31 03:56:46 +10:00 committed by GitHub
parent 79c4e6610b
commit ca23c4d5e7
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3 changed files with 28 additions and 11 deletions

View file

@ -1,6 +1,13 @@
-- name: Visible Lakitu
-- description: You can now see everyone's Lakitu camera like in the Mirror room.\n\nYou may use this code for your own mods.\n\nBy Isaac
-- localized versions of globally defined functions exposed to C (that are used often), for performance
local math_random, is_player_active, network_player_from_global_index, cur_obj_unhide, cur_obj_hide, cur_obj_angle_to_home, atan2s, cur_obj_lateral_dist_to_home, network_send_object =
math.random, is_player_active, network_player_from_global_index, cur_obj_unhide, cur_obj_hide, cur_obj_angle_to_home, atan2s, cur_obj_lateral_dist_to_home, network_send_object
local l = gLakituState
local npl = gNetworkPlayers[0]
-- define our variables to hold the global id of each Lakitu's owner, and its blink timer
define_custom_obj_fields({ oLakituOwner = 'u32', oLakituBlinkTimer = 's32' })
@ -10,7 +17,7 @@ local boolToNumber = { [true] = 1, [false] = 0 }
local function obj_update_blinking(o, timer, base, range, length)
-- update our timer
if timer > 0 then timer = timer - 1
else timer = base + (range * math.random()) end
else timer = base + (range * math_random()) end
-- set Lakitu's blink state depending on what our timer is at
o.oAnimState = boolToNumber[(timer <= length)]
@ -98,16 +105,16 @@ local function bhv_custom_lakitu(o)
end
-- set the Lakitu position to the camera position of that player
o.oPosX = gLakituState.curPos.x
o.oPosY = gLakituState.curPos.y
o.oPosZ = gLakituState.curPos.z
o.oPosX = l.curPos.x
o.oPosY = l.curPos.y
o.oPosZ = l.curPos.z
-- look at Mario
o.oHomeX = gLakituState.curFocus.x
o.oHomeZ = gLakituState.curFocus.z
o.oHomeX = l.curFocus.x
o.oHomeZ = l.curFocus.z
o.oFaceAngleYaw = cur_obj_angle_to_home()
o.oFaceAnglePitch = atan2s(cur_obj_lateral_dist_to_home(), o.oPosY - gLakituState.curFocus.y)
o.oFaceAnglePitch = atan2s(cur_obj_lateral_dist_to_home(), o.oPosY - l.curFocus.y)
-- send the current state of our Lakitu to other players if the area sync is valild
if is_current_area_sync_valid() then
@ -122,7 +129,7 @@ local function update_lakitu()
-- spawn Lakitu with our custom Lakitu behavior and the default Lakitu model; and mark it as a sync object
spawn_sync_object(bhvPlayerLakitu, E_MODEL_LAKITU, 0, 0, 0, function(o)
-- save the global id of the player that owns this Lakitu
o.oLakituOwner = gNetworkPlayers[0].globalIndex
o.oLakituOwner = npl.globalIndex
end)
end

View file

@ -108,9 +108,13 @@ void djui_panel_host_create(struct DjuiBase* caller) {
snprintf(portString, 32, "%d", configHostPort);
djui_inputbox_set_text(inputbox1, portString);
djui_interactable_hook_value_change(&inputbox1->base, djui_panel_host_port_text_change);
if (gNetworkType == NT_SERVER) {
djui_base_set_enabled(&inputbox1->base, false);
#ifdef DISCORD_SDK
} else {
djui_base_set_enabled(&inputbox1->base, DJUI_HOST_NS_IS_SOCKET);
#endif
}
sInputboxPort = inputbox1;
}

View file

@ -8,6 +8,7 @@
#include "src/game/scroll_targets.h"
#ifdef DISCORD_SDK
#include "discord/discord.h"
#include "discord/activity.h"
#endif
#include "pc/configfile.h"
#include "pc/cheats.h"
@ -62,7 +63,7 @@ u8 gDebugPacketOnBuffer = 0;
u32 gNetworkStartupTimer = 0;
u32 sNetworkReconnectTimer = 0;
u32 sNetworkRehostTimer = 0;
enum NetworkSystemType sNetworkReconnectType = NT_NONE;
enum NetworkSystemType sNetworkReconnectType = NS_SOCKET;
struct StringLinkedList gRegisteredMods = { 0 };
@ -390,7 +391,7 @@ void network_reset_reconnect_and_rehost(void) {
gNetworkStartupTimer = 0;
sNetworkReconnectTimer = 0;
sNetworkRehostTimer = 0;
sNetworkReconnectType = NT_NONE;
sNetworkReconnectType = NS_SOCKET;
gDiscordReconnecting = false;
}
@ -453,6 +454,11 @@ static void network_rehost_update(void) {
gDiscordReconnecting = true;
djui_panel_do_host();
#ifdef DISCORD_SDK
if (sNetworkReconnectType == NS_DISCORD) {
discord_activity_update(true);
}
#endif
gDiscordReconnecting = false;
}