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* feat: in-house queue system * refactor(server/queue): organize code --------- Co-authored-by: Manason <[email protected]>
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Original file line number | Diff line number | Diff line change |
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if GetConvar('qbx:enablequeue', 'true') == 'false' then return end | ||
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-- Disable hardcap because it kicks the player when the server is full | ||
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---@param resource string | ||
AddEventHandler('onResourceStarting', function(resource) | ||
if resource == 'hardcap' then | ||
lib.print.info('Preventing hardcap from starting...') | ||
CancelEvent() | ||
end | ||
end) | ||
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if GetResourceState('hardcap'):find('start') then | ||
lib.print.info('Stopping hardcap...') | ||
StopResource('hardcap') | ||
end | ||
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-- Queue code | ||
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local maxPlayers = GlobalState.MaxPlayers | ||
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---Player license to queue position map. | ||
---@type table<string, integer> | ||
local playerPositions = {} | ||
local queueSize = 0 | ||
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---@param license string | ||
local function enqueue(license) | ||
queueSize += 1 | ||
playerPositions[license] = queueSize | ||
end | ||
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---@param license string | ||
local function dequeue(license) | ||
local pos = playerPositions[license] | ||
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queueSize -= 1 | ||
playerPositions[license] = nil | ||
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-- decrease the positions of players who are after the current player in queue | ||
for k, v in pairs(playerPositions) do | ||
if v > pos then | ||
playerPositions[k] -= 1 | ||
end | ||
end | ||
end | ||
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---Map of player licenses that passed the queue and are downloading server content. | ||
---Needs to be saved because these players won't be part of regular player counts such as `GetNumPlayerIndices`. | ||
---@type table<string, true> | ||
local joiningPlayers = {} | ||
local joiningPlayerCount = 0 | ||
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---@param license string | ||
local function addPlayerJoining(license) | ||
if not joiningPlayers[license] then | ||
joiningPlayerCount += 1 | ||
end | ||
joiningPlayers[license] = true | ||
end | ||
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---@param license string | ||
local function removePlayerJoining(license) | ||
if joiningPlayers[license] then | ||
joiningPlayerCount -= 1 | ||
end | ||
joiningPlayers[license] = nil | ||
end | ||
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---@param source Source | ||
---@param license string | ||
---@param deferrals Deferrals | ||
local function awaitPlayerQueue(source, license, deferrals) | ||
if playerPositions[license] then | ||
deferrals.done(Lang:t('error.already_in_queue')) | ||
return | ||
end | ||
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enqueue(license) | ||
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-- wait until the player disconnected or until there are available slots and the player is first in queue | ||
while DoesPlayerExist(source --[[@as string]]) and ((GetNumPlayerIndices() + joiningPlayerCount) >= maxPlayers or playerPositions[license] > 1) do | ||
deferrals.update(Lang:t('info.in_queue', { | ||
queuePos = playerPositions[license], | ||
queueSize = queueSize, | ||
})) | ||
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Wait(1000) | ||
end | ||
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-- if the player disconnected while waiting in queue | ||
if not DoesPlayerExist(source --[[@as string]]) then | ||
dequeue(license) | ||
return | ||
end | ||
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addPlayerJoining(license) | ||
dequeue(license) | ||
deferrals.done() | ||
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-- wait until the player finally joins or disconnects while installing server content | ||
-- this may result in waiting ~2 additional minutes if the player disconnects as FXServer will think that the player exists | ||
while DoesPlayerExist(source --[[@as string]]) do | ||
Wait(1000) | ||
end | ||
removePlayerJoining(license) | ||
end | ||
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return { | ||
awaitPlayerQueue = awaitPlayerQueue, | ||
} |