mirror of
https://github.com/BeamMP/BeamMP-Server.git
synced 2026-04-04 06:46:23 +00:00
rework GetClient to use new ForEachClient, return shared_ptr
this simplifies a lot of functions, and removes a lot of potential errors when using the function. You now only check whether the return value is null, and if it's not, you have a valid, reference-counted, client pointer.
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@@ -119,15 +119,14 @@ static inline std::pair<bool, std::string> InternalTriggerClientEvent(int Player
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LuaAPI::MP::Engine->Network().SendToAll(nullptr, StringToVector(Packet), true, true);
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return { true, "" };
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} else {
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auto MaybeClient = GetClient(LuaAPI::MP::Engine->Server(), PlayerID);
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if (!MaybeClient || MaybeClient.value().expired()) {
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auto Client = GetClient(LuaAPI::MP::Engine->Server(), PlayerID);
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if (!Client) {
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beammp_lua_errorf("TriggerClientEvent invalid Player ID '{}'", PlayerID);
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return { false, "Invalid Player ID" };
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}
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auto c = MaybeClient.value().lock();
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if (!LuaAPI::MP::Engine->Network().Respond(*c, StringToVector(Packet), true)) {
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if (!LuaAPI::MP::Engine->Network().Respond(*Client, StringToVector(Packet), true)) {
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beammp_lua_errorf("Respond failed, dropping client {}", PlayerID);
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LuaAPI::MP::Engine->Network().ClientKick(*c, "Disconnected after failing to receive packets");
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LuaAPI::MP::Engine->Network().ClientKick(*Client, "Disconnected after failing to receive packets");
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return { false, "Respond failed, dropping client" };
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}
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return { true, "" };
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@@ -140,13 +139,12 @@ std::pair<bool, std::string> LuaAPI::MP::TriggerClientEvent(int PlayerID, const
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}
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std::pair<bool, std::string> LuaAPI::MP::DropPlayer(int ID, std::optional<std::string> MaybeReason) {
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auto MaybeClient = GetClient(Engine->Server(), ID);
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if (!MaybeClient || MaybeClient.value().expired()) {
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auto Client = GetClient(Engine->Server(), ID);
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if (!Client) {
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beammp_lua_errorf("Tried to drop client with id {}, who doesn't exist", ID);
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return { false, "Player does not exist" };
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}
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auto c = MaybeClient.value().lock();
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LuaAPI::MP::Engine->Network().ClientKick(*c, MaybeReason.value_or("No reason"));
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LuaAPI::MP::Engine->Network().ClientKick(*Client, MaybeReason.value_or("No reason"));
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return { true, "" };
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}
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@@ -158,16 +156,15 @@ std::pair<bool, std::string> LuaAPI::MP::SendChatMessage(int ID, const std::stri
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Engine->Network().SendToAll(nullptr, StringToVector(Packet), true, true);
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Result.first = true;
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} else {
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auto MaybeClient = GetClient(Engine->Server(), ID);
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if (MaybeClient && !MaybeClient.value().expired()) {
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auto c = MaybeClient.value().lock();
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if (!c->IsSynced()) {
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auto Client = GetClient(Engine->Server(), ID);
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if (Client) {
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if (!Client->IsSynced()) {
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Result.first = false;
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Result.second = "Player still syncing data";
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return Result;
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}
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LogChatMessage("<Server> (to \"" + c->GetName() + "\")", -1, Message);
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if (!Engine->Network().Respond(*c, StringToVector(Packet), true)) {
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LogChatMessage("<Server> (to \"" + Client->GetName() + "\")", -1, Message);
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if (!Engine->Network().Respond(*Client, StringToVector(Packet), true)) {
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beammp_errorf("Failed to send chat message back to sender (id {}) - did the sender disconnect?", ID);
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// TODO: should we return an error here?
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}
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@@ -184,18 +181,17 @@ std::pair<bool, std::string> LuaAPI::MP::SendChatMessage(int ID, const std::stri
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std::pair<bool, std::string> LuaAPI::MP::RemoveVehicle(int PID, int VID) {
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std::pair<bool, std::string> Result;
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auto MaybeClient = GetClient(Engine->Server(), PID);
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if (!MaybeClient || MaybeClient.value().expired()) {
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auto Client = GetClient(Engine->Server(), PID);
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if (!Client) {
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beammp_lua_error("RemoveVehicle invalid Player ID");
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Result.first = false;
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Result.second = "Invalid Player ID";
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return Result;
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}
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auto c = MaybeClient.value().lock();
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if (!c->GetCarData(VID).empty()) {
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if (!Client->GetCarData(VID).empty()) {
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std::string Destroy = "Od:" + std::to_string(PID) + "-" + std::to_string(VID);
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Engine->Network().SendToAll(nullptr, StringToVector(Destroy), true, true);
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c->DeleteCar(VID);
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Client->DeleteCar(VID);
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Result.first = true;
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} else {
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Result.first = false;
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@@ -273,18 +269,18 @@ void LuaAPI::MP::Sleep(size_t Ms) {
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}
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bool LuaAPI::MP::IsPlayerConnected(int ID) {
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auto MaybeClient = GetClient(Engine->Server(), ID);
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if (MaybeClient && !MaybeClient.value().expired()) {
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return MaybeClient.value().lock()->IsConnected();
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auto Client = GetClient(Engine->Server(), ID);
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if (Client) {
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return Client->IsConnected();
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} else {
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return false;
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}
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}
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bool LuaAPI::MP::IsPlayerGuest(int ID) {
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auto MaybeClient = GetClient(Engine->Server(), ID);
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if (MaybeClient && !MaybeClient.value().expired()) {
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return MaybeClient.value().lock()->IsGuest();
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auto Client = GetClient(Engine->Server(), ID);
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if (Client) {
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return Client->IsGuest();
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} else {
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return false;
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}
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