Add BA player disconnect win condition, make loading a bit more forgiving

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NG (Graham) committed 2025-08-31 12:12:43 -04:00
1 parent 971c50c439
commit 85d61b2009
3 files changed
+88 -14

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@@ -8,15 +8,27 @@ pub struct RlnlPacket {
/// (true = yes, do default behaviour)
#[async_trait::async_trait]
pub trait CustomGameLogic: Sized + Send + Sync + 'static {
/// Called when player joins the game server (after authentication).
async fn on_player_join(&self, generic: &super::GenericGamemodeEngine<Self>, player: &crate::matches::generic::UserConnection, others: &[oj_rc_core::persist::user::PlayerDescriptor]) -> bool;
/// Called when player leaves the game server (i.e. player disconnects).
async fn on_player_end(&self, generic: &super::GenericGamemodeEngine<Self>, player: &crate::matches::generic::UserConnection) -> bool;
/// Called when a player's vehicle is destroyed by another player.
async fn on_vehicle_destroyed(&self, generic: &super::GenericGamemodeEngine<Self>, killer: u8, victim: u8) -> bool;
/// Called when a player's vehicle self-destructs.
async fn on_vehicle_self_destruct(&self, generic: &super::GenericGamemodeEngine<Self>, user: u8, is_classic: bool) -> bool;
/// Called during loading, before the sync stage is entered.
///
/// Roughly, loading is as follows: `Loading -> WaitingForSync -> Sync -> WaitingToStart -> InGame`.
async fn extra_sync_events(&self, generic: &super::GenericGamemodeEngine<Self>, player: &crate::matches::generic::UserConnection) -> Vec<RlnlPacket>;
/// Called when loading completes and the countdown is starting
async fn on_countdown_start(&self, generic: &super::GenericGamemodeEngine<Self>, game_start: chrono::DateTime<chrono::Utc>) -> bool;
/// Called when the game is marked as complete
async fn on_game_completed(&self, generic: &super::GenericGamemodeEngine<Self>) -> bool;
/// Called when various network events are broadcast from one client but before they are sent to the rest of the clients
async fn on_broadcast(&self, generic: &super::GenericGamemodeEngine<Self>, user_id: i32, event_out: rlnl::event_code::NetworkEvent, event_in: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: &Option<Box<dyn crate::Broadcastable>>, skip_user: bool) -> bool;
/// Called when a vehicle motion event is received from a client
async fn on_motion(&self, generic: &super::GenericGamemodeEngine<Self>, motion: &rlnl::machine_motion::MachineMotion, location: (f32, f32, f32)) -> bool;
/// Called when a gamemode-specific network event is received from a client
async fn on_custom(&self, generic: &super::GenericGamemodeEngine<Self>, user_id: i32, event: rlnl::event_code::NetworkEvent, property: literustlib::packet::Property, data: Box<dyn crate::Broadcastable>);
}