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allejo

interstellar space pirate extraordinaire • https://allejo.io

BZFlag Plug-ins for Dummies: Chapter 2

I told you it wouldn't take another 2 years until the next post. We're back and in this chapter we'll be discussing player records and modification API events.

Last week, I briefly mentioned player records and the fact that they'll typically be used whenever we want information regarding a player on the server. Let's go over what information is available, how to create them, how to use them, and how to free them when we're done.

Player Records Permalink to "Player Records" section

All player records are bz_BasePlayerRecord objects and they can either be created manually or are automatically given to you by the API. For example, the bz_ePlayerJoinEvent has a record attribute that is automatically created and freed for you; however, the player record will only exist in the same scope of *data as seen in the snippet below.

case bz_ePlayerJoinEvent:
{
    bz_PlayerJoinPartEventData_V1 *data = (bz_PlayerJoinPartEventData_V1*)eventData;

    // Data
    // ----
    // (int)                  playerID  - The player ID that is joining
    // (bz_BasePlayerRecord*) record    - The player record for the joining player
    // (double)               eventTime - Time of event.
}
break;

So what happens when we're in a place of our code where the API doesn't provide a record for us? We create it by ourselves. We'll be using the bz_getPlayerByIndex(int playerID) function to create a record for the player with the given player ID and we'll receive a pointer to our player record; since we're receiving a pointer to the data, we must free the record once we're done with it with bz_freePlayerRecord().

In the previous chapter, it was mentioned that player IDs were unique to players during their current session on a server; these player IDs will be used throughout your plugin. Let's create a player record for the player whose ID is currently 1.

int playerID = 1;
bz_BasePlayerRecord *record = bz_getPlayerByIndex(playerID);

Now, before we access the information in the player record, we must check that record is not NULL because bz_getPlayerByIndex() will return NULL if a player with the given ID does not exist.

if (!record) {
    // The player did not exist
    return;
}

Now that we've created the player record and have checked that it actually contains information, here's some of the information we now have access to. Take a look at the bz_BasePlayerRecord documentation to view all of the information available in each record.

name description
playerID ...
callsign the player's callsign
team the current team the player is on
currentFlag the current flag they're holding; an empty string if no flag is being held
spawned a boolean set to true if they're alive
verified set to true if the player is a registered account (i.e. has a + next to their name)
bzID the registered player's globally unique ID
admin whether or not the player is an admin

Since record is our pointer to our player record, we can access all of this information with the -> operator (or the . operator too).

std::string callsign = record->callsign;

// or

std::string callsign = (*record).callsign;

Now that we've stored the callsign, we're done with player record so now we must free it or else it'll continue to take up memory, a small amount but if you continue creating more records without freeing them those small amounts of memory will add up.

bz_freePlayerRecord(record);

Modification API Events Permalink to "Modification API Events" section

In the previous chapter, I mentioned "notification" API events and now I'm mentioning "modification" events? These aren't vocabulary words from the API, they're just what I heard from flying_popcorn years ago and so the names have stuck. What I consider a notification is an event that is used solely for notification purposes and doesn't allow you to change the behavior of the server and a modification event is an event that will allow you to control how the server behaves. Make sense? It's ok if it doesn't, we'll be building a plug-in to show you what it means.

Our plug-in will restrict which flags players can grab based on certain criteria. Let's build a ridiculous plug-in that does the following:

  • All players can grab every flag except GM and WG
  • Only registered players will be able to grab GM
  • Only admins will be able to grab WG

Now, let's see what event can we use to achieve this. bz_eFlagGrabbedEvent sounds perfect for the job, right? bz_eFlagGrabbedEvent is a notification event meaning we'll only be notified of when a player grabs the flag but we won't be able to prevent a player from actually grabbing the flag, since that'd require us to change the behavior of the server. Most modification events typically begin with bz_eAllow so if we look at the list of events again, we'll see that there's a bz_eAllowFlagGrab event; now that sounds like what we're looking for.

The typical server behavior is as follows: when a player drives over a flag, the server gives the player the flag. We would like to change this behavior so only some players can grab certain flags; this is where our modification event comes in. Notice how there is an allow boolean available to use in this event and how our event data is a pointer.

case bz_eAllowFlagGrab:
{
    bz_AllowFlagGrabData_V1 *data = (bz_AllowFlagGrabData_V1*)eventData;

    // Data
    // ----
    // (int)         playerID  - The ID of the player who is grabbing the flag
    // (int)         flagID    - The ID of the flag that is going to be grabbed
    // (const char*) flagType  - The type of the flag about to be grabbed
    // (bool)        allow     - Whether or not to allow the flag grab
    // (double)      eventTime - The server time at which the event occurred (in seconds).
}
break;

Since we're working with a pointer, any modifications to the event data will be seen by the server. In order to prevent the server from giving the player a flag, we need to change the allow boolean to false.

case bz_eAllowFlagGrab:
{
    bz_AllowFlagGrabData_V1 *data = (bz_AllowFlagGrabData_V1*)eventData;

    data->allow = false;
}
break;

That's it! We're done, right? Let's take a closer look at what we're doing. Whenever a player is about to grab a flag, the bz_eAllowFlagGrab event is triggered and when that's triggered, we're telling the server not to give the player the flag. Our plug-in was not meant to disable all of the flags for everyone. Let's fix that.

case bz_eAllowFlagGrab:
{
    bz_AllowFlagGrabData_V1 *data = (bz_AllowFlagGrabData_V1*)eventData;
    bz_BasePlayerRecord *record = bz_getPlayerByIndex(playerID); // step 1

    // step 2
    if (!record) {
        return;
    }

    std::string flag = flagType; // step 3

    // step 4
    if (flag == "GM" && !record->verified) {
        data->allow = false;
    }
    else if (flag == "WG" && !record->admin) {
        data->allow = false;
    }

    bz_freePlayerRecord(record); // step 5
}
break;

Step 1 Permalink to "Step 1" section

As we saw in the previous section, a player record will give us access to the following information that we'll be using in our plug-in:

  • Whether or not the player is registered
  • Whether or not the player is an admin

Step 2 Permalink to "Step 2" section

As mentioned previously, bz_getPlayerByIndex() may return NULL if the given player doesn't exist. In this situation, it is highly unlikely we'll ever get an event triggered by a non-existent player but let's play it safe. If we try to access information from a NULL player record, we'll get a segfault. What happens when a plug-in segfaults? The server crashes. Let's prevent that from happening by making sure we're not working with NULL.

Step 3 Permalink to "Step 3" section

The flag a player is attempting to grab is given to us through the flagType variable but it's given to us as a const char*. Let's remember that this is C++ and to compare const char* values, we need to use strcmp instead of ==. For this reason, I'm assigning the data to an std::string just so I can use the convenience of ==.

Step 4 Permalink to "Step 4" section

Now, this is where we have to do our checks for both the flag types and the player status. We have record->verified and record->admin, which both return true when the player is using a registered account and when the player is an admin, respectively. If we negate both of these values, we'll get unregistered account status and non-admin status.

Step 5 Permalink to "Step 5" section

Remember, we need to free our player record once we're done with it. Don't leak memory!

Final Plug-in Permalink to "Final Plug-in" section

That's it! Here's what our final plug-in will look like.

#include "bzfsAPI.h"

class FlagRestrictions : public bz_Plugin
{
    virtual const char* Name ();
    virtual void Init (const char* config);
    virtual void Cleanup ();
    virtual void Event (bz_EventData* eventData);
};

BZ_PLUGIN(FlagRestrictions)

const char* FlagRestrictions::Name ()
{
    return "FlagRestrictions";
}

void FlagRestrictions::Init (const char* config)
{
    Register(bz_eAllowFlagGrab);
}

void FlagRestrictions::Cleanup ()
{
    Flush();
}

void FlagRestrictions::Event (bz_EventData* eventData)
{
    switch (eventData->eventType)
    {
        case bz_eAllowFlagGrab:
        {
            bz_AllowFlagGrabData_V1 *data = (bz_AllowFlagGrabData_V1*)eventData;
            bz_BasePlayerRecord *record = bz_getPlayerByIndex(playerID);

            if (!record) {
                return;
            }

            std::string flag = flagType;

            if (flag == "GM" && !record->verified) {
                data->allow = false;
            }
            else if (flag == "WG" && !record->admin) {
                data->allow = false;
            }

            bz_freePlayerRecord(record);
        }
        break;

        default: break;
    }
}

Conclusion Permalink to "Conclusion" section

Congratulations on finishing your second plug-in! As always, your feedback is welcome and appreciated! I will be more than happy to improve this series to benefit all future plug-in developers.

On Your Own Permalink to "On Your Own" section

If you would like to expand on what you've learned, here some tasks for you to try and tackle on your own:

  1. When a player is not allowed to grab a flag, send a message to that player from the server stating why they are not allowed to grab the flag. For example, if a non-admin attempts to grab Wings, send them a message saying that only admins have the privilege of grabbing the Wings flag. Same for unregistered players and GM.
  2. Only allow your own callsign to grab the Laser flag.
  3. Add a new flag restriction that will only allow players with an even BZID to grab the Genocide flag. Hint: record->bzID is stored as a string.
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