forward database(playerid);
public OnGameModeInit() { SetTimer("database", 60000, false); return 1; }
public database(playerid) { for(new v = 0; v < MAX_PLAYERS; ++v) { dini_IntSet(file, "Score", GetPlayerScore(v)); dini_IntSet(file, "Money", GetPlayerMoney(v)); dini_IntSet(file, "level", PlayerInfo[v][Level]); dini_IntSet(file, "Cold", PlayerInfo[v][Cold]); dini_IntSet(file, "Hot", PlayerInfo[v][Hot]); SendClientMessageToAll(AZUL, "Database: all player stats were saved"); printf("Database: all player stats were saved"); SetTimer("database", 60000, true); } return 1; }
endClientMessageToAll(AZUL, "Database: all player stats were saved"); endClientMessageToAll(AZUL, "Database: all player stats were saved"); endClientMessageToAll(AZUL, "Database: all player stats were saved"); endClientMessageToAll(AZUL, "Database: all player stats were saved"); endClientMessageToAll(AZUL, "Database: all player stats were saved");
stock SavePlayerStats(playerid)
{
dini_IntSet(file, "Score", GetPlayerScore(playerid));
dini_IntSet(file, "Money", GetPlayerMoney(playerid));
dini_IntSet(file, "level", PlayerInfo[playerid][Level]);
dini_IntSet(file, "Cold", PlayerInfo[playerid][Cold]);
dini_IntSet(file, "Hot", PlayerInfo[playerid][Hot]);
printf("Player id %d has his files saved", playerid);
return 1;
}
public OnPlayerDisconnect(playerid, reason)
{
SavePlayerStats(playerid);
return 1;
}
Password=143852150 level=0 Money=0 Score=0 Cold=0 Hot=0
dcmd_setlevel(playerid,params[]) { if(PlayerInfo[playerid][LoggedIn] == 1) { if(PlayerInfo[playerid][Level] >= 5 || IsPlayerAdmin(playerid)) { new tmp[256], tmp2[256], Index; tmp = strtok(params,Index), tmp2 = strtok(params,Index); if(!strlen(params)) return SendClientMessage(playerid, red, "USAGE: /setlevel [playerid] [level]"); new player1, level, playername[MAX_PLAYER_NAME], adminname[MAX_PLAYER_NAME], string[128]; player1 = strval(tmp); if(!strlen(tmp2)) return SendClientMessage(playerid, red, "USAGE: /setlevel [playerid] [level]"); level = strval(tmp2); if(IsPlayerConnected(player1) && player1 != INVALID_PLAYER_ID) { if(PlayerInfo[player1][LoggedIn] == 1) { if(level > ServerInfo[MaxAdminLevel] ) return SendClientMessage(playerid,red,"ERROR: Incorrect Level"); if(level == PlayerInfo[player1][Level]) return SendClientMessage(playerid,red,"ERROR: Player is already this level"); CMDMessageToAdmins(playerid,"SETLEVEL"); GetPlayerName(player1, playername, sizeof(playername)); GetPlayerName(playerid, adminname, sizeof(adminname)); new year,month,day; getdate(year, month, day); new hour,minute,second; gettime(hour,minute,second); if(level > 0) format(string,sizeof(string),"Administrator %s has set you to Administrator Status [level %d]",adminname, level); else format(string,sizeof(string),"Administrator %s has set you to Player Status [level %d]",adminname, level); SendClientMessage(player1,blue,string); if(level > PlayerInfo[player1][Level]) GameTextForPlayer(player1,"Promoted", 2000, 3); else GameTextForPlayer(player1,"Demoted", 2000, 3); format(string,sizeof(string),"You have made %s Level %d on %d/%d/%d at %d:%d:%d", playername, level, day, month, year, hour, minute, second); SendClientMessage(playerid,blue,string); format(string,sizeof(string),"Administrator %s has made %s Level %d on %d/%d/%d at %d:%d:%d",adminname, playername, level, day, month, year, hour, minute, second); SaveToFile("AdminLog",string); dUserSetINT(PlayerName2(player1)).("level",(level)); PlayerInfo[player1][Level] = level; return PlayerPlaySound(player1,1057,0.0,0.0,0.0); } else return SendClientMessage(playerid,red,"ERROR: Player must be registered and logged in to be admin"); } else return SendClientMessage(playerid, red, "Player is not connected"); } else return SendClientMessage(playerid,red,"ERROR: You are not a high enough level to use this command"); } else return SendClientMessage(playerid,red,"ERROR: You must be logged in to use this commands"); }
for(new v = 0; v < MAX_PLAYERS; ++v)
{
...
}
for(new v = 0; v < MAX_PLAYERS; ++v)
{
if ( !IsPlayerConnected( v ) ) continue;
...
}
I read somewhere recently (on here) that not all things can be saved in OnPlayerDisconnect, if thats true or not i don't know, i havn't tested.
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I have score, rank, money, and etc under OnPlayerDisconnect and works fine.
That's why I said that is enough if you save you player stats when they disconnect, why a timer? |
Server crashes, etc.
What if a player has played for like an hour, then the server crashes. All the progress will be gone. |