| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768 | /** * [CSRD] Uptime Limiter *  * There seems to be a memory leak somewhere in the server.  Definitely not a handle leak. * Supposedly, it's caused by SourceTV. *  * Because I can't be bothered to figure out the full cause at the moment, I'll just let the * server restart itself every day to avoid it filling up swap and getting OOM killed. *  * Disconnecting an actively connected user would be rude, so we'll wait until the server is * empty. */#pragma semicolon 1#include <sourcemod>#include <stocksoup/log_server>#pragma newdecls required#define PLUGIN_VERSION "0.0.3"public Plugin myinfo = {    name = "[CSRD] Uptime Limiter",    author = "nosoop",    description = "Forces a server to auto-restart after a certain uptime when empty.",    version = PLUGIN_VERSION,    url = "https://git.csrd.science/"}int g_nMaxUptimeLimit = 60 * 60 * 12;/** * Called when the Waiting for Players round state begins. * At least one client, human or bot, must be connected for this forward to be called. *  * Considering the server runs bots, we can use this forward to check if any human players are * connected to the server, and if not, we can restart the server when desirable. */public void TF2_OnWaitingForPlayersStart() {	if (GetUptime() > g_nMaxUptimeLimit) {		if (!IsHumanConnected()) {			LogMessage("Server has reached an uptime of %d seconds and is currently empty.  "					... "Restarting...", GetUptime());			ServerCommand("quit");		}	}}/** * Checks if a human player is connected to the server. * This always returns false between the OnMapEnd and OnMapStart / OnConfigsExecuted callbacks. */bool IsHumanConnected() {	for (int i = 1; i < MaxClients; i++) {		if (IsClientConnected(i) && !IsFakeClient(i)) {			return true;		}	}	return false;}/** * Engine time is effectively the amount of time since server startup, as far as I'm * concerned. */int GetUptime() {	float flEngineTime = GetEngineTime();	return RoundToFloor(flEngineTime);}
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