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- /**
- * [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>
- #pragma newdecls required
- #define PLUGIN_VERSION "0.2.1"
- 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;
- public void OnPluginStart() {
- RegAdminCmd("csrd_uptime", AdminCmd_GetUptime, ADMFLAG_ROOT,
- "Outputs the server's current uptime.");
- }
- /**
- * Command to output current uptime.
- */
- public Action AdminCmd_GetUptime(int client, int argc) {
- char uptime[64], limit[64];
- FormatDuration(uptime, sizeof(uptime), GetUptime());
- FormatDuration(limit, sizeof(limit), g_nMaxUptimeLimit);
-
- ReplyToCommand(client, "Uptime: %s (limit %s)", uptime, limit);
-
- return Plugin_Handled;
- }
- /**
- * Pretty-prints a duration of nSeconds as hours / minutes / seconds.
- */
- void FormatDuration(char[] buffer, int maxlen, int nSeconds) {
- Format(buffer, maxlen, "%d hours, %d minutes, %d seconds",
- nSeconds / 3600,
- (nSeconds % 3600) / 60,
- nSeconds % 60);
- }
- /**
- * 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 (GetClientCount(false) - GetClientCount(true)) != 0;
- }
- /**
- * 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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