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Server: remove players who have been away too long A dedicated server can remove players who are away from their game. - "afk_kick_minutes" in the config's "players" section: 1 to 1440, or 0 (the default) for never. "afk-kick <minutes>|off" from the console or an admin; a change is saved and applies at once. - Away is doing nothing a player at their game does: not moving or turning, not speaking, not sending chat, and not placing, moving or removing an object. - A minute before the limit the player is told in chat; at the limit they are removed with a message saying why and that they can join again. The log has an "[afk]" line. - Admins are never removed for it. The time starts once a player's game has loaded the map, and starts over after a map change and when the setting is changed.
173 lines
10 KiB
C++
173 lines
10 KiB
C++
#pragma once
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#include "Engine/Game/Multiplayer/distance_settings.h"
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#include "Engine/Game/Multiplayer/object_placement.h"
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#include "Engine/Game/Multiplayer/session_model.h"
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#include "Engine/Game/Multiplayer/tick_settings.h"
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#include "Engine/Game/Multiplayer/voice_settings.h"
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#include "Engine/Game/World/park_rotation.h"
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#include <cstdint>
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#include <filesystem>
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#include <map>
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#include <optional>
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#include <string>
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#include <string_view>
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#include <vector>
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namespace dingosdk::server {
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// One kind of player vote: whether players may start it, and the share of connected players
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// (percent, 1-100) whose yes passes it.
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struct VoteSetting {
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bool enabled{};
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unsigned percent = 60;
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};
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struct VoteSettings {
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VoteSetting map, kick, time{false, 50};
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unsigned seconds = 30; // how long a vote runs
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unsigned cooldown = 60; // seconds before the same player may start another
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};
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// ReSkateServer.json. Every setting an admin or the console changes is saved
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// back, so a restart keeps it.
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inline constexpr unsigned dedicated_tps = 20;
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struct ServerConfig {
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std::filesystem::path file;
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std::string name = "ReSkate server";
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// The map everyone skates, named like the game's `load` command: "San Vansterdam",
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// "Isle of Grom", or a custom map in Mods\ such as "bbcity".
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std::string map = "San Vansterdam";
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std::vector<std::string> map_pool; // maps for votes and the rotation, in order; empty: every map
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unsigned map_rotation = 0; // minutes per map before the next pool map (0: off)
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unsigned max_players = 16; // players; the server itself is not one
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// The most poses a second one player is sent (crowd_limits); 0: no limit.
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unsigned crowd_budget = crowd_pose_budget;
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// The most a mod may resize part of a skater for the other players, as a factor (and its
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// inverse the least). The game's own skater height is a scale as well, so 1 shows every
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// skater at one height and build; 2, the default, leaves height alone. 0 is no limit.
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float bone_scale_limit = 2;
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// How players reach the server: true, through Steam's relay network only; false, straight
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// to `port` (UDP). A direct server still answers through the relays, for a player the port
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// does not reach, one who has turned direct connections off, or an older game.
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bool use_steam_relay = true;
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// Logs what Steam's networking says it is doing, to find out why connections fail.
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bool steam_debug = false;
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// How long a message to a player may wait to share a packet with the next ones, in
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// milliseconds (0: each goes at once in a packet of its own). Fewer, fuller packets:
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// less sent for the same updates, and less work sending it.
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unsigned pack_ms = 10;
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// Past this many metres a player's fingers are not sent moving (0: always). A skater's
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// forty finger bones turn in nearly every pose and are half of what a pose carries.
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unsigned finger_distance = 25;
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// What the server may send each player, in KB/s (128-16384).
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unsigned send_rate = 900;
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// The players with a reserved slot: they can join a full server, as the admins can.
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std::vector<std::uint64_t> reserved;
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std::string password; // empty: anyone may join
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std::string welcome; // sent to each player as they join
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// The colours of the server's own lines in chat, as "#RRGGBB": its badge and name, and the
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// text after them.
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std::string chat_color = "#8E5CFF", chat_text_color = "#D9C8FF";
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bool listed = true; // shown in the in-game server browser
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// A Steam game server login token (steamcommunity.com/dev/managegameservers, app 3354750).
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// With one the server signs in to its own account and keeps the same Steam ID every start,
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// which is how the ReSkate team's list of official servers knows it. Empty: anonymous.
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std::string steam_token;
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bool auto_update = true; // install new releases when nobody is on
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bool global_bans = true; // turn away players the ReSkate team has banned (global_bans.h)
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bool activity_log = true; // console lines for throwdowns, objects and loading
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bool announce_throwdowns = true; // tell everyone in chat when a throwdown drop is placed
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// Players form parties (/party, the game's Social menu): 2-8 players each (the game's Party
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// panel has eight rows). Off, nobody can be in one.
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bool parties = true;
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unsigned party_size = 8;
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// Minutes a player may be away (not moving, talking, typing or building) before the server
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// removes them, 1 to 1440; 0: never. Admins are never removed for it.
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unsigned afk_kick = 0;
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// Players whose game runs fast (a speedhack; Server/speed_check.h): "warn" takes them out of
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// throwdowns and coop challenges and tells the admins, "kick" also removes them, "off" does not check.
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std::string speed_check = "warn";
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// Players whose mods change how tricks score (Engine/Vfs/mod_scoring.h): "warn" takes them out
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// of throwdowns and coop challenges (the server stops relaying theirs) and tells everyone,
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// "kick" removes them, "off" does not check.
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std::string score_check = "warn";
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// Scoring fingerprints accepted besides the game's own (a server that runs on a scoring mod
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// everyone installs). Each player's fingerprint is in the console when they are flagged.
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std::vector<std::uint64_t> score_allow;
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std::uint16_t port = 27015, query_port = 27016;
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// Fixed for dedicated servers for now (dedicated_tps): a busy one's traffic, in and out,
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// is its players' poses, and at 20 a second that is a third less than at 30. Whatever
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// the file says is read as this; lobbies keep their own choice.
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unsigned tps = dedicated_tps;
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bool voice_chat = true;
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float voice_range = default_voice_range;
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MultiplayerDistances distances;
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// everyone, admins (only the admins below may build) or nobody.
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ObjectPlacement object_placement = ObjectPlacement::everyone;
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// Objects each player may have placed (object_placement.h); 0: no limit. Admins are not held to it.
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unsigned object_limit = default_object_limit;
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// Players may place objects at another size than their own. Off: every player's objects
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// are shared at their own size; admins may still resize theirs.
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bool object_scaling = true;
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// Whether players may use noclip (and teleport) / No Bail / the boosts (admins always may).
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bool noclip = true, no_bail = true, boosts = true;
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// Players skate with the game's own physics tuning, not copies they edited.
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bool enforce_tuning = true;
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VoteSettings votes; // all off until the owner turns them on
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ParkChoices parks{"skatepark_01", "megapark_05", "flumppark_08"};
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// Forced on every player while world_layer_sync is on: layer key -> mode.
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// Needs world-layers.json (the players' catalog) next to the server.
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bool world_layer_sync{};
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std::map<std::string, std::string> layers;
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std::vector<std::uint64_t> admins;
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std::vector<MultiplayerBan> bans;
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};
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// Reads `file`, writing a default one first when it does not exist. Settings this version
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// has that the file lacks (added by an update) are written back with their defaults, and
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// their names go to `added` ("votes.seconds" for a nested one).
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ServerConfig load_config(const std::filesystem::path &file, std::vector<std::string> *added = nullptr);
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void save_config(const ServerConfig &config);
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// Where the bans are kept: data/bans.json, beside the config.
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std::filesystem::path bans_file(const ServerConfig &config);
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// How many players may be on beyond max_players: one for each reserved player and each admin.
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std::size_t extra_slots(const ServerConfig &config) noexcept;
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// Whether a player who is not yet on may join a server with `on` players on it. Anyone, until
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// max_players are on; the reserved players and the admins after that too, in the extra slots
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// (a full server of 32 shows 33/32 with one of them on).
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bool may_join(const ServerConfig &config, std::uint64_t id, std::size_t on) noexcept;
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// "#RRGGBB" (or "RRGGBB") as a colour in the layout the protocol and the overlay use, or nothing.
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std::optional<std::uint32_t> parse_colour(std::string_view text) noexcept;
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// Why `config` cannot run, or empty.
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std::string config_error(const ServerConfig &config);
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// A scoring fingerprint as the config and console write it (16 hex digits), and read back
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// (nothing for text that is not one, or for 0: the game's own scoring needs no entry).
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std::string scoring_text(std::uint64_t fingerprint);
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std::optional<std::uint64_t> parse_scoring(std::string_view text);
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// Maps. The game always has its root level (DingoLevel_Root) loaded, and a map
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// is the level loaded into it, named as the game's own `load` command names it:
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// "San Vansterdam", "Isle of Grom", a custom map's "bbcity"...
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struct ServerLevel {
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std::string asset, name;
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};
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// The retail maps, and the custom maps in `mods`\<mod>\reskate-levels.json
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// (players' map mods, copied next to the server). Returns why a mod was skipped.
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std::vector<std::string> load_levels(const std::filesystem::path &mods);
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const std::vector<ServerLevel> &levels();
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// Like the game's `load`: a level path, a name or short name, or the unique start of one.
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const ServerLevel *find_level(std::string_view map);
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// Whether the server has this map (a name, level path or destination): one of the game's own,
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// or one a mod folder in its Mods lists. It only moves players to a map it has itself.
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bool installed_map(std::string_view map);
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// "a.b.c.d" as a number (a the highest byte), or 0 when it is not an IPv4 address.
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std::uint32_t direct_ipv4(std::string_view text) noexcept;
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// What players load for a map, as the protocol carries it ("<root>|<level>").
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// Empty when the map is unknown (a full level path is always accepted).
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std::string map_destination(std::string_view map);
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// The name to store for a map, a level path or a destination (an in-game admin
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// sends destinations).
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std::string map_setting(std::string_view map);
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// A map's name for people: "San Vansterdam".
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std::string map_label(std::string_view map);
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std::vector<const ServerLevel *> pool_levels(const ServerConfig &config); // known pool maps once each; all when empty
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bool in_map_pool(const ServerConfig &config, std::string_view map);
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const ServerLevel *next_pool_map(const ServerConfig &config, std::string_view map); // after `map`; null if no other
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} // namespace dingosdk::server
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