r5sdk/r5dev/engine/host_state.cpp

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15 KiB
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//=============================================================================//
//
// Purpose: Runs the state machine for the host & server.
//
//=============================================================================//
// host_state.cpp: methods are declared inline to prevent stack corruption.
//
/////////////////////////////////////////////////////////////////////////////////
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#include "core/stdafx.h"
#include "tier0/jobthread.h"
#include "tier0/commandline.h"
#include "tier0/fasttimer.h"
#include "tier1/cmd.h"
#include "tier1/cvar.h"
#include "tier1/NetAdr.h"
#include "tier2/socketcreator.h"
#include "vpc/keyvalues.h"
#include "datacache/mdlcache.h"
#ifndef CLIENT_DLL
#include "engine/server/sv_rcon.h"
#endif // !CLIENT_DLL
#ifndef DEDICATED
#include "engine/client/cl_rcon.h"
#include "engine/client/cl_main.h"
#include "engine/client/clientstate.h"
#endif // DEDICATED
#include "engine/net.h"
#include "engine/gl_screen.h"
#include "engine/host.h"
#include "engine/host_cmd.h"
#include "engine/host_state.h"
#include "engine/sys_engine.h"
#include "engine/modelloader.h"
#include "engine/cmodel_bsp.h"
#ifndef CLIENT_DLL
#include "engine/server/server.h"
#endif // !CLIENT_DLL
#include "rtech/rtech_game.h"
#include "rtech/rtech_utils.h"
#include "rtech/stryder/stryder.h"
#ifndef DEDICATED
#include "vgui/vgui_baseui_interface.h"
2022-04-02 12:27:35 +02:00
#include "client/vengineclient_impl.h"
#endif // DEDICATED
#include "networksystem/pylon.h"
2022-09-01 01:32:32 +02:00
#ifndef CLIENT_DLL
#include "networksystem/bansystem.h"
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#endif // !CLIENT_DLL
#include "networksystem/listmanager.h"
#include "public/edict.h"
#ifndef CLIENT_DLL
#include "game/server/gameinterface.h"
#endif // !CLIENT_DLL
#include "squirrel/sqinit.h"
2022-01-09 14:35:43 +01:00
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
//-----------------------------------------------------------------------------
// Purpose: state machine's main processing loop
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime)
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
static bool bInitialized = false;
static bool bResetIdleName = false;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
if (!bInitialized)
{
g_pHostState->Setup();
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
bInitialized = true;
}
g_pHostState->Think();
#ifndef CLIENT_DLL
RCONServer()->RunFrame();
#endif // !CLIENT_DLL
#ifndef DEDICATED
RCONClient()->RunFrame();
#endif // !DEDICATED
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
HostStates_t oldState{};
if (setjmp(*host_abortserver))
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
g_pHostState->Init();
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
return;
}
else
{
#ifndef CLIENT_DLL
*g_bAbortServerSet = true;
#endif // !CLIENT_DLL
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
do
{
Cbuf_Execute();
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
oldState = g_pHostState->m_iCurrentState;
2022-01-05 19:23:53 +01:00
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
switch (g_pHostState->m_iCurrentState)
{
case HostStates_t::HS_NEW_GAME:
{
g_pHostState->State_NewGame();
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
break;
}
case HostStates_t::HS_CHANGE_LEVEL_SP:
{
g_pHostState->State_ChangeLevelSP();
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
break;
}
case HostStates_t::HS_CHANGE_LEVEL_MP:
{
g_pHostState->State_ChangeLevelMP();
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
break;
}
case HostStates_t::HS_RUN:
{
if (!g_pHostState->m_bActiveGame)
{
if (bResetIdleName)
{
g_pHostState->ResetLevelName();
bResetIdleName = false;
}
}
else // Reset idle name the next non-active frame.
{
bResetIdleName = true;
}
#if !defined (DEDICATED) && !defined (CLIENT_DLL)
// Parallel processing of 'C_BaseAnimating::SetupBones()' is not supported
// on listen servers running the local client.
if (g_pServer->IsActive())
{
if (cl_threaded_bone_setup->GetBool())
{
cl_threaded_bone_setup->SetValue(false);
}
}
#endif // !DEDICATED && !CLIENT_DLL
CHostState_State_Run(&g_pHostState->m_iCurrentState, flCurrentTime, flFrameTime);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
break;
}
case HostStates_t::HS_GAME_SHUTDOWN:
{
DevMsg(eDLL_T::ENGINE, "%s: Shutdown host game\n", __FUNCTION__);
CHostState_State_GameShutDown(g_pHostState);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
break;
}
case HostStates_t::HS_RESTART:
{
DevMsg(eDLL_T::ENGINE, "%s: Restarting state machine\n", __FUNCTION__);
#ifndef DEDICATED
CL_EndMovie();
#endif // !DEDICATED
Stryder_SendOfflineRequest(); // We have hostnames nulled anyway.
g_pEngine->SetNextState(IEngine::DLL_RESTART);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
break;
}
case HostStates_t::HS_SHUTDOWN:
{
DevMsg(eDLL_T::ENGINE, "%s: Shutdown state machine\n", __FUNCTION__);
#ifndef DEDICATED
CL_EndMovie();
#endif // !DEDICATED
Stryder_SendOfflineRequest(); // We have hostnames nulled anyway.
g_pEngine->SetNextState(IEngine::DLL_CLOSE);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
break;
}
default:
{
break;
}
}
2022-03-26 00:44:23 +01:00
} while ((oldState != HostStates_t::HS_RUN || g_pHostState->m_iNextState == HostStates_t::HS_LOAD_GAME && single_frame_shutdown_for_reload->GetBool())
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
&& oldState != HostStates_t::HS_SHUTDOWN
&& oldState != HostStates_t::HS_RESTART);
}
}
//-----------------------------------------------------------------------------
// Purpose: state machine initialization
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::Init(void)
{
if (m_iNextState != HostStates_t::HS_SHUTDOWN)
{
if (m_iNextState == HostStates_t::HS_GAME_SHUTDOWN)
{
CHostState_State_GameShutDown(this);
}
else
{
m_iCurrentState = HostStates_t::HS_RUN;
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !single_frame_shutdown_for_reload->GetInt())
m_iNextState = HostStates_t::HS_RUN;
}
}
m_flShortFrameTime = 1.0f;
m_levelName[0] = 0;
m_landMarkName[0] = 0;
m_mapGroupName[0] = 0;
m_nSplitScreenPlayers = 256;
m_vecLocation.Init();
m_angLocation.Init();
m_iCurrentState = HostStates_t::HS_NEW_GAME;
}
//-----------------------------------------------------------------------------
// Purpose: state machine setup
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::Setup(void)
{
g_pHostState->LoadConfig();
2022-09-01 01:32:32 +02:00
#ifndef CLIENT_DLL
g_pBanSystem->Load();
2022-09-01 01:32:32 +02:00
#endif // !CLIENT_DLL
ConVar::PurgeHostNames();
net_usesocketsforloopback->SetValue(1);
if (net_useRandomKey->GetBool())
{
NET_GenerateKey();
}
ResetLevelName();
}
//-----------------------------------------------------------------------------
// Purpose: think
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::Think(void) const
{
2022-03-26 01:19:02 +01:00
static bool bInitialized = false;
static CFastTimer banListTimer;
static CFastTimer pylonTimer;
static CFastTimer statsTimer;
if (!bInitialized) // Initialize clocks.
{
#ifndef CLIENT_DLL
banListTimer.Start();
#ifdef DEDICATED
pylonTimer.Start();
#endif // DEDICATED
statsTimer.Start();
#endif // !CLIENT_DLL
bInitialized = true;
}
#ifndef CLIENT_DLL
if (banListTimer.GetDurationInProgress().GetSeconds() > sv_banlistRefreshRate->GetDouble())
{
g_pBanSystem->BanListCheck();
banListTimer.Start();
}
#endif // !CLIENT_DLL
#ifdef DEDICATED
2022-09-22 00:22:43 +02:00
if (pylonTimer.GetDurationInProgress().GetSeconds() > sv_pylonRefreshRate->GetDouble())
{
const NetGameServer_t netGameServer
{
hostname->GetString(),
hostdesc->GetString(),
sv_pylonVisibility->GetInt() == EServerVisibility_t::HIDDEN,
g_pHostState->m_levelName,
mp_gamemode->GetString(),
hostip->GetString(),
hostport->GetString(),
g_pNetKey->GetBase64NetKey(),
std::to_string(*g_nServerRemoteChecksum),
SDK_VERSION,
std::to_string(g_pServer->GetNumClients()),
std::to_string(g_ServerGlobalVariables->m_nMaxClients),
std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count()
};
std::thread(&CPylon::KeepAlive, g_pMasterServer, netGameServer).detach();
pylonTimer.Start();
}
#endif // DEDICATED
2022-05-12 19:39:55 +02:00
#ifndef CLIENT_DLL
if (sv_autoReloadRate->GetBool())
{
if (g_ServerGlobalVariables->m_flCurTime > sv_autoReloadRate->GetDouble())
{
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "reload\n", cmd_source_t::kCommandSrcCode);
}
}
if (statsTimer.GetDurationInProgress().GetSeconds() > sv_statusRefreshRate->GetDouble())
{
string svCurrentPlaylist = KeyValues_GetCurrentPlaylist();
int32_t nPlayerCount = g_pServer->GetNumClients();
SetConsoleTitleA(fmt::format("{:s} - {:d}/{:d} Players ({:s} on {:s})",
hostname->GetString(), nPlayerCount, g_ServerGlobalVariables->m_nMaxClients, svCurrentPlaylist, m_levelName).c_str());
statsTimer.Start();
}
#endif // !CLIENT_DLL
}
//-----------------------------------------------------------------------------
2022-02-19 02:43:20 +01:00
// Purpose: load and execute configuration files
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::LoadConfig(void) const
{
if (CommandLine()->ParmValue("-launcher", 0) < 1) // Launcher level 1 indicates everything is handled from the commandline/launcher.
{
if (!CommandLine()->CheckParm("-devsdk"))
{
2022-03-28 12:02:11 +02:00
#ifndef CLIENT_DLL
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_server.cfg\"", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_server.cfg\"", cmd_source_t::kCommandSrcCode);
2022-03-28 12:02:11 +02:00
#endif //!CLIENT_DLL
#ifndef DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_client.cfg\"", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_client.cfg\"", cmd_source_t::kCommandSrcCode);
#endif // !DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec.cfg\"", cmd_source_t::kCommandSrcCode);
}
else // Development configs.
{
2022-03-28 12:02:11 +02:00
#ifndef CLIENT_DLL
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_server_dev.cfg\"", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_server_dev.cfg\"", cmd_source_t::kCommandSrcCode);
2022-03-28 12:02:11 +02:00
#endif //!CLIENT_DLL
#ifndef DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_client_dev.cfg\"", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_client_dev.cfg\"", cmd_source_t::kCommandSrcCode);
#endif // !DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_dev.cfg\"", cmd_source_t::kCommandSrcCode);
}
#ifndef DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"bind.cfg\"", cmd_source_t::kCommandSrcCode);
#endif // !DEDICATED
Cbuf_Execute();
}
}
//-----------------------------------------------------------------------------
// Purpose: shutdown active game
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::GameShutDown(void)
{
if (m_bActiveGame)
{
#ifndef CLIENT_DLL
g_pServerGameDLL->GameShutdown();
#endif // !CLIENT_DLL
m_bActiveGame = false;
2022-09-14 21:59:32 +02:00
ResetLevelName();
}
}
//-----------------------------------------------------------------------------
2022-02-19 02:43:20 +01:00
// Purpose: initialize new game
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::State_NewGame(void)
{
DevMsg(eDLL_T::ENGINE, "%s: Loading level: '%s'\n", __FUNCTION__, g_pHostState->m_levelName);
LARGE_INTEGER time{};
uint16_t nSplitScreenPlayers = m_nSplitScreenPlayers;
m_nSplitScreenPlayers = 0;
2022-05-12 19:39:55 +02:00
#ifndef CLIENT_DLL
if (!g_pServerGameClients) // Init Game if it ain't valid.
{
SV_InitGameDLL();
}
2022-05-12 19:39:55 +02:00
#endif // !CLIENT_DLL
2022-05-12 19:39:55 +02:00
#ifndef CLIENT_DLL
if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
|| !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, nSplitScreenPlayers, time) || !g_pServerGameClients)
{
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: Level not valid\n", __FUNCTION__);
#ifndef DEDICATED
SCR_EndLoadingPlaque();
#endif // !DEDICATED
GameShutDown();
}
2022-05-12 19:39:55 +02:00
#endif // !CLIENT_DLL
m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
}
//-----------------------------------------------------------------------------
2022-02-19 02:43:20 +01:00
// Purpose: change singleplayer level
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::State_ChangeLevelSP(void)
{
DevMsg(eDLL_T::ENGINE, "%s: Changing singleplayer level to: '%s'\n", __FUNCTION__, m_levelName);
m_flShortFrameTime = 1.5; // Set frame time.
if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
{
Host_ChangeLevel(true, m_levelName, m_mapGroupName); // Call change level as singleplayer level.
}
else
{
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: unable to find level: '%s'\n", __FUNCTION__, m_levelName);
}
m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
}
//-----------------------------------------------------------------------------
2022-02-19 02:43:20 +01:00
// Purpose: change multiplayer level
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::State_ChangeLevelMP(void)
{
DevMsg(eDLL_T::ENGINE, "%s: Changing multiplayer level to: '%s'\n", __FUNCTION__, m_levelName);
m_flShortFrameTime = 0.5; // Set frame time.
#ifndef CLIENT_DLL
g_pServerGameDLL->LevelShutdown();
#endif // !CLIENT_DLL
if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
{
#ifndef DEDICATED
g_pEngineVGui->EnabledProgressBarForNextLoad();
#endif // !DEDICATED
Host_ChangeLevel(false, m_levelName, m_mapGroupName); // Call change level as multiplayer level.
}
else
{
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: unable to find level: '%s'\n", __FUNCTION__, m_levelName);
}
m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
}
//-----------------------------------------------------------------------------
// Purpose: resets the level name
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::ResetLevelName(void)
{
#ifdef DEDICATED
2022-09-14 21:59:32 +02:00
static const char* szNoMap = "server_idle";
#else // DEDICATED
2022-11-10 11:59:29 +01:00
static const char* szNoMap = "menu_main";
#endif
Q_snprintf(const_cast<char*>(m_levelName), sizeof(m_levelName), szNoMap);
}
void VHostState::Attach(void) const
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
DetourAttach(&CHostState_FrameUpdate, &CHostState::FrameUpdate);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
}
void VHostState::Detach(void) const
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
DetourDetach(&CHostState_FrameUpdate, &CHostState::FrameUpdate);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
}
///////////////////////////////////////////////////////////////////////////////
CHostState* g_pHostState = nullptr;