r5sdk/r5dev/game/server/gameinterface.cpp

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//=============================================================================//
//
// Purpose: Implement things from GameInterface.cpp. Mostly the engine interfaces.
//
// $NoKeywords: $
//=============================================================================//
#include "core/stdafx.h"
#include "tier1/cvar.h"
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#include "public/server_class.h"
#include "public/eiface.h"
#include "public/const.h"
#include "common/protocol.h"
#include "engine/server/sv_main.h"
#include "gameinterface.h"
#include "entitylist.h"
#include "baseanimating.h"
#include "engine/server/server.h"
#include "game/shared/usercmd.h"
#include "game/server/util_server.h"
//-----------------------------------------------------------------------------
// This is called when a new game is started. (restart, map)
//-----------------------------------------------------------------------------
void CServerGameDLL::GameInit(void)
{
const static int index = 1;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// This is called when scripts are getting recompiled. (restart, map, changelevel)
//-----------------------------------------------------------------------------
void CServerGameDLL::PrecompileScriptsJob(void)
{
const static int index = 2;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// Called when a level is shutdown (including changing levels)
//-----------------------------------------------------------------------------
void CServerGameDLL::LevelShutdown(void)
{
const static int index = 8;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
// This is called when a game ends (server disconnect, death, restart, load)
// NOT on level transitions within a game
//-----------------------------------------------------------------------------
void CServerGameDLL::GameShutdown(void)
{
// Game just calls a nullsub for GameShutdown lol.
const static int index = 9;
CallVFunc<void>(index, this);
}
//-----------------------------------------------------------------------------
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// Purpose: Gets the simulation tick interval
// Output : float
//-----------------------------------------------------------------------------
float CServerGameDLL::GetTickInterval(void)
{
const static int index = 11;
return CallVFunc<float>(index, this);
}
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//-----------------------------------------------------------------------------
// Purpose: get all server classes
// Output : ServerClass*
//-----------------------------------------------------------------------------
ServerClass* CServerGameDLL::GetAllServerClasses(void)
{
const static int index = 12;
return CallVFunc<ServerClass*>(index, this);
}
void __fastcall CServerGameDLL::OnReceivedSayTextMessage(void* thisptr, int senderId, const char* text, bool isTeamChat)
{
#if defined(GAMEDLL_S3)
// set isTeamChat to false so that we can let the convar sv_forceChatToTeamOnly decide whether team chat should be enforced
// this isn't a great way of doing it but it works so meh
CServerGameDLL__OnReceivedSayTextMessage(thisptr, senderId, text, false);
#endif
}
void DrawServerHitbox(int iEntity)
{
IHandleEntity* pEntity = LookupEntityByIndex(iEntity);
CBaseAnimating* pAnimating = dynamic_cast<CBaseAnimating*>(pEntity);
if (pAnimating)
{
pAnimating->DrawServerHitboxes();
}
}
void DrawServerHitboxes(bool bRunOverlays)
{
int nVal = sv_showhitboxes->GetInt();
Assert(nVal < NUM_ENT_ENTRIES);
if (nVal == -1)
return;
if (nVal == 0)
{
for (int i = 0; i < NUM_ENT_ENTRIES; i++)
{
DrawServerHitbox(i);
}
}
else // Lookup entity manually by index from 'sv_showhitboxes'.
{
DrawServerHitbox(nVal);
}
}
void CServerGameClients::ProcessUserCmds(CServerGameClients* thisp, edict_t edict,
bf_read* buf, int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused)
{
int i;
CUserCmd* from, * to;
// We track last three command in case we drop some
// packets but get them back.
CUserCmd cmds[MAX_BACKUP_COMMANDS_PROCESS];
CUserCmd cmdNull; // For delta compression
Assert(numCmds >= 0);
Assert((totalCmds - numCmds) >= 0);
CPlayer* pPlayer = UTIL_PlayerByIndex(edict);
// Too many commands?
if (totalCmds < 0 || totalCmds >= (MAX_BACKUP_COMMANDS_PROCESS - 1) ||
numCmds < 0 || numCmds > totalCmds)
{
CClient* pClient = g_pServer->GetClient(edict-1);
Warning(eDLL_T::SERVER, "%s: Player '%s' sent too many cmds (%i)\n", __FUNCTION__, pClient->GetServerName(), totalCmds);
buf->SetOverflowFlag();
return;
}
from = &cmdNull;
for (i = totalCmds - 1; i >= 0; i--)
{
to = &cmds[i];
ReadUserCmd(buf, to, from);
from = to;
}
// Client not fully connected or server has gone inactive or is paused, just ignore
if (ignore || !pPlayer)
{
return;
}
pPlayer->ProcessUserCmds(cmds, numCmds, totalCmds, droppedPackets, paused);
}
void RunFrameServer(double flFrameTime, bool bRunOverlays, bool bUniformUpdate)
{
DrawServerHitboxes(bRunOverlays);
v_RunFrameServer(flFrameTime, bRunOverlays, bUniformUpdate);
}
void VServerGameDLL::Attach() const
{
#if defined(GAMEDLL_S3)
DetourAttach((LPVOID*)&CServerGameDLL__OnReceivedSayTextMessage, &CServerGameDLL::OnReceivedSayTextMessage);
DetourAttach(&v_CServerGameClients__ProcessUserCmds, CServerGameClients::ProcessUserCmds);
#endif
DetourAttach(&v_RunFrameServer, &RunFrameServer);
}
void VServerGameDLL::Detach() const
{
#if defined(GAMEDLL_S3)
DetourDetach((LPVOID*)&CServerGameDLL__OnReceivedSayTextMessage, &CServerGameDLL::OnReceivedSayTextMessage);
DetourDetach(&v_CServerGameClients__ProcessUserCmds, CServerGameClients::ProcessUserCmds);
#endif
DetourDetach(&v_RunFrameServer, &RunFrameServer);
}
CServerGameDLL* g_pServerGameDLL = nullptr;
CServerGameClients* g_pServerGameClients = nullptr;
CServerGameEnts* g_pServerGameEntities = nullptr;
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// Holds global variables shared between engine and game.
CGlobalVars** g_pGlobals = nullptr;