r5sdk/r5dev/engine/client/vengineclient_impl.cpp

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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: Interface the engine exposes to the game DLL
//
//=============================================================================//
#include "core/stdafx.h"
#include "engine/cmd.h"
#include "clientstate.h"
#include "vengineclient_impl.h"
//---------------------------------------------------------------------------------
// Purpose: define if commands from the server should be restricted or not.
// Input : bRestricted -
// Output :
//---------------------------------------------------------------------------------
void CEngineClient::SetRestrictServerCommands(bool bRestricted)
{
g_pClientState->m_bRestrictServerCommands = bRestricted;
}
//---------------------------------------------------------------------------------
// Purpose: get value for if commands are restricted from servers.
// Input :
// Output : bool
//---------------------------------------------------------------------------------
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bool CEngineClient::GetRestrictServerCommands() const
{
return g_pClientState->m_bRestrictServerCommands;
}
//---------------------------------------------------------------------------------
// Purpose: define if commands on the client should be restricted or not.
// Input : bRestricted -
// Output :
//---------------------------------------------------------------------------------
void CEngineClient::SetRestrictClientCommands(bool bRestricted)
{
g_pClientState->m_bRestrictClientCommands = bRestricted;
}
//---------------------------------------------------------------------------------
// Purpose: get value for if commands are restricted for clients.
// Input :
// Output : bool
//---------------------------------------------------------------------------------
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bool CEngineClient::GetRestrictClientCommands() const
{
return g_pClientState->m_bRestrictClientCommands;
}
//---------------------------------------------------------------------------------
// Purpose: get local player
// Input :
// Output : int
//---------------------------------------------------------------------------------
int CEngineClient::GetLocalPlayer()
{
const static int index = 36;
return CallVFunc<int>(index, this);
}
//---------------------------------------------------------------------------------
// Purpose: execute client command
// Input : *thisptr -
// *szCmdString -
// Output :
//---------------------------------------------------------------------------------
void CEngineClient::_ClientCmd(CEngineClient* thisptr, const char* const szCmdString)
{
const bool restrictClientCommands = g_pClientState->m_bRestrictClientCommands;
const int numMarkers = 2;
if (restrictClientCommands && !Cbuf_HasRoomForExecutionMarkers(numMarkers))
{
DevWarning(eDLL_T::CLIENT, "%s: No room for %i execution markers; command \"%s\" ignored\n",
__FUNCTION__, numMarkers, szCmdString);
return;
}
if (restrictClientCommands)
{
Cbuf_AddExecutionMarker(Cbuf_GetCurrentPlayer(), eCmdExecutionMarker_Enable_FCVAR_CLIENTCMD_CAN_EXECUTE);
}
Cbuf_AddText(Cbuf_GetCurrentPlayer(), szCmdString, cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "\n", cmd_source_t::kCommandSrcCode);
if (restrictClientCommands)
{
Cbuf_AddExecutionMarker(Cbuf_GetCurrentPlayer(), eCmdExecutionMarker_Disable_FCVAR_CLIENTCMD_CAN_EXECUTE);
}
}
void HVEngineClient::Detour(const bool bAttach) const
{
DetourSetup(&CEngineClient__ClientCmd, &CEngineClient::_ClientCmd, bAttach);
}