r5sdk/r5dev/engine/sys_dll2.cpp

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
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 "tier1/cmd.h"
#include "tier1/cvar.h"
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 "engine/sys_dll.h"
#include "engine/sys_dll2.h"
#include "client/vengineclient_impl.h"
//-----------------------------------------------------------------------------
// Figure out if we're running a Valve mod or not.
//-----------------------------------------------------------------------------
static bool IsValveMod(const char* pModName)
{
return (_stricmp(pModName, "cstrike") == 0 ||
_stricmp(pModName, "dod") == 0 ||
_stricmp(pModName, "hl1mp") == 0 ||
_stricmp(pModName, "tf") == 0 ||
_stricmp(pModName, "hl2mp") == 0 ||
_stricmp(pModName, "csgo") == 0);
}
//-----------------------------------------------------------------------------
// Figure out if we're running a Respawn mod or not.
//-----------------------------------------------------------------------------
static bool IsRespawnMod(const char* pModName)
{
return (_stricmp(pModName, "platform") == 0 ||
_stricmp(pModName, "r1") == 0 ||
_stricmp(pModName, "r2") == 0 ||
_stricmp(pModName, "r5") == 0);
}
//-----------------------------------------------------------------------------
// Initialization, shutdown of a mod.
//-----------------------------------------------------------------------------
bool CEngineAPI::ModInit(CEngineAPI* pEngineAPI, const char* pModName, const char* pGameDir)
{
g_pConCommand->InitShipped();
g_pConCommand->PurgeShipped();
g_pConVar->InitShipped();
g_pConVar->PurgeShipped();
bool results = CEngineAPI_ModInit(pEngineAPI, pModName, pGameDir);
if (!IsValveMod(pModName) && IsRespawnMod(pModName))
{
(*g_ppEngineClient)->SetRestrictServerCommands(true); // Restrict commands.
ConCommandBase* disconnect = g_pCVar->FindCommandBase("disconnect");
disconnect->AddFlags(FCVAR_SERVER_CAN_EXECUTE); // Make sure server is not restricted to this.
}
return results;
}
///////////////////////////////////////////////////////////////////////////////
void SysDll2_Attach()
{
DetourAttach((LPVOID*)&CEngineAPI_ModInit, &CEngineAPI::ModInit);
}
void SysDll2_Detach()
{
DetourDetach((LPVOID*)&CEngineAPI_ModInit, &CEngineAPI::ModInit);
}