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https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
Update state machine initialization order
* Run autoexec(_dev).cfg before anything else. * Always initialize RCON (only gets ran if an actual password is set). * Removed 'Cbuf_Execute()' call from 'CHostState::LoadConfig', let it run in the frame loop instead. * Removed hardcoded set call for 'net_usesocketsforloopback', will be set in autoexec from now on.
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@ -212,7 +212,13 @@ void CHostState::Setup(void)
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#endif // !CLIENT_DLL
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ConVar::PurgeHostNames();
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net_usesocketsforloopback->SetValue(1);
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#ifndef CLIENT_DLL
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RCONServer()->Init();
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#endif // !CLIENT_DLL
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#ifndef DEDICATED
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RCONClient()->Init();
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#endif // !DEDICATED
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if (net_useRandomKey->GetBool())
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{
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NET_GenerateKey();
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@ -312,6 +318,7 @@ void CHostState::LoadConfig(void) const
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{
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if (!CommandLine()->CheckParm("-devsdk"))
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{
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec.cfg\"", cmd_source_t::kCommandSrcCode);
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#ifndef CLIENT_DLL
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_server.cfg\"", cmd_source_t::kCommandSrcCode);
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_server.cfg\"", cmd_source_t::kCommandSrcCode);
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@ -320,10 +327,10 @@ void CHostState::LoadConfig(void) const
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_client.cfg\"", cmd_source_t::kCommandSrcCode);
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_client.cfg\"", cmd_source_t::kCommandSrcCode);
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#endif // !DEDICATED
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec.cfg\"", cmd_source_t::kCommandSrcCode);
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}
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else // Development configs.
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{
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_dev.cfg\"", cmd_source_t::kCommandSrcCode);
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#ifndef CLIENT_DLL
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_server_dev.cfg\"", cmd_source_t::kCommandSrcCode);
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_server_dev.cfg\"", cmd_source_t::kCommandSrcCode);
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@ -332,12 +339,10 @@ void CHostState::LoadConfig(void) const
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_client_dev.cfg\"", cmd_source_t::kCommandSrcCode);
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_client_dev.cfg\"", cmd_source_t::kCommandSrcCode);
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#endif // !DEDICATED
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_dev.cfg\"", cmd_source_t::kCommandSrcCode);
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}
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#ifndef DEDICATED
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"bind.cfg\"", cmd_source_t::kCommandSrcCode);
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#endif // !DEDICATED
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Cbuf_Execute();
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}
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}
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@ -377,7 +382,7 @@ void CHostState::State_NewGame(void)
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if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
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|| !v_Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, bSplitScreenConnect, time) || !g_pServerGameClients)
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: Level not valid\n", __FUNCTION__);
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Error(eDLL_T::ENGINE, NO_ERROR, "%s: Level not valid\n", __FUNCTION__);
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#ifndef DEDICATED
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SCR_EndLoadingPlaque();
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#endif // !DEDICATED
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@ -408,7 +413,7 @@ void CHostState::State_ChangeLevelSP(void)
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}
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else
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: unable to find level: '%s'\n", __FUNCTION__, m_levelName);
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Error(eDLL_T::ENGINE, NO_ERROR, "%s: Unable to find level: '%s'\n", __FUNCTION__, m_levelName);
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}
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m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
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@ -440,7 +445,7 @@ void CHostState::State_ChangeLevelMP(void)
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}
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else
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "%s: Error: unable to find level: '%s'\n", __FUNCTION__, m_levelName);
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Error(eDLL_T::ENGINE, NO_ERROR, "%s: Unable to find level: '%s'\n", __FUNCTION__, m_levelName);
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}
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m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
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@ -2,3 +2,4 @@
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//// REPLICATED ////
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//////////////////////////
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mp_allowed "1" // Whether multiplayer is allowed or not.
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net_usesocketsforloopback "1" // Whether to use network sockets layer for packets.
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