Split server and client into separate libs

Work in progress; does not compile!
Moved script registration function to static gamedll libs instead, and used a pointer callback approach for calling them to avoid duplicate symbols during linkage.
This commit is contained in:
Kawe Mazidjatari 2023-07-18 00:17:49 +02:00
parent e7d7c47531
commit e33b566f88
10 changed files with 215 additions and 139 deletions

View File

@ -1,4 +1,5 @@
cmake_minimum_required( VERSION 3.16 )
macro( add_sdk_project PROJECT_NAME )
add_module( "shared_lib" ${PROJECT_NAME} "vpc" ${FOLDER_CONTEXT} TRUE TRUE )
@ -79,7 +80,6 @@ target_link_libraries( ${PROJECT_NAME} PRIVATE
"localize"
"vscript"
"game"
)
if( NOT ${PROJECT_NAME} STREQUAL "dedicated" )
@ -99,29 +99,48 @@ target_link_libraries( ${PROJECT_NAME} PRIVATE
"engine"
"d3d11.lib"
)
else()
target_link_libraries( ${PROJECT_NAME} PRIVATE
"engine_ds"
"materialsystem_nodx" # Needs the No-DirectX version for patching.
"engine_ds"
)
endif()
# Determine the compiler definitions and link libraries per project.
if( ${PROJECT_NAME} STREQUAL "gamesdk" )
end_sources()
target_link_libraries( ${PROJECT_NAME} PRIVATE
"server_static"
"client_static"
)
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"GAMESDK"
)
elseif( ${PROJECT_NAME} STREQUAL "dedicated" )
end_sources()
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"DEDICATED"
"MATERIALSYSTEM_NODX" # Needs the No-DirectX version for patching.
target_link_libraries( ${PROJECT_NAME} PRIVATE
"server_static"
)
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"MATERIALSYSTEM_NODX"
"SERVER_DLL"
"DEDICATED"
)
elseif( ${PROJECT_NAME} STREQUAL "client" )
end_sources( "${BUILD_OUTPUT_DIR}/bin/x64_retail/" )
target_link_libraries( ${PROJECT_NAME} PRIVATE
"client_static"
)
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"CLIENT_DLL"
)
endif()
target_link_options( ${PROJECT_NAME} PRIVATE
@ -161,4 +180,4 @@ endmacro()
add_sdk_project( "gamesdk" )
add_sdk_project( "dedicated" )
#add_sdk_project( "client" )
add_sdk_project( "client" )

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@ -1,5 +1,7 @@
cmake_minimum_required( VERSION 3.16 )
add_module( "lib" "game" "vpc" ${FOLDER_CONTEXT} TRUE TRUE )
macro( add_game_project PROJECT_NAME )
add_module( "lib" ${PROJECT_NAME} "vpc" ${FOLDER_CONTEXT} TRUE TRUE )
start_sources()
@ -33,6 +35,7 @@ add_sources( SOURCE_GROUP "Shared/Weapon"
"shared/r1/weapon_bolt.h"
)
if( NOT ${PROJECT_NAME} STREQUAL "client_static" )
add_sources( SOURCE_GROUP "Server"
"server/ai_network.cpp"
"server/ai_network.h"
@ -63,6 +66,15 @@ add_sources( SOURCE_GROUP "Server"
"server/playerlocaldata.h"
)
add_sources( SOURCE_GROUP "Public"
"${ENGINE_SOURCE_DIR}/public/iserverentity.h"
"${ENGINE_SOURCE_DIR}/public/iservernetworkable.h"
"${ENGINE_SOURCE_DIR}/public/iserverunknown.h"
)
endif()
if( NOT ${PROJECT_NAME} STREQUAL "server_static" )
add_sources( SOURCE_GROUP "Client"
"client/c_baseentity.cpp"
"client/c_baseentity.h"
@ -80,16 +92,6 @@ add_sources( SOURCE_GROUP "Client"
)
add_sources( SOURCE_GROUP "Public"
"${ENGINE_SOURCE_DIR}/public/basehandle.h"
"${ENGINE_SOURCE_DIR}/public/edict.h"
"${ENGINE_SOURCE_DIR}/public/eiface.h"
"${ENGINE_SOURCE_DIR}/public/globalvars_base.h"
"${ENGINE_SOURCE_DIR}/public/ihandleentity.h"
"${ENGINE_SOURCE_DIR}/public/iserverentity.h"
"${ENGINE_SOURCE_DIR}/public/iservernetworkable.h"
"${ENGINE_SOURCE_DIR}/public/iserverunknown.h"
"${ENGINE_SOURCE_DIR}/public/icliententity.h"
"${ENGINE_SOURCE_DIR}/public/icliententitylist.h"
"${ENGINE_SOURCE_DIR}/public/iclientnetworkable.h"
@ -97,14 +99,40 @@ add_sources( SOURCE_GROUP "Public"
"${ENGINE_SOURCE_DIR}/public/iclientthinkable.h"
"${ENGINE_SOURCE_DIR}/public/iclientunknown.h"
"${ENGINE_SOURCE_DIR}/public/game/shared/weapon_types.h"
"${ENGINE_SOURCE_DIR}/public/game/shared/in_buttons.h"
"${ENGINE_SOURCE_DIR}/public/game/client/iinput.h"
)
endif()
add_sources( SOURCE_GROUP "Public"
"${ENGINE_SOURCE_DIR}/public/basehandle.h"
"${ENGINE_SOURCE_DIR}/public/edict.h"
"${ENGINE_SOURCE_DIR}/public/eiface.h"
"${ENGINE_SOURCE_DIR}/public/globalvars_base.h"
"${ENGINE_SOURCE_DIR}/public/ihandleentity.h"
"${ENGINE_SOURCE_DIR}/public/game/shared/weapon_types.h"
"${ENGINE_SOURCE_DIR}/public/game/shared/in_buttons.h"
)
end_sources()
if( ${PROJECT_NAME} STREQUAL "server_static" )
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"SERVER_DLL"
)
elseif( ${PROJECT_NAME} STREQUAL "client_static" )
target_compile_definitions( ${PROJECT_NAME} PRIVATE
"CLIENT_DLL"
)
endif()
target_include_directories( ${PROJECT_NAME} PRIVATE
"${ENGINE_SOURCE_DIR}/tier0/"
"${ENGINE_SOURCE_DIR}/tier1/"
)
endmacro()
add_game_project( "server_static" )
add_game_project( "client_static" )

View File

@ -1,5 +1,7 @@
#ifndef GAME_WEAPON_BOLT_H
#define GAME_WEAPON_BOLT_H
#include <game/shared/shared_classnames.h>
#ifndef CLIENT_DLL
#include <game/server/baseentity.h>
#include <game/server/player.h>

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@ -13,12 +13,12 @@
// Hacky macros to allow shared code to work without even worse macro-izing
#if defined( CLIENT_DLL )
/* // TODO: Uncomment if required for client.
// Uncomment if required for client.
#define CBaseEntity C_BaseEntity
#define CBaseCombatCharacter C_BaseCombatCharacter
#define CBaseAnimating C_BaseAnimating
#define CBasePlayer C_BasePlayer
*/
#define CPlayer C_Player
#endif

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@ -6,7 +6,7 @@
//
// Create functions here under the target VM namespace. If the function has to
// be registered for 2 or more VM's, put them under the 'SHARED' namespace.
// Ifdef them out for 'DEDICATED' / 'CLIENT_DLL' if the target VM's do not
// Ifdef them out for 'SERVER_DLL' / 'CLIENT_DLL' if the target VM's do not
// include 'SERVER' / 'CLIENT'.
//
//=============================================================================//
@ -22,9 +22,9 @@
#ifndef CLIENT_DLL
#include "networksystem/bansystem.h"
#endif // !CLIENT_DLL
#ifndef DEDICATED
#ifndef SERVER_DLL
#include "networksystem/listmanager.h"
#endif // !DEDICATED
#endif // !SERVER_DLL
#include "vscript_shared.h"
#include "vscript/languages/squirrel_re/include/sqvm.h"
@ -193,7 +193,7 @@ namespace VScriptCode
return SQ_OK;
}
#ifndef DEDICATED
//-----------------------------------------------------------------------------
// Purpose: checks whether this SDK build is a client dll
//-----------------------------------------------------------------------------
@ -207,7 +207,6 @@ namespace VScriptCode
sq_pushbool(v, bClientOnly);
return SQ_OK;
}
#endif // !DEDICATED
}
#ifndef CLIENT_DLL
namespace SERVER
@ -240,7 +239,7 @@ namespace VScriptCode
}
}
#endif // !CLIENT_DLL
#ifndef DEDICATED
#ifndef SERVER_DLL
namespace CLIENT
{
}
@ -622,5 +621,104 @@ namespace VScriptCode
return SQ_OK;
}
}
#endif // !DEDICATED
}
#endif // !SERVER_DLL
}
#ifndef CLIENT_DLL
//---------------------------------------------------------------------------------
// Purpose: registers script functions in SERVER context
// Input : *s -
//---------------------------------------------------------------------------------
void Script_RegisterServerFunctions(CSquirrelVM* s)
{
s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native SERVER test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
s->RegisterFunction("GetNumHumanPlayers", "Script_GetNumHumanPlayers", "Gets the number of human players on the server", "int", "", &VScriptCode::SERVER::GetNumHumanPlayers);
s->RegisterFunction("GetNumFakeClients", "Script_GetNumFakeClients", "Gets the number of bot players on the server", "int", "", &VScriptCode::SERVER::GetNumFakeClients);
s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
s->RegisterFunction("KickPlayerByName", "Script_KickPlayerByName", "Kicks a player from the server by name", "void", "string, string", &VScriptCode::SHARED::KickPlayerByName);
s->RegisterFunction("KickPlayerById", "Script_KickPlayerById", "Kicks a player from the server by handle or nucleus id", "void", "string, string", &VScriptCode::SHARED::KickPlayerById);
s->RegisterFunction("BanPlayerByName", "Script_BanPlayerByName", "Bans a player from the server by name", "void", "string", &VScriptCode::SHARED::BanPlayerByName);
s->RegisterFunction("BanPlayerById", "Script_BanPlayerById", "Bans a player from the server by handle or nucleus id", "void", "string, string", &VScriptCode::SHARED::BanPlayerById);
s->RegisterFunction("UnbanPlayer", "Script_UnbanPlayer", "Unbans a player from the server by nucleus id or ip address", "void", "string, string", &VScriptCode::SHARED::UnbanPlayer);
s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
s->RegisterFunction("IsDedicated", "Script_IsDedicated", "Returns whether this is a dedicated server", "bool", "", &VScriptCode::SERVER::IsDedicated);
}
#endif // !CLIENT_DLL
#ifndef SERVER_DLL
//---------------------------------------------------------------------------------
// Purpose: registers script functions in CLIENT context
// Input : *s -
//---------------------------------------------------------------------------------
void Script_RegisterClientFunctions(CSquirrelVM* s)
{
s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native CLIENT test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
s->RegisterFunction("IsClientDLL", "Script_IsClientDLL", "Returns whether this build is client only", "bool", "", &VScriptCode::SHARED::IsClientDLL);
}
//---------------------------------------------------------------------------------
// Purpose: registers script functions in UI context
// Input : *s -
//---------------------------------------------------------------------------------
void Script_RegisterUIFunctions(CSquirrelVM* s)
{
s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native UI test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
s->RegisterFunction("RefreshServerList", "Script_RefreshServerList", "Refreshes the public server list and returns the count", "int", "", &VScriptCode::UI::RefreshServerCount);
// Functions for retrieving server browser data
s->RegisterFunction("GetServerName", "Script_GetServerName", "Gets the name of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerName);
s->RegisterFunction("GetServerDescription", "Script_GetServerDescription", "Gets the description of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerDescription);
s->RegisterFunction("GetServerMap", "Script_GetServerMap", "Gets the map of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerMap);
s->RegisterFunction("GetServerPlaylist", "Script_GetServerPlaylist", "Gets the playlist of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerPlaylist);
s->RegisterFunction("GetServerCurrentPlayers", "Script_GetServerCurrentPlayers", "Gets the current player count of the server at the specified index of the server list", "int", "int", &VScriptCode::UI::GetServerCurrentPlayers);
s->RegisterFunction("GetServerMaxPlayers", "Script_GetServerMaxPlayers", "Gets the max player count of the server at the specified index of the server list", "int", "int", &VScriptCode::UI::GetServerMaxPlayers);
s->RegisterFunction("GetServerCount", "Script_GetServerCount", "Gets the number of public servers", "int", "", &VScriptCode::UI::GetServerCount);
// Misc main menu functions
s->RegisterFunction("GetPromoData", "Script_GetPromoData", "Gets promo data for specified slot type", "string", "int", &VScriptCode::UI::GetPromoData);
// Functions for creating servers
s->RegisterFunction("CreateServer", "Script_CreateServer", "Starts server with the specified settings", "void", "string, string, string, string, int", &VScriptCode::UI::CreateServer);
s->RegisterFunction("IsServerActive", "Script_IsServerActive", "Returns whether the server is active", "bool", "", &VScriptCode::SHARED::IsServerActive);
// Functions for connecting to servers
s->RegisterFunction("ConnectToServer", "Script_ConnectToServer", "Joins server by ip address and encryption key", "void", "string, string", &VScriptCode::UI::ConnectToServer);
s->RegisterFunction("ConnectToListedServer", "Script_ConnectToListedServer", "Joins listed server by index", "void", "int", &VScriptCode::UI::ConnectToListedServer);
s->RegisterFunction("ConnectToHiddenServer", "Script_ConnectToHiddenServer", "Joins hidden server by token", "void", "string", &VScriptCode::UI::ConnectToHiddenServer);
s->RegisterFunction("GetHiddenServerName", "Script_GetHiddenServerName", "Gets hidden server name by token", "string", "string", &VScriptCode::UI::GetHiddenServerName);
s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
#ifndef CLIENT_DLL // UI 'admin' functions controlling server code
s->RegisterFunction("KickPlayerByName", "Script_KickPlayerByName", "Kicks a player from the server by name", "void", "string", &VScriptCode::SHARED::KickPlayerByName);
s->RegisterFunction("KickPlayerById", "Script_KickPlayerById", "Kicks a player from the server by handle or nucleus id", "void", "string", &VScriptCode::SHARED::KickPlayerById);
s->RegisterFunction("BanPlayerByName", "Script_BanPlayerByName", "Bans a player from the server by name", "void", "string", &VScriptCode::SHARED::BanPlayerByName);
s->RegisterFunction("BanPlayerById", "Script_BanPlayerById", "Bans a player from the server by handle or nucleus id", "void", "string", &VScriptCode::SHARED::BanPlayerById);
s->RegisterFunction("UnbanPlayer", "Script_UnbanPlayer", "Unbans a player from the server by nucleus id or ip address", "void", "string", &VScriptCode::SHARED::UnbanPlayer);
s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
#endif // !CLIENT_DLL
s->RegisterFunction("IsClientDLL", "Script_IsClientDLL", "Returns whether this build is client only", "bool", "", &VScriptCode::SHARED::IsClientDLL);
}
#endif

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@ -1,6 +1,7 @@
#ifndef VSCRIPT_SHARED_H
#define VSCRIPT_SHARED_H
#include "vscript/languages/squirrel_re/include/squirrel.h"
#include "vscript/languages/squirrel_re/vsquirrel.h"
inline CMemory p_Script_Remote_BeginRegisteringFunctions;
inline void*(*Script_Remote_BeginRegisteringFunctions)(void);
@ -11,9 +12,9 @@ inline void*(*RestoreRemoteChecksumsFromSaveGame)(void* a1, void* a2);
#ifndef CLIENT_DLL
inline uint32_t* g_nServerRemoteChecksum = nullptr;
#endif // !CLIENT_DLL
#ifndef DEDICATED
#ifndef SERVER_DLL
inline uint32_t* g_nClientRemoteChecksum = nullptr;
#endif // !DEDICATED
#endif // !SERVER_DLL
namespace VScriptCode
{
@ -24,9 +25,9 @@ namespace VScriptCode
SQRESULT GetAvailableMaps(HSQUIRRELVM v);
SQRESULT GetAvailablePlaylists(HSQUIRRELVM v);
SQRESULT ShutdownHostGame(HSQUIRRELVM v);
#ifndef DEDICATED
#ifndef SERVER_DLL
SQRESULT IsClientDLL(HSQUIRRELVM v);
#endif // !DEDICATED
#endif // !SERVER_DLL
SQRESULT IsServerActive(HSQUIRRELVM v);
#ifndef CLIENT_DLL
SQRESULT KickPlayerByName(HSQUIRRELVM v);
@ -44,7 +45,7 @@ namespace VScriptCode
SQRESULT IsDedicated(HSQUIRRELVM v);
}
#endif // !CLIENT_DLL
#ifndef DEDICATED
#ifndef SERVER_DLL
namespace CLIENT
{
}
@ -65,9 +66,18 @@ namespace VScriptCode
SQRESULT GetHiddenServerName(HSQUIRRELVM v);
SQRESULT ConnectToServer(HSQUIRRELVM v);
}
#endif // !DEDICATED
#endif // !SERVER_DLL
}
#ifndef CLIENT_DLL
void Script_RegisterServerFunctions(CSquirrelVM* s);
#endif // !CLIENT_DLL
#ifndef SERVER_DLL
void Script_RegisterClientFunctions(CSquirrelVM* s);
void Script_RegisterUIFunctions(CSquirrelVM* s);
#endif // !SERVER_DLL
///////////////////////////////////////////////////////////////////////////////
class VScriptShared : public IDetour
{
@ -78,9 +88,9 @@ class VScriptShared : public IDetour
#ifndef CLIENT_DLL
LogVarAdr("g_nServerRemoteChecksum", reinterpret_cast<uintptr_t>(g_nServerRemoteChecksum));
#endif // !CLIENT_DLL
#ifndef DEDICATED
#ifndef SERVER_DLL
LogVarAdr("g_nClientRemoteChecksum", reinterpret_cast<uintptr_t>(g_nClientRemoteChecksum));
#endif // !DEDICATED
#endif // !SERVER_DLL
}
virtual void GetFun(void) const
{
@ -95,9 +105,9 @@ class VScriptShared : public IDetour
#ifndef CLIENT_DLL
g_nServerRemoteChecksum = p_RestoreRemoteChecksumsFromSaveGame.Offset(0x1C0).FindPatternSelf("48 8D 15", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7).RCast<uint32_t*>();
#endif // !CLIENT_DLL
#ifndef DEDICATED
#ifndef SERVER_DLL
g_nClientRemoteChecksum = p_Script_Remote_BeginRegisteringFunctions.Offset(0x0).FindPatternSelf("89 05", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x2, 0x6).RCast<uint32_t*>();
#endif // !DEDICATED
#endif // !SERVER_DLL
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }

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@ -8,6 +8,11 @@
#include "pluginsystem/modsystem.h"
#include "vsquirrel.h"
// Callbacks for registering abstracted script functions.
void(*ServerScriptRegister_Callback)(CSquirrelVM* s) = nullptr;
void(*ClientScriptRegister_Callback)(CSquirrelVM* s) = nullptr;
void(*UiScriptRegister_Callback)(CSquirrelVM* s) = nullptr;
//---------------------------------------------------------------------------------
// Purpose: Initialises a Squirrel VM instance
// Output : True on success, false on failure
@ -27,17 +32,23 @@ SQBool CSquirrelVM::Init(CSquirrelVM* s, SQCONTEXT context, SQFloat curTime)
#ifndef CLIENT_DLL
case SQCONTEXT::SERVER:
g_pServerScript = s;
Script_RegisterServerFunctions(s);
if (ServerScriptRegister_Callback)
ServerScriptRegister_Callback(s);
break;
#endif
#ifndef DEDICATED
case SQCONTEXT::CLIENT:
g_pClientScript = s;
Script_RegisterClientFunctions(s);
if (ClientScriptRegister_Callback)
ClientScriptRegister_Callback(s);
break;
case SQCONTEXT::UI:
g_pUIScript = s;
Script_RegisterUIFunctions(s);
if (UiScriptRegister_Callback)
UiScriptRegister_Callback(s);
break;
#endif
}

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@ -43,6 +43,10 @@ private:
};
#pragma pack(pop)
extern void(*ServerScriptRegister_Callback)(CSquirrelVM* s);
extern void(*ClientScriptRegister_Callback)(CSquirrelVM* s);
extern void(*UiScriptRegister_Callback)(CSquirrelVM* s);
inline CMemory p_CSquirrelVM_Init;
inline bool(*v_CSquirrelVM_Init)(CSquirrelVM* s, SQCONTEXT context, SQFloat curtime);

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@ -12,98 +12,6 @@
#include "game/shared/vscript_shared.h"
#include "pluginsystem/modsystem.h"
//---------------------------------------------------------------------------------
// Purpose: registers script functions in SERVER context
// Input : *s -
//---------------------------------------------------------------------------------
void Script_RegisterServerFunctions(CSquirrelVM* s)
{
s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native SERVER test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
s->RegisterFunction("GetNumHumanPlayers", "Script_GetNumHumanPlayers", "Gets the number of human players on the server", "int", "", &VScriptCode::SERVER::GetNumHumanPlayers);
s->RegisterFunction("GetNumFakeClients", "Script_GetNumFakeClients", "Gets the number of bot players on the server", "int", "", &VScriptCode::SERVER::GetNumFakeClients);
s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
s->RegisterFunction("KickPlayerByName", "Script_KickPlayerByName", "Kicks a player from the server by name", "void", "string, string", &VScriptCode::SHARED::KickPlayerByName);
s->RegisterFunction("KickPlayerById", "Script_KickPlayerById", "Kicks a player from the server by handle or nucleus id", "void", "string, string", &VScriptCode::SHARED::KickPlayerById);
s->RegisterFunction("BanPlayerByName", "Script_BanPlayerByName", "Bans a player from the server by name", "void", "string", &VScriptCode::SHARED::BanPlayerByName);
s->RegisterFunction("BanPlayerById", "Script_BanPlayerById", "Bans a player from the server by handle or nucleus id", "void", "string, string", &VScriptCode::SHARED::BanPlayerById);
s->RegisterFunction("UnbanPlayer", "Script_UnbanPlayer", "Unbans a player from the server by nucleus id or ip address", "void", "string, string", &VScriptCode::SHARED::UnbanPlayer);
s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
s->RegisterFunction("IsDedicated", "Script_IsDedicated", "Returns whether this is a dedicated server", "bool", "", &VScriptCode::SERVER::IsDedicated);
}
//---------------------------------------------------------------------------------
// Purpose: registers script functions in CLIENT context
// Input : *s -
//---------------------------------------------------------------------------------
void Script_RegisterClientFunctions(CSquirrelVM* s)
{
s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native CLIENT test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
s->RegisterFunction("IsClientDLL", "Script_IsClientDLL", "Returns whether this build is client only", "bool", "", &VScriptCode::SHARED::IsClientDLL);
}
//---------------------------------------------------------------------------------
// Purpose: registers script functions in UI context
// Input : *s -
//---------------------------------------------------------------------------------
void Script_RegisterUIFunctions(CSquirrelVM* s)
{
s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native UI test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
s->RegisterFunction("RefreshServerList", "Script_RefreshServerList", "Refreshes the public server list and returns the count", "int", "", &VScriptCode::UI::RefreshServerCount);
// Functions for retrieving server browser data
s->RegisterFunction("GetServerName", "Script_GetServerName", "Gets the name of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerName);
s->RegisterFunction("GetServerDescription", "Script_GetServerDescription", "Gets the description of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerDescription);
s->RegisterFunction("GetServerMap", "Script_GetServerMap", "Gets the map of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerMap);
s->RegisterFunction("GetServerPlaylist", "Script_GetServerPlaylist", "Gets the playlist of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerPlaylist);
s->RegisterFunction("GetServerCurrentPlayers", "Script_GetServerCurrentPlayers", "Gets the current player count of the server at the specified index of the server list", "int", "int", &VScriptCode::UI::GetServerCurrentPlayers);
s->RegisterFunction("GetServerMaxPlayers", "Script_GetServerMaxPlayers", "Gets the max player count of the server at the specified index of the server list", "int", "int", &VScriptCode::UI::GetServerMaxPlayers);
s->RegisterFunction("GetServerCount", "Script_GetServerCount", "Gets the number of public servers", "int", "", &VScriptCode::UI::GetServerCount);
// Misc main menu functions
s->RegisterFunction("GetPromoData", "Script_GetPromoData", "Gets promo data for specified slot type", "string", "int", &VScriptCode::UI::GetPromoData);
// Functions for creating servers
s->RegisterFunction("CreateServer", "Script_CreateServer", "Starts server with the specified settings", "void", "string, string, string, string, int", &VScriptCode::UI::CreateServer);
s->RegisterFunction("IsServerActive", "Script_IsServerActive", "Returns whether the server is active", "bool", "", &VScriptCode::SHARED::IsServerActive);
// Functions for connecting to servers
s->RegisterFunction("ConnectToServer", "Script_ConnectToServer", "Joins server by ip address and encryption key", "void", "string, string", &VScriptCode::UI::ConnectToServer);
s->RegisterFunction("ConnectToListedServer", "Script_ConnectToListedServer", "Joins listed server by index", "void", "int", &VScriptCode::UI::ConnectToListedServer);
s->RegisterFunction("ConnectToHiddenServer", "Script_ConnectToHiddenServer", "Joins hidden server by token", "void", "string", &VScriptCode::UI::ConnectToHiddenServer);
s->RegisterFunction("GetHiddenServerName", "Script_GetHiddenServerName", "Gets hidden server name by token", "string", "string", &VScriptCode::UI::GetHiddenServerName);
s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
s->RegisterFunction("KickPlayerByName", "Script_KickPlayerByName", "Kicks a player from the server by name", "void", "string", &VScriptCode::SHARED::KickPlayerByName);
s->RegisterFunction("KickPlayerById", "Script_KickPlayerById", "Kicks a player from the server by handle or nucleus id", "void", "string", &VScriptCode::SHARED::KickPlayerById);
s->RegisterFunction("BanPlayerByName", "Script_BanPlayerByName", "Bans a player from the server by name", "void", "string", &VScriptCode::SHARED::BanPlayerByName);
s->RegisterFunction("BanPlayerById", "Script_BanPlayerById", "Bans a player from the server by handle or nucleus id", "void", "string", &VScriptCode::SHARED::BanPlayerById);
s->RegisterFunction("UnbanPlayer", "Script_UnbanPlayer", "Unbans a player from the server by nucleus id or ip address", "void", "string", &VScriptCode::SHARED::UnbanPlayer);
s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
s->RegisterFunction("IsClientDLL", "Script_IsClientDLL", "Returns whether this build is client only", "bool", "", &VScriptCode::SHARED::IsClientDLL);
}
//---------------------------------------------------------------------------------
// Purpose: Returns the script VM pointer by context
// Input : context -

View File

@ -34,10 +34,6 @@ inline SQBool(*v_Script_PrecompileClientScripts)(CSquirrelVM* vm);
inline CMemory p_Script_SetClientCompiler;
inline void(*v_Script_SetClientPrecompiler)(SQCONTEXT ctx, RSON::Node_t* rson);
void Script_RegisterServerFunctions(CSquirrelVM* s);
void Script_RegisterClientFunctions(CSquirrelVM* s);
void Script_RegisterUIFunctions(CSquirrelVM* s);
CSquirrelVM* Script_GetScriptHandle(const SQCONTEXT context);
RSON::Node_t* Script_LoadScriptList(const SQChar* rsonfile);
SQBool Script_LoadScriptFile(HSQUIRRELVM v, const SQChar* path, const SQChar* name, SQInteger flags);