10 Commits

Author SHA1 Message Date
Kawe Mazidjatari
44d7a252de Server: implement LiveAPI into the game
Full implementation of all LiveAPI events into the game server.

NOTE: The only event left to be implemented in code is CustomEvent.

NOTE: ObserverSwitched and WeaponSwitched events are implemented in code, but they need a proper CodeCallback to hook them up properly in scripts.

The events.proto file is from build "R5pc_r5-200_J33_CL6243000_2024_02_27_14_53" with some slight modifications:

- PlayerStatChanged.newValue is now a oneof field, which can be either int, float or bool as Season 3 Apex still handles stats in one of those 3 types while retail was only int (which is most likely why they kept it just int only int he proto file).

- PlayerRespawnTeam.respawned is now a repeated Player field instead of a string. Initially the respawned field contained a comma separated list of player names that were respawned in the team, it now contains the actual Player data that is respawned as this was much easier to get from scripts, and also makes a bunch more sense than just string names.

- New CustomEvent event: since R5Reloaded is a modding platform, and we can't make new events for literally all gamemodes that modders create, we added another event "CustomEvent" which allows modders to sent their own data to their own tracker or anything while still remaining compatibility with the protocol.
2024-04-05 18:33:33 +02:00
Kawe Mazidjatari
b8178e9299 NetworkSystem: fix numerous issues
This patch splits host logic from CServerListManager. CServerListManager is actually meant for the client to manage the server list to which the client could connect to. The hosting logic has been moved to the new CServerHostManager class.

Previously, we stored all the hosting details in CServerListManager, with connection criteria in CPylon, this data has been moved over to CServerHostManager as well.

Previously, we also needed a mutex to access the server host data, function HostState_KeepAlive() has been refactored to the point this mutex is no longer necessary as the only threaded process is the actual request, the rest is being applied in the main thread. We also now only construct a NetGameServer_t struct if we actually plan to host.

Access to CPylon::m_Language is now also protected by a mutex, as the change callback of cvar 'language' and the threaded method 'CPylon::QueryServer()' are competing for access.
2024-04-05 18:24:36 +02:00
Kawe Mazidjatari
d6b14fa12c Statically construct all ConCommand
Properly implement the ConCommandBase and ConCommand classes so we could statically construct all ConCommand objects in the global scope of each translation unit, this way we don't need to put them in a global file and deal with preprocessor directives to compile then in/out for certain projects.
2024-04-05 18:13:31 +02:00
Kawe Mazidjatari
dbec4be848 NetworkSystem: rename NetGameServer_t member vars 2024-04-05 17:52:58 +02:00
Kawe Mazidjatari
fcf3a09418 Make singletons use static memory
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
38785bfc9b Fix kick/ban script function parameters
It requires a second parameter, as this contains the reason text.
2023-07-20 21:45:38 +02:00
Kawe Mazidjatari
80fecd2cb0 Improve help string and add a note 2023-07-19 18:50:07 +02:00
Kawe Mazidjatari
f39de84d15 Create macro for scriptfunc definitions
Create a macro to make registration easier, by reducing the parameters.
2023-07-19 12:09:42 +02:00
Kawe Mazidjatari
d5f35349a8 Decouple script function registration
Nicely decouple them. Everything server and client are now grouped as they should. The Ui namespace has been merged with Client.
2023-07-19 02:12:56 +02:00
Amos
6e223d1730 Make shared code separate
The work is partial, and does not compile.
2023-07-18 21:05:29 +02:00