//=============================================================================// // // Purpose: Runs the state machine for the host & server. // //=============================================================================// #include "core/stdafx.h" #include "tier0/cmd.h" #include "tier0/cvar.h" #include "tier0/commandline.h" #include "tier0/fasttimer.h" #include "tier1/NetAdr2.h" #include "tier2/socketcreator.h" #include "vpc/keyvalues.h" #ifdef DEDICATED #include "engine/sv_rcon.h" #else // #include "engine/cl_rcon.h" #endif // DEDICATED #include "engine/gl_screen.h" #include "engine/host_state.h" #include "engine/net_chan.h" #include "engine/sys_engine.h" #include "engine/sys_utils.h" #include "engine/cmodel_bsp.h" #ifndef CLIENT_DLL #include "engine/baseserver.h" #endif // !CLIENT_DLL #include "rtech/rtech_game.h" #ifndef DEDICATED #include "vgui/vgui_baseui_interface.h" #endif // DEDICATED #include "client/IVEngineClient.h" #include "networksystem/pylon.h" #include "public/include/bansystem.h" #include "public/include/edict.h" #ifndef CLIENT_DLL #include "game/server/gameinterface.h" #endif // !CLIENT_DLL bool g_bLevelResourceInitialized = false; //----------------------------------------------------------------------------- // Purpose: state machine's main processing loop //----------------------------------------------------------------------------- FORCEINLINE void CHostState::FrameUpdate(void* rcx, void* rdx, float time) { static bool bInitialized = false; static ConVar* single_frame_shutdown_for_reload = g_pCVar->FindVar("single_frame_shutdown_for_reload"); if (!bInitialized) { g_pHostState->Setup(); bInitialized = true; } #ifdef DEDICATED g_pRConServer->RunFrame(); #else // g_pRConClient->RunFrame(); #endif // DEDICATED HostStates_t oldState{}; void* placeHolder = nullptr; if (setjmpFn(*host_abortserver, placeHolder)) { CHostState_InitFn(g_pHostState); return; } else { #ifndef CLIENT_DLL *g_ServerAbortServer = true; #endif // !CLIENT_DLL do { Cbuf_Execute(); oldState = g_pHostState->m_iCurrentState; switch (g_pHostState->m_iCurrentState) { case HostStates_t::HS_NEW_GAME: { DevMsg(eDLL_T::ENGINE, "%s - Loading level: '%s'\n", "CHostState::FrameUpdate", g_pHostState->m_levelName); g_pHostState->State_NewGame(); break; } case HostStates_t::HS_CHANGE_LEVEL_SP: { g_pHostState->State_ChangeLevelSP(); g_pHostState->UnloadPakFile(); // Unload our loaded rpaks. Calling this before the actual level change happens kills the game. break; } case HostStates_t::HS_CHANGE_LEVEL_MP: { g_pHostState->State_ChangeLevelMP(); g_pHostState->UnloadPakFile(); break; } case HostStates_t::HS_RUN: { State_RunFn(&g_pHostState->m_iCurrentState, nullptr, time); break; } case HostStates_t::HS_GAME_SHUTDOWN: { DevMsg(eDLL_T::ENGINE, "%s - Shutdown host game\n", "CHostState::FrameUpdate"); g_bLevelResourceInitialized = false; Host_Game_ShutdownFn(g_pHostState); g_pHostState->UnloadPakFile(); break; } case HostStates_t::HS_RESTART: { DevMsg(eDLL_T::ENGINE, "%s - Restarting state machine\n", "CHostState::FrameUpdate"); g_bLevelResourceInitialized = false; #ifndef DEDICATED CL_EndMovieFn(); #endif // !DEDICATED SendOfflineRequestToStryderFn(); // We have hostnames nulled anyway. g_pEngine->SetNextState(EngineState_t::DLL_RESTART); break; } case HostStates_t::HS_SHUTDOWN: { DevMsg(eDLL_T::ENGINE, "%s - Shutdown state machine\n", "CHostState::FrameUpdate"); g_bLevelResourceInitialized = false; #ifndef DEDICATED CL_EndMovieFn(); #endif // !DEDICATED SendOfflineRequestToStryderFn(); // We have hostnames nulled anyway. g_pEngine->SetNextState(EngineState_t::DLL_CLOSE); break; } default: { break; } } } while ((oldState != HostStates_t::HS_RUN || g_pHostState->m_iNextState == HostStates_t::HS_LOAD_GAME && single_frame_shutdown_for_reload->GetBool()) && oldState != HostStates_t::HS_SHUTDOWN && oldState != HostStates_t::HS_RESTART); } } //----------------------------------------------------------------------------- // Purpose: setup state machine //----------------------------------------------------------------------------- FORCEINLINE void CHostState::Setup(void) const { g_pHostState->LoadConfig(); g_pConVar->ClearHostNames(); #ifdef DEDICATED g_pRConServer->Init(); #else // g_pRConClient->Init(); #endif // DEDICATED std::thread think(&CHostState::Think, this); think.detach(); *reinterpret_cast(m_bRestrictServerCommands) = true; // Restrict commands. ConCommandBase* disconnect = g_pCVar->FindCommandBase("disconnect"); disconnect->AddFlags(FCVAR_SERVER_CAN_EXECUTE); // Make sure server is not restricted to this. g_pCVar->FindVar("net_usesocketsforloopback")->SetValue(1); if (net_userandomkey->GetBool()) { HNET_GenerateKey(); } #ifdef DEDICATED const char* szNoMap = "server_idle"; #else // DEDICATED const char* szNoMap = "main_menu"; #endif snprintf(const_cast(m_levelName), sizeof(m_levelName), szNoMap); } //----------------------------------------------------------------------------- // Purpose: think //----------------------------------------------------------------------------- FORCEINLINE void CHostState::Think(void) const { static bool bInitialized = false; static CFastTimer banListTimer; static CFastTimer pylonTimer; static CFastTimer statsTimer; static ConVar* hostname = g_pCVar->FindVar("hostname"); for (;;) // Loop running at 20-tps. { if (!bInitialized) // Initialize clocks. { banListTimer.Start(); #ifdef DEDICATED pylonTimer.Start(); #endif // DEDICATED statsTimer.Start(); bInitialized = true; } if (banListTimer.GetDurationInProgress().GetSeconds() > sv_banlistRefreshInterval->GetDouble()) { g_pBanSystem->BanListCheck(); banListTimer.Start(); } #ifdef DEDICATED if (pylonTimer.GetDurationInProgress().GetSeconds() > sv_pylonRefreshInterval->GetDouble()) { KeepAliveToPylon(); pylonTimer.Start(); } #endif // DEDICATED if (statsTimer.GetDurationInProgress().GetSeconds() > sv_statusRefreshInterval->GetDouble()) { std::string svCurrentPlaylist = KeyValues_GetCurrentPlaylist(); std::int64_t nPlayerCount = g_pServer->GetNumHumanPlayers(); SetConsoleTitleA(fmt::format("{} - {}/{} Players ({} on {})", hostname->GetString(), nPlayerCount, g_ServerGlobalVariables->m_nMaxClients, svCurrentPlaylist.c_str(), m_levelName).c_str()); statsTimer.Start(); } std::this_thread::sleep_for(std::chrono::milliseconds(50)); } } //----------------------------------------------------------------------------- // Purpose: load and execute configuration files //----------------------------------------------------------------------------- FORCEINLINE void CHostState::LoadConfig(void) const { if (!g_pCmdLine->CheckParm("-devsdk")) { #ifndef CLIENT_DLL Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_server.cfg\"", cmd_source_t::kCommandSrcCode); Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_server.cfg\"", cmd_source_t::kCommandSrcCode); #endif //!CLIENT_DLL #ifndef DEDICATED Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_client.cfg\"", cmd_source_t::kCommandSrcCode); Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_client.cfg\"", cmd_source_t::kCommandSrcCode); #endif // !DEDICATED Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec.cfg\"", cmd_source_t::kCommandSrcCode); } else // Development configs. { #ifndef CLIENT_DLL Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_server_dev.cfg\"", cmd_source_t::kCommandSrcCode); Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_server_dev.cfg\"", cmd_source_t::kCommandSrcCode); #endif //!CLIENT_DLL #ifndef DEDICATED Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_client_dev.cfg\"", cmd_source_t::kCommandSrcCode); Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"rcon_client_dev.cfg\"", cmd_source_t::kCommandSrcCode); #endif // !DEDICATED Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"autoexec_dev.cfg\"", cmd_source_t::kCommandSrcCode); } Cbuf_Execute(); } //----------------------------------------------------------------------------- // Purpose: shutdown active game //----------------------------------------------------------------------------- FORCEINLINE void CHostState::GameShutDown(void) { g_bLevelResourceInitialized = false; if (m_bActiveGame) { #ifndef CLIENT_DLL g_pServerGameDLL->GameShutdown(); #endif // !CLIENT_DLL m_bActiveGame = 0; #ifdef DEDICATED const char* szNoMap = "server_idle"; #else // DEDICATED const char* szNoMap = "main_menu"; #endif snprintf(const_cast(m_levelName), sizeof(m_levelName), szNoMap); } } //----------------------------------------------------------------------------- // Purpose: unloads all pakfiles loaded by the SDK //----------------------------------------------------------------------------- FORCEINLINE void CHostState::UnloadPakFile(void) { for (auto& it : g_nLoadedPakFileId) { if (it >= 0) // [ PIXIE ] TODO: Create RTech function to get RPakLoadedInfo by ID and print which rpak is getting unloaded. { RTech_UnloadPak(it); } } g_nLoadedPakFileId.clear(); } //----------------------------------------------------------------------------- // Purpose: initialize new game //----------------------------------------------------------------------------- FORCEINLINE void CHostState::State_NewGame(void) { g_bLevelResourceInitialized = false; m_bSplitScreenConnect = false; if (!g_ServerGameClients) // Init Game if it ain't valid. { SV_InitGameDLLFn(); } if (!CModelLoader_Map_IsValidFn(g_CModelLoader, m_levelName) // Check if map is valid and if we can start a new game. || !Host_NewGameFn(m_levelName, nullptr, m_bBackgroundLevel, m_bSplitScreenConnect, nullptr) || !g_ServerGameClients) { Error(eDLL_T::ENGINE, "%s - Error: Map not valid\n", "CHostState::State_NewGame"); #ifndef DEDICATED SCR_EndLoadingPlaque(); #endif // !DEDICATED GameShutDown(); } m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run. // If our next state isn't a shutdown or its a forced shutdown then set next state to run. if (m_iNextState != HostStates_t::HS_SHUTDOWN || !g_pCVar->FindVar("host_hasIrreversibleShutdown")->GetBool()) { m_iNextState = HostStates_t::HS_RUN; } } //----------------------------------------------------------------------------- // Purpose: change singleplayer level //----------------------------------------------------------------------------- FORCEINLINE void CHostState::State_ChangeLevelSP(void) { DevMsg(eDLL_T::ENGINE, "%s - Changing singleplayer level to: '%s'\n", "CHostState::State_ChangeLevelSP", m_levelName); m_flShortFrameTime = 1.5; // Set frame time. g_bLevelResourceInitialized = false; if (CModelLoader_Map_IsValidFn(g_CModelLoader, m_levelName)) // Check if map is valid and if we can start a new game. { Host_ChangelevelFn(true, m_levelName, m_mapGroupName); // Call change level as singleplayer level. } else { Error(eDLL_T::ENGINE, "%s - Error: Unable to find map: '%s'\n", "CHostState::State_ChangeLevelSP", m_levelName); } m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run. // If our next state isn't a shutdown or its a forced shutdown then set next state to run. if (m_iNextState != HostStates_t::HS_SHUTDOWN || !g_pCVar->FindVar("host_hasIrreversibleShutdown")->GetBool()) { m_iNextState = HostStates_t::HS_RUN; } } //----------------------------------------------------------------------------- // Purpose: change multiplayer level //----------------------------------------------------------------------------- FORCEINLINE void CHostState::State_ChangeLevelMP(void) { DevMsg(eDLL_T::ENGINE, "%s - Changing multiplayer level to: '%s'\n", "CHostState::State_ChangeLevelMP", m_levelName); m_flShortFrameTime = 0.5; // Set frame time. g_bLevelResourceInitialized = false; #ifndef CLIENT_DLL g_pServerGameDLL->LevelShutdown(); #endif // !CLIENT_DLL if (CModelLoader_Map_IsValidFn(g_CModelLoader, m_levelName)) // Check if map is valid and if we can start a new game. { #ifndef DEDICATED using EnabledProgressBarForNextLoadFn = void(*)(void*); (*reinterpret_cast(g_pEngineVGui))[31](g_pEngineVGui); // EnabledProgressBarForNextLoad #endif // !DEDICATED Host_ChangelevelFn(false, m_levelName, m_mapGroupName); // Call change level as multiplayer level. } else { Error(eDLL_T::ENGINE, "%s - Error: Unable to find map: '%s'\n", "CHostState::State_ChangeLevelMP", m_levelName); } m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run. // If our next state isn't a shutdown or its a forced shutdown then set next state to run. if (m_iNextState != HostStates_t::HS_SHUTDOWN || !g_pCVar->FindVar("host_hasIrreversibleShutdown")->GetBool()) { m_iNextState = HostStates_t::HS_RUN; } } /////////////////////////////////////////////////////////////////////////////// void CHostState_Attach() { DetourAttach((LPVOID*)&CHostState_FrameUpdate, &CHostState::FrameUpdate); } void CHostState_Detach() { DetourDetach((LPVOID*)&CHostState_FrameUpdate, &CHostState::FrameUpdate); } /////////////////////////////////////////////////////////////////////////////// CHostState* g_pHostState = reinterpret_cast(p_CHostState_FrameUpdate.FindPatternSelf("48 8D ?? ?? ?? ?? 01", ADDRESS::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr());