//=============================================================================// // // Purpose: Runs the state machine for the host & server. // //=============================================================================// // host_state.cpp: methods are declared inline to prevent stack corruption. // ///////////////////////////////////////////////////////////////////////////////// #include "core/stdafx.h" #include "tier0/jobthread.h" #include "tier0/commandline.h" #include "tier0/fasttimer.h" #include "tier1/cmd.h" #include "tier1/cvar.h" #include "tier1/NetAdr2.h" #include "tier2/socketcreator.h" #include "vpc/keyvalues.h" #include "datacache/mdlcache.h" #ifdef DEDICATED #include "engine/server/sv_rcon.h" #else // #include "engine/client/cl_rcon.h" #include "engine/client/cl_main.h" #endif // DEDICATED #include "engine/net.h" #include "engine/gl_screen.h" #include "engine/host.h" #include "engine/host_cmd.h" #include "engine/host_state.h" #include "engine/sys_engine.h" #include "engine/modelloader.h" #include "engine/cmodel_bsp.h" #ifndef CLIENT_DLL #include "engine/server/server.h" #endif // !CLIENT_DLL #include "rtech/rtech_game.h" #include "rtech/rtech_utils.h" #include "rtech/stryder/stryder.h" #ifndef DEDICATED #include "vgui/vgui_baseui_interface.h" #endif // DEDICATED #include "client/vengineclient_impl.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 //----------------------------------------------------------------------------- // Purpose: state machine's main processing loop //----------------------------------------------------------------------------- FORCEINLINE void CHostState::FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime) { static bool bInitialized = false; if (!bInitialized) { g_pHostState->Setup(); bInitialized = true; } #ifdef DEDICATED RCONServer()->RunFrame(); #else // RCONClient()->RunFrame(); #endif // DEDICATED HostStates_t oldState{}; if (setjmp(*host_abortserver)) { g_pHostState->Init(); return; } else { #ifndef CLIENT_DLL *g_bAbortServerSet = 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(); break; } case HostStates_t::HS_CHANGE_LEVEL_MP: { g_pHostState->State_ChangeLevelMP(); break; } case HostStates_t::HS_RUN: { CHostState_State_Run(&g_pHostState->m_iCurrentState, flCurrentTime, flFrameTime); break; } case HostStates_t::HS_GAME_SHUTDOWN: { DevMsg(eDLL_T::ENGINE, "%s - Shutdown host game\n", "CHostState::FrameUpdate"); if (g_pHostState->m_bActiveGame) { g_pHostState->ResetLevelName(); } CHostState_State_GameShutDown(g_pHostState); break; } case HostStates_t::HS_RESTART: { DevMsg(eDLL_T::ENGINE, "%s - Restarting state machine\n", "CHostState::FrameUpdate"); #ifndef DEDICATED CL_EndMovie(); #endif // !DEDICATED Stryder_SendOfflineRequest(); // 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"); #ifndef DEDICATED CL_EndMovie(); #endif // !DEDICATED Stryder_SendOfflineRequest(); // 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: state machine initialization //----------------------------------------------------------------------------- FORCEINLINE void CHostState::Init(void) { if (m_iNextState != HostStates_t::HS_SHUTDOWN) { if (m_iNextState == HostStates_t::HS_GAME_SHUTDOWN) { CHostState_State_GameShutDown(this); } else { m_iCurrentState = HostStates_t::HS_RUN; if (m_iNextState != HostStates_t::HS_SHUTDOWN || !single_frame_shutdown_for_reload->GetInt()) m_iNextState = HostStates_t::HS_RUN; } } m_flShortFrameTime = 1.0; m_levelName[0] = 0; m_landMarkName[0] = 0; m_mapGroupName[0] = 0; m_bSplitScreenConnect = 256; m_vecLocation.Init(); m_angLocation.Init(); m_iCurrentState = HostStates_t::HS_NEW_GAME; } //----------------------------------------------------------------------------- // Purpose: state machine setup //----------------------------------------------------------------------------- FORCEINLINE void CHostState::Setup(void) { g_pHostState->LoadConfig(); g_pConVar->PurgeHostNames(); std::thread think(&CHostState::Think, this); think.detach(); net_usesocketsforloopback->SetValue(1); if (net_useRandomKey->GetBool()) { NET_GenerateKey(); } ResetLevelName(); } //----------------------------------------------------------------------------- // Purpose: think //----------------------------------------------------------------------------- FORCEINLINE void CHostState::Think(void) const { static bool bInitialized = false; static CFastTimer banListTimer; static CFastTimer pylonTimer; static CFastTimer statsTimer; for (;;) // Loop running at 20-tps. { if (!bInitialized) // Initialize clocks. { #ifndef CLIENT_DLL banListTimer.Start(); #ifdef DEDICATED pylonTimer.Start(); #endif // DEDICATED statsTimer.Start(); #endif // !CLIENT_DLL bInitialized = true; } #ifndef CLIENT_DLL if (banListTimer.GetDurationInProgress().GetSeconds() > sv_banlistRefreshInterval->GetDouble()) { g_pBanSystem->BanListCheck(); banListTimer.Start(); } #endif // !CLIENT_DLL #ifdef DEDICATED if (pylonTimer.GetDurationInProgress().GetSeconds() > sv_pylonRefreshInterval->GetDouble()) { KeepAliveToPylon(); pylonTimer.Start(); } #endif // DEDICATED #ifndef CLIENT_DLL if (statsTimer.GetDurationInProgress().GetSeconds() > sv_statusRefreshInterval->GetDouble()) { string svCurrentPlaylist = KeyValues_GetCurrentPlaylist(); int32_t nPlayerCount = g_pServer->GetNumHumanPlayers(); SetConsoleTitleA(fmt::format("{:s} - {:d}/{:d} Players ({:s} on {:s})", 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)); #endif // !CLIENT_DLL } } //----------------------------------------------------------------------------- // Purpose: load and execute configuration files //----------------------------------------------------------------------------- FORCEINLINE void CHostState::LoadConfig(void) const { if (CommandLine()->ParmValue("-launcher", 0) < 1) // Launcher level 1 indicates everything is handled from the commandline/launcher. { if (!CommandLine()->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) { if (m_bActiveGame) { #ifndef CLIENT_DLL g_pServerGameDLL->GameShutdown(); #endif // !CLIENT_DLL m_bActiveGame = 0; ResetLevelName(); } } //----------------------------------------------------------------------------- // Purpose: initialize new game //----------------------------------------------------------------------------- FORCEINLINE void CHostState::State_NewGame(void) { LARGE_INTEGER time{}; m_bSplitScreenConnect = false; #ifndef CLIENT_DLL if (!g_pServerGameClients) // Init Game if it ain't valid. { SV_InitGameDLL(); } #endif // !CLIENT_DLL #ifndef CLIENT_DLL if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game. || !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, m_bSplitScreenConnect, time) || !g_pServerGameClients) { Error(eDLL_T::ENGINE, "%s - Error: Map not valid\n", "CHostState::State_NewGame"); #ifndef DEDICATED SCR_EndLoadingPlaque(); #endif // !DEDICATED GameShutDown(); } #endif // !CLIENT_DLL 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 || !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. if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game. { Host_ChangeLevel(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 || !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. #ifndef CLIENT_DLL g_pServerGameDLL->LevelShutdown(); #endif // !CLIENT_DLL if (CModelLoader__Map_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game. { #ifndef DEDICATED g_pEngineVGui->EnabledProgressBarForNextLoad(); #endif // !DEDICATED Host_ChangeLevel(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 || !host_hasIrreversibleShutdown->GetBool()) { m_iNextState = HostStates_t::HS_RUN; } } //----------------------------------------------------------------------------- // Purpose: resets the level name //----------------------------------------------------------------------------- FORCEINLINE void CHostState::ResetLevelName(void) { #ifdef DEDICATED const char* szNoMap = "server_idle"; #else // DEDICATED const char* szNoMap = "main_menu"; #endif snprintf(const_cast(m_levelName), sizeof(m_levelName), szNoMap); } /////////////////////////////////////////////////////////////////////////////// void CHostState_Attach() { DetourAttach((LPVOID*)&CHostState_FrameUpdate, &CHostState::FrameUpdate); } void CHostState_Detach() { DetourDetach((LPVOID*)&CHostState_FrameUpdate, &CHostState::FrameUpdate); } /////////////////////////////////////////////////////////////////////////////// CHostState* g_pHostState = nullptr;