mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
Can be toggled with the new cvar 'host_autoReloadRespectGameState', and used in combination with the new server script func 'SetAutoReloadState( bool state )'. This makes sure that even when the timer reaches 'host_autoReloadRate', it would wait with the reload until the game itself is finished (which is when SetAutoReloadState( true ) is being called from scripts).
568 lines
17 KiB
C++
568 lines
17 KiB
C++
//=============================================================================//
|
|
//
|
|
// Purpose: Runs the state machine for the host & server.
|
|
//
|
|
//=============================================================================//
|
|
// host_state.cpp:.
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////////
|
|
#include "core/stdafx.h"
|
|
#include "tier0/jobthread.h"
|
|
#include "tier0/commandline.h"
|
|
#include "tier0/fasttimer.h"
|
|
#include "tier0/frametask.h"
|
|
#include "tier1/cvar.h"
|
|
#include "tier1/NetAdr.h"
|
|
#include "tier2/socketcreator.h"
|
|
#include "datacache/mdlcache.h"
|
|
#ifndef CLIENT_DLL
|
|
#include "engine/server/sv_rcon.h"
|
|
#include "engine/server/server.h"
|
|
#endif // !CLIENT_DLL
|
|
#ifndef DEDICATED
|
|
#include "engine/client/cl_rcon.h"
|
|
#include "engine/client/cl_main.h"
|
|
#include "engine/client/clientstate.h"
|
|
#endif // DEDICATED
|
|
#include "engine/cmd.h"
|
|
#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"
|
|
#include "rtech/liveapi/liveapi.h"
|
|
#endif // !CLIENT_DLL
|
|
#include "rtech/stryder/stryder.h"
|
|
#include "rtech/playlists/playlists.h"
|
|
#ifndef DEDICATED
|
|
#include "vgui/vgui_baseui_interface.h"
|
|
#include "client/vengineclient_impl.h"
|
|
#include "gameui/imgui_system.h"
|
|
#endif // DEDICATED
|
|
#include "networksystem/pylon.h"
|
|
#ifndef CLIENT_DLL
|
|
#include "networksystem/bansystem.h"
|
|
#include "networksystem/hostmanager.h"
|
|
#endif // !CLIENT_DLL
|
|
#include "networksystem/listmanager.h"
|
|
#include "public/edict.h"
|
|
#ifndef CLIENT_DLL
|
|
#include "game/server/gameinterface.h"
|
|
#endif // !CLIENT_DLL
|
|
#include "game/shared/vscript_shared.h"
|
|
|
|
#ifndef CLIENT_DLL
|
|
static ConVar host_statusRefreshRate("host_statusRefreshRate", "0.5", FCVAR_RELEASE, "Host status refresh rate (seconds).", true, 0.f, false, 0.f);
|
|
|
|
static ConVar host_autoReloadRate("host_autoReloadRate", "0", FCVAR_RELEASE, "Time in seconds between each auto-reload (disabled if null).");
|
|
static ConVar host_autoReloadRespectGameState("host_autoReloadRespectGameState", "0", FCVAR_RELEASE, "Check the game state before proceeding to auto-reload (don't reload in the middle of a match).");
|
|
#endif // !CLIENT_DLL
|
|
|
|
#ifdef DEDICATED
|
|
static ConVar hostdesc("hostdesc", "", FCVAR_RELEASE, "Host game server description.");
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Send keep alive request to Pylon Master Server.
|
|
// Output : Returns true on success, false otherwise.
|
|
//-----------------------------------------------------------------------------
|
|
static void HostState_KeepAlive()
|
|
{
|
|
if (!g_pServer->IsActive() || !sv_pylonVisibility.GetBool()) // Check for active game.
|
|
{
|
|
return;
|
|
}
|
|
|
|
const NetGameServer_t gameServer
|
|
{
|
|
hostname->GetString(),
|
|
hostdesc.GetString(),
|
|
sv_pylonVisibility.GetInt() == ServerVisibility_e::HIDDEN,
|
|
g_pHostState->m_levelName,
|
|
v_Playlists_GetCurrent(),
|
|
hostip->GetString(),
|
|
hostport->GetInt(),
|
|
g_pNetKey->GetBase64NetKey(),
|
|
*g_nServerRemoteChecksum,
|
|
SDK_VERSION,
|
|
g_pServer->GetNumClients(),
|
|
g_ServerGlobalVariables->m_nMaxClients,
|
|
std::chrono::duration_cast<std::chrono::milliseconds>(
|
|
std::chrono::system_clock::now().time_since_epoch()
|
|
).count()
|
|
};
|
|
|
|
std::thread request([&, gameServer]
|
|
{
|
|
string errorMsg;
|
|
string hostToken;
|
|
string hostIp;
|
|
|
|
const bool result = g_MasterServer.PostServerHost(errorMsg, hostToken, hostIp, gameServer);
|
|
|
|
// Apply the data the next frame
|
|
g_TaskQueue.Dispatch([result, errorMsg, hostToken, hostIp]
|
|
{
|
|
if (!result)
|
|
{
|
|
if (!errorMsg.empty() && g_ServerHostManager.GetCurrentError().compare(errorMsg) != NULL)
|
|
{
|
|
g_ServerHostManager.SetCurrentError(errorMsg);
|
|
Error(eDLL_T::SERVER, NO_ERROR, "%s\n", errorMsg.c_str());
|
|
}
|
|
}
|
|
else // Attempt to log the token, if there is one.
|
|
{
|
|
if (!hostToken.empty() && g_ServerHostManager.GetCurrentToken().compare(hostToken) != NULL)
|
|
{
|
|
g_ServerHostManager.SetCurrentToken(hostToken);
|
|
Msg(eDLL_T::SERVER, "Published server with token: %s'%s%s%s'\n",
|
|
g_svReset, g_svGreyB,
|
|
hostToken.c_str(), g_svReset);
|
|
}
|
|
}
|
|
|
|
if (hostIp.length() != 0)
|
|
g_ServerHostManager.SetHostIP(hostIp);
|
|
|
|
}, 0);
|
|
}
|
|
);
|
|
|
|
request.detach();
|
|
}
|
|
#endif // DEDICATED
|
|
|
|
#ifndef CLIENT_DLL
|
|
void HostState_HandleAutoReload()
|
|
{
|
|
if (host_autoReloadRate.GetBool())
|
|
{
|
|
if (g_ServerGlobalVariables->m_flCurTime > host_autoReloadRate.GetFloat())
|
|
{
|
|
// We should respect the game state, and the game isn't finished yet so
|
|
// don't reload the server now.
|
|
if (host_autoReloadRespectGameState.GetBool() && !g_hostReloadState)
|
|
return;
|
|
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "reload\n", cmd_source_t::kCommandSrcCode);
|
|
}
|
|
}
|
|
}
|
|
#endif // !CLIENT_DLL
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: state machine's main processing loop
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::FrameUpdate(CHostState* pHostState, double flCurrentTime, float flFrameTime)
|
|
{
|
|
static bool bInitialized = false;
|
|
static bool bResetIdleName = false;
|
|
if (!bInitialized)
|
|
{
|
|
g_pHostState->Setup();
|
|
bInitialized = true;
|
|
}
|
|
|
|
g_pHostState->Think();
|
|
#ifndef CLIENT_DLL
|
|
RCONServer()->RunFrame();
|
|
#endif // !CLIENT_DLL
|
|
#ifndef DEDICATED
|
|
RCONClient()->RunFrame();
|
|
#endif // !DEDICATED
|
|
|
|
// Disable "warning C4611: interaction between '_setjmp' and C++ object destruction is non-portable"
|
|
#pragma warning(push)
|
|
#pragma warning(disable : 4611)
|
|
if (setjmp(*host_abortserver))
|
|
{
|
|
g_pHostState->Init();
|
|
return;
|
|
}
|
|
#pragma warning(pop)
|
|
else
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
*g_bAbortServerSet = true;
|
|
#endif // !CLIENT_DLL
|
|
while (true)
|
|
{
|
|
Cbuf_Execute();
|
|
|
|
const HostStates_t oldState = g_pHostState->m_iCurrentState;
|
|
switch (g_pHostState->m_iCurrentState)
|
|
{
|
|
case HostStates_t::HS_NEW_GAME:
|
|
{
|
|
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:
|
|
{
|
|
if (!g_pHostState->m_bActiveGame)
|
|
{
|
|
if (bResetIdleName)
|
|
{
|
|
g_pHostState->ResetLevelName();
|
|
bResetIdleName = false;
|
|
}
|
|
}
|
|
else // Reset idle name the next non-active frame.
|
|
{
|
|
bResetIdleName = true;
|
|
}
|
|
|
|
CHostState__State_Run(&g_pHostState->m_iCurrentState, flCurrentTime, flFrameTime);
|
|
break;
|
|
}
|
|
case HostStates_t::HS_GAME_SHUTDOWN:
|
|
{
|
|
Msg(eDLL_T::ENGINE, "%s: Shutdown host game\n", __FUNCTION__);
|
|
CHostState__State_GameShutDown(g_pHostState);
|
|
break;
|
|
}
|
|
case HostStates_t::HS_RESTART:
|
|
{
|
|
Msg(eDLL_T::ENGINE, "%s: Restarting state machine\n", __FUNCTION__);
|
|
#ifndef DEDICATED
|
|
v_CL_EndMovie();
|
|
#endif // !DEDICATED
|
|
v_Stryder_SendOfflineRequest(); // We have hostnames nulled anyway.
|
|
g_pEngine->SetNextState(IEngine::DLL_RESTART);
|
|
break;
|
|
}
|
|
case HostStates_t::HS_SHUTDOWN:
|
|
{
|
|
Msg(eDLL_T::ENGINE, "%s: Shutdown state machine\n", __FUNCTION__);
|
|
#ifndef DEDICATED
|
|
v_CL_EndMovie();
|
|
#endif // !DEDICATED
|
|
v_Stryder_SendOfflineRequest(); // We have hostnames nulled anyway.
|
|
g_pEngine->SetNextState(IEngine::DLL_CLOSE);
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
// only do a single pass at HS_RUN per frame. All other states loop until they reach HS_RUN
|
|
if (oldState == HostStates_t::HS_RUN && (g_pHostState->m_iNextState != HostStates_t::HS_LOAD_GAME || !single_frame_shutdown_for_reload->GetBool()))
|
|
break;
|
|
|
|
// shutting down
|
|
if (oldState == HostStates_t::HS_SHUTDOWN ||
|
|
oldState == HostStates_t::HS_RESTART)
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: state machine initialization
|
|
//-----------------------------------------------------------------------------
|
|
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 = 1.0f;
|
|
m_bActiveGame = false;
|
|
m_bRememberLocation = false;
|
|
m_bBackgroundLevel = false;
|
|
m_bWaitingForConnection = false;
|
|
m_levelName[0] = 0;
|
|
m_landMarkName[0] = 0;
|
|
m_mapGroupName[0] = 0;
|
|
m_bSplitScreenConnect = false;
|
|
m_bGameHasShutDownAndFlushedMemory = true;
|
|
m_vecLocation.Init();
|
|
m_angLocation.Init();
|
|
m_iServerState = HostStates_t::HS_NEW_GAME;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: state machine setup
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::Setup(void)
|
|
{
|
|
g_pHostState->LoadConfig();
|
|
#ifndef CLIENT_DLL
|
|
g_BanSystem.LoadList();
|
|
#endif // !CLIENT_DLL
|
|
ConVar_PurgeHostNames();
|
|
|
|
#ifndef CLIENT_DLL
|
|
LiveAPISystem()->Init();
|
|
#endif // !CLIENT_DLL
|
|
|
|
if (net_useRandomKey.GetBool())
|
|
{
|
|
NET_GenerateKey();
|
|
}
|
|
#if !defined (DEDICATED) && !defined (CLIENT_DLL)
|
|
// Parallel processing of 'C_BaseAnimating::SetupBones()' is currently
|
|
// not supported on listen servers running the local client due to an
|
|
// engine bug specific to S3 that still needs to be addressed. Remove
|
|
// this once the issue has been solved:
|
|
if (cl_threaded_bone_setup->GetBool())
|
|
{
|
|
cl_threaded_bone_setup->SetValue(false);
|
|
}
|
|
#endif // !DEDICATED && !CLIENT_DLL
|
|
|
|
ResetLevelName();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: think
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::Think(void) const
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
static bool bInitialized = false;
|
|
static CFastTimer statsTimer;
|
|
static CFastTimer banListTimer;
|
|
#ifdef DEDICATED
|
|
static CFastTimer pylonTimer;
|
|
#endif // DEDICATED
|
|
|
|
if (!bInitialized) // Initialize clocks.
|
|
{
|
|
statsTimer.Start();
|
|
banListTimer.Start();
|
|
#ifdef DEDICATED
|
|
pylonTimer.Start();
|
|
#endif // DEDICATED
|
|
bInitialized = true;
|
|
}
|
|
|
|
HostState_HandleAutoReload();
|
|
|
|
if (statsTimer.GetDurationInProgress().GetSeconds() > host_statusRefreshRate.GetFloat())
|
|
{
|
|
SetConsoleTitleA(Format("%s - %d/%d Players (%s on %s) - %d%% Server CPU (%.3f msec on frame %d)",
|
|
hostname->GetString(), g_pServer->GetNumClients(),
|
|
g_ServerGlobalVariables->m_nMaxClients, v_Playlists_GetCurrent(), m_levelName,
|
|
static_cast<int>(g_pServer->GetCPUUsage() * 100.0f), (g_pEngine->GetFrameTime() * 1000.0f),
|
|
g_pServer->GetTick()).c_str());
|
|
|
|
statsTimer.Start();
|
|
}
|
|
if (sv_globalBanlist.GetBool() &&
|
|
banListTimer.GetDurationInProgress().GetSeconds() > sv_banlistRefreshRate.GetFloat())
|
|
{
|
|
SV_CheckClientsForBan();
|
|
banListTimer.Start();
|
|
}
|
|
#ifdef DEDICATED
|
|
if (pylonTimer.GetDurationInProgress().GetSeconds() > sv_pylonRefreshRate.GetFloat())
|
|
{
|
|
HostState_KeepAlive();
|
|
pylonTimer.Start();
|
|
}
|
|
#endif // DEDICATED
|
|
#endif // !CLIENT_DLL
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: load and execute configuration files
|
|
//-----------------------------------------------------------------------------
|
|
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"))
|
|
{
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec system/autoexec.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
#ifndef CLIENT_DLL
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec system/autoexec_server.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec tools/rcon_server.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
#endif //!CLIENT_DLL
|
|
#ifndef DEDICATED
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec system/autoexec_client.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec tools/rcon_client.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
#endif // !DEDICATED
|
|
}
|
|
else // Development configs.
|
|
{
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec system/autoexec_dev.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
#ifndef CLIENT_DLL
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec system/autoexec_server_dev.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec tools/rcon_server_dev.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
#endif //!CLIENT_DLL
|
|
#ifndef DEDICATED
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec system/autoexec_client_dev.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec tools/rcon_client_dev.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
#endif // !DEDICATED
|
|
}
|
|
#ifndef CLIENT_DLL
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec liveapi.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
#endif //!CLIENT_DLL
|
|
#ifndef DEDICATED
|
|
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec bind.cfg\n", cmd_source_t::kCommandSrcCode);
|
|
#endif // !DEDICATED
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: set state machine
|
|
// Input : newState -
|
|
// clearNext -
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::SetState(const HostStates_t newState)
|
|
{
|
|
m_iCurrentState = newState;
|
|
|
|
// 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 = newState;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: shutdown active game
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::GameShutDown(void)
|
|
{
|
|
if (m_bActiveGame)
|
|
{
|
|
#ifndef CLIENT_DLL
|
|
g_pServerGameDLL->GameShutdown();
|
|
#endif // !CLIENT_DLL
|
|
m_bActiveGame = false;
|
|
ResetLevelName();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: initialize new game
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::State_NewGame(void)
|
|
{
|
|
Msg(eDLL_T::ENGINE, "%s: Loading level: '%s'\n", __FUNCTION__, g_pHostState->m_levelName);
|
|
|
|
LARGE_INTEGER time{};
|
|
|
|
#ifndef CLIENT_DLL
|
|
const bool bSplitScreenConnect = m_bSplitScreenConnect;
|
|
m_bSplitScreenConnect = false;
|
|
|
|
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.
|
|
|| !v_Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, bSplitScreenConnect, time) || !g_pServerGameClients)
|
|
{
|
|
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Level not valid\n", __FUNCTION__);
|
|
#ifndef DEDICATED
|
|
SCR_EndLoadingPlaque();
|
|
#endif // !DEDICATED
|
|
GameShutDown();
|
|
}
|
|
#endif // !CLIENT_DLL
|
|
|
|
SetState(HostStates_t::HS_RUN);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: change singleplayer level
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::State_ChangeLevelSP(void)
|
|
{
|
|
Msg(eDLL_T::ENGINE, "%s: Changing singleplayer level to: '%s'\n", __FUNCTION__, 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.
|
|
{
|
|
v_Host_ChangeLevel(true, m_levelName, m_mapGroupName); // Call change level as singleplayer level.
|
|
}
|
|
else
|
|
{
|
|
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Unable to find level: '%s'\n", __FUNCTION__, m_levelName);
|
|
}
|
|
|
|
// Set current state to run.
|
|
SetState(HostStates_t::HS_RUN);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: change multiplayer level
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::State_ChangeLevelMP(void)
|
|
{
|
|
Msg(eDLL_T::ENGINE, "%s: Changing multiplayer level to: '%s'\n", __FUNCTION__, 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
|
|
v_Host_ChangeLevel(false, m_levelName, m_mapGroupName); // Call change level as multiplayer level.
|
|
}
|
|
else
|
|
{
|
|
Error(eDLL_T::ENGINE, NO_ERROR, "%s: Unable to find level: '%s'\n", __FUNCTION__, m_levelName);
|
|
}
|
|
|
|
// Set current state to run.
|
|
SetState(HostStates_t::HS_RUN);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: resets the level name
|
|
//-----------------------------------------------------------------------------
|
|
void CHostState::ResetLevelName(void)
|
|
{
|
|
static const char* szNoMap = "no_map";
|
|
Q_snprintf(const_cast<char*>(m_levelName), sizeof(m_levelName), "%s", szNoMap);
|
|
}
|
|
|
|
void VHostState::Detour(const bool bAttach) const
|
|
{
|
|
DetourSetup(&CHostState__FrameUpdate, &CHostState::FrameUpdate, bAttach);
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
CHostState* g_pHostState = nullptr;
|
|
|
|
#ifndef CLIENT_DLL
|
|
bool g_hostReloadState = false;
|
|
#endif // !CLIENT_DLL
|