r5sdk/r5dev/engine/host_state.cpp
Kawe Mazidjatari 3511aff224 Execute "bind.cfg" on startup
Users could put custom binds in here.
I also unbound all dev-only binds by default to suppress warnings or prevent issues.
2022-11-10 15:42:27 +01:00

474 lines
15 KiB
C++

//=============================================================================//
//
// 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"
#include "engine/client/clientstate.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"
#include "client/vengineclient_impl.h"
#endif // DEDICATED
#include "networksystem/pylon.h"
#ifndef CLIENT_DLL
#include "networksystem/bansystem.h"
#endif // !CLIENT_DLL
#include "networksystem/listmanager.h"
#include "public/edict.h"
#ifndef CLIENT_DLL
#include "game/server/gameinterface.h"
#endif // !CLIENT_DLL
#include "squirrel/sqinit.h"
//-----------------------------------------------------------------------------
// Purpose: state machine's main processing loop
//-----------------------------------------------------------------------------
FORCEINLINE 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();
#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:
{
if (!g_pHostState->m_bActiveGame)
{
if (bResetIdleName)
{
g_pHostState->ResetLevelName();
bResetIdleName = false;
}
}
else // Reset idle name the next non-active frame.
{
bResetIdleName = true;
}
#if !defined (DEDICATED) && !defined (CLIENT_DLL)
// Parallel processing of 'C_BaseAnimating::SetupBones()' is not supported
// on listen servers running the local client.
if (g_pServer->IsActive())
{
if (cl_threaded_bone_setup->GetBool())
{
cl_threaded_bone_setup->SetValue(false);
}
}
#endif // !DEDICATED && !CLIENT_DLL
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");
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(IEngine::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(IEngine::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 = 1.0f;
m_levelName[0] = 0;
m_landMarkName[0] = 0;
m_mapGroupName[0] = 0;
m_nSplitScreenPlayers = 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();
#ifndef CLIENT_DLL
g_pBanSystem->Load();
#endif // !CLIENT_DLL
g_pConVar->PurgeHostNames();
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 reloadTimer;
static CFastTimer statsTimer;
if (!bInitialized) // Initialize clocks.
{
#ifndef CLIENT_DLL
banListTimer.Start();
#ifdef DEDICATED
pylonTimer.Start();
#endif // DEDICATED
statsTimer.Start();
reloadTimer.Start();
#endif // !CLIENT_DLL
bInitialized = true;
}
#ifndef CLIENT_DLL
if (banListTimer.GetDurationInProgress().GetSeconds() > sv_banlistRefreshRate->GetDouble())
{
g_pBanSystem->BanListCheck();
banListTimer.Start();
}
#endif // !CLIENT_DLL
#ifdef DEDICATED
if (pylonTimer.GetDurationInProgress().GetSeconds() > sv_pylonRefreshRate->GetDouble())
{
const NetGameServer_t netGameServer
{
hostname->GetString(),
hostdesc->GetString(),
sv_pylonVisibility->GetInt() == EServerVisibility_t::HIDDEN,
g_pHostState->m_levelName,
mp_gamemode->GetString(),
hostip->GetString(),
hostport->GetString(),
g_svNetKey,
std::to_string(*g_nServerRemoteChecksum),
SDK_VERSION,
std::to_string(g_pServer->GetNumHumanPlayers() + g_pServer->GetNumFakeClients()),
std::to_string(g_ServerGlobalVariables->m_nMaxClients),
std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count()
};
std::thread(&CPylon::KeepAlive, g_pMasterServer, netGameServer).detach();
pylonTimer.Start();
}
#endif // DEDICATED
#ifndef CLIENT_DLL
if (sv_autoReloadRate->GetBool())
{
if (reloadTimer.GetDurationInProgress().GetSeconds() > sv_autoReloadRate->GetDouble())
{
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "reload\n", cmd_source_t::kCommandSrcCode);
reloadTimer.Start();
}
}
if (statsTimer.GetDurationInProgress().GetSeconds() > sv_statusRefreshRate->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, m_levelName).c_str());
statsTimer.Start();
}
#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);
}
#ifndef DEDICATED
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec \"bind.cfg\"", cmd_source_t::kCommandSrcCode);
#endif // !DEDICATED
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 = false;
ResetLevelName();
}
}
//-----------------------------------------------------------------------------
// Purpose: initialize new game
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::State_NewGame(void)
{
LARGE_INTEGER time{};
uint16_t nSplitScreenPlayers = m_nSplitScreenPlayers;
m_nSplitScreenPlayers = 0;
#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, nSplitScreenPlayers, time) || !g_pServerGameClients)
{
Error(eDLL_T::ENGINE, NO_ERROR, "%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, NO_ERROR, "%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, NO_ERROR, "%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
static const char* szNoMap = "server_idle";
#else // DEDICATED
static const char* szNoMap = "menu_main";
#endif
Q_snprintf(const_cast<char*>(m_levelName), sizeof(m_levelName), szNoMap);
}
///////////////////////////////////////////////////////////////////////////////
void CHostState_Attach()
{
DetourAttach(&CHostState_FrameUpdate, &CHostState::FrameUpdate);
}
void CHostState_Detach()
{
DetourDetach(&CHostState_FrameUpdate, &CHostState::FrameUpdate);
}
///////////////////////////////////////////////////////////////////////////////
CHostState* g_pHostState = nullptr;