r5sdk/r5dev/engine/host_state.cpp
Kawe Mazidjatari 446f13680f Improve SQVM function registration and add SERVER and CLIENT logic
SERVER and CLIENT functions can now be registered as well.
For checking whether to register for CLIENT or UI, we now check its context instead of comparing pointers. For server, a dedicated function was build.
2022-03-28 19:34:51 +02:00

408 lines
13 KiB
C++

//=============================================================================//
//
// 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"
#include "rtech/rtech_utils.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<bool*>(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<char*>(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<char*>(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)
{
#ifdef GAMEDLL_S3
RPakLoadedInfo_t pakInfo = g_pRTech->GetPakLoadedInfo(it);
if (pakInfo.m_pszFileName)
{
DevMsg(eDLL_T::RTECH, "%s - Unloading PakFile '%s'\n", "CHostState::UnloadPakFile", pakInfo.m_pszFileName);
}
#endif // GAMEDLL_S3
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<EnabledProgressBarForNextLoadFn**>(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<CHostState*>(p_CHostState_FrameUpdate.FindPatternSelf("48 8D ?? ?? ?? ?? 01", ADDRESS::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr());