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https://github.com/Mauler125/r5sdk.git
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* Add CServerGameDLL interface to SDK (unfinished) * Inline all CHostState members. Calling discrete member functions will result in a corrupt stack. It also alters with the VTable layout in the engine since we assign our SDK instance directly to it. Forcing everything to be inline (like the assembled counterpart within the executable itself) will ensure no virtual calls will get created and misalign the base VTable. * Patch SQVM_CompileError to call SQVM_Error with the severity flag set to false (0 = do not terminate process, 1 is terminate process).
309 lines
9.5 KiB
C++
309 lines
9.5 KiB
C++
//=============================================================================//
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//
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// Purpose: Runs the state machine for the host & server.
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//
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//=============================================================================//
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#include "core/stdafx.h"
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#include "tier0/cmd.h"
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#include "tier0/cvar.h"
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#include "tier0/commandline.h"
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#include "tier1/NetAdr2.h"
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#include "tier2/socketcreator.h"
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#ifdef DEDICATED
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#include "engine/sv_rcon.h"
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#else //
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#include "engine/cl_rcon.h"
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#endif // DEDICATED
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#include "engine/sys_engine.h"
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#include "engine/sys_utils.h"
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#include "engine/host_state.h"
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#include "engine/net_chan.h"
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#include "engine/gl_screen.h"
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#ifndef DEDICATED
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#include "vgui/vgui_baseui_interface.h"
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#endif // DEDICATED
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#include "client/IVEngineClient.h"
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#include "networksystem/pylon.h"
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#include "public/include/bansystem.h"
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#include "game/server/gameinterface.h"
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//-----------------------------------------------------------------------------
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// Purpose: state machine's main processing loop
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//-----------------------------------------------------------------------------
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FORCEINLINE void CHostState::FrameUpdate(void* rcx, void* rdx, float time)
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{
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static bool bInitialized = false;
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if (!bInitialized)
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{
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g_pHostState->Setup();
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bInitialized = true;
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}
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#ifdef DEDICATED
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g_pRConServer->RunFrame();
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#else //
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g_pRConClient->RunFrame();
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#endif // DEDICATED
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HostStates_t oldState{};
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void* placeHolder = nullptr;
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if (setjmpFn(*host_abortserver, placeHolder))
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{
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CHostState_InitFn(g_pHostState);
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return;
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}
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else
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{
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*g_ServerAbortServer = true;
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do
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{
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Cbuf_Execute();
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oldState = g_pHostState->m_iCurrentState;
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switch (g_pHostState->m_iCurrentState)
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{
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case HostStates_t::HS_NEW_GAME:
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{
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DevMsg(eDLL_T::ENGINE, "Loading level: '%s'\n", g_pHostState->m_levelName);
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g_pHostState->State_NewGame();
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break;
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}
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case HostStates_t::HS_CHANGE_LEVEL_SP:
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{
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g_pHostState->State_ChangeLevelSP();
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break;
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}
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case HostStates_t::HS_CHANGE_LEVEL_MP:
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{
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g_pHostState->State_ChangeLevelMP();
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break;
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}
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case HostStates_t::HS_RUN:
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{
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State_RunFn(&g_pHostState->m_iCurrentState, nullptr, time);
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break;
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}
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case HostStates_t::HS_GAME_SHUTDOWN:
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{
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DevMsg(eDLL_T::ENGINE, "Shutdown host game\n");
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Host_Game_ShutdownFn(g_pHostState);
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break;
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}
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case HostStates_t::HS_RESTART:
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{
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DevMsg(eDLL_T::ENGINE, "Restarting state machine\n");
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#ifndef DEDICATED
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CL_EndMovieFn();
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#endif // !DEDICATED
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SendOfflineRequestToStryderFn(); // We have hostnames nulled anyway.
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g_pEngine->SetNextState(EngineState_t::DLL_RESTART);
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break;
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}
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case HostStates_t::HS_SHUTDOWN:
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{
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DevMsg(eDLL_T::ENGINE, "Shutdown state machine\n");
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#ifndef DEDICATED
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CL_EndMovieFn();
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#endif // !DEDICATED
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SendOfflineRequestToStryderFn(); // We have hostnames nulled anyway.
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g_pEngine->SetNextState(EngineState_t::DLL_CLOSE);
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break;
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}
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default:
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{
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break;
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}
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}
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} while ((oldState != HostStates_t::HS_RUN || g_pHostState->m_iNextState == HostStates_t::HS_LOAD_GAME && g_pCVar->FindVar("single_frame_shutdown_for_reload")->GetBool())
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&& oldState != HostStates_t::HS_SHUTDOWN
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&& oldState != HostStates_t::HS_RESTART);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: setup state machine
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//-----------------------------------------------------------------------------
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FORCEINLINE void CHostState::Setup(void) const
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{
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g_pHostState->LoadConfig();
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g_pConVar->ClearHostNames();
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#ifdef DEDICATED
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g_pRConServer->Init();
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#else //
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g_pRConClient->Init();
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#endif // DEDICATED
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*(bool*)m_bRestrictServerCommands = true; // Restrict commands.
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ConCommandBase* disconnect = (ConCommandBase*)g_pCVar->FindCommand("disconnect");
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disconnect->AddFlags(FCVAR_SERVER_CAN_EXECUTE); // Make sure server is not restricted to this.
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static std::thread PylonThread([]() // Pylon request thread.
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{
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while (true)
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{
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KeepAliveToPylon();
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std::this_thread::sleep_for(std::chrono::milliseconds(5000));
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}
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});
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static std::thread BanlistThread([]()
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{
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while (true)
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{
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g_pBanSystem->BanListCheck();
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std::this_thread::sleep_for(std::chrono::milliseconds(1000));
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}
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});
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if (net_userandomkey->GetBool())
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{
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HNET_GenerateKey();
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}
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g_pCVar->FindVar("net_usesocketsforloopback")->SetValue(1);
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}
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//-----------------------------------------------------------------------------
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// Purpose: load and execute configuration files
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//-----------------------------------------------------------------------------
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FORCEINLINE void CHostState::LoadConfig(void) const
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{
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if (!g_pCmdLine->CheckParm("-devsdk"))
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{
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IVEngineClient_CommandExecute(NULL, "exec \"autoexec_server.cfg\"");
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IVEngineClient_CommandExecute(NULL, "exec \"rcon_server.cfg\"");
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#ifndef DEDICATED
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IVEngineClient_CommandExecute(NULL, "exec \"autoexec_client.cfg\"");
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IVEngineClient_CommandExecute(NULL, "exec \"rcon_client.cfg\"");
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#endif // !DEDICATED
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IVEngineClient_CommandExecute(NULL, "exec \"autoexec.cfg\"");
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}
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else // Development configs.
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{
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IVEngineClient_CommandExecute(NULL, "exec \"autoexec_server_dev.cfg\"");
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IVEngineClient_CommandExecute(NULL, "exec \"rcon_server_dev.cfg\"");
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#ifndef DEDICATED
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IVEngineClient_CommandExecute(NULL, "exec \"autoexec_client_dev.cfg\"");
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IVEngineClient_CommandExecute(NULL, "exec \"rcon_client_dev.cfg\"");
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#endif // !DEDICATED
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IVEngineClient_CommandExecute(NULL, "exec \"autoexec_dev.cfg\"");
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: initialize new game
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//-----------------------------------------------------------------------------
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FORCEINLINE void CHostState::State_NewGame(void)
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{
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m_bSplitScreenConnect = false;
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if (!g_ServerGameClients) // Init Game if it ain't valid.
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{
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SV_InitGameDLLFn();
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}
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if (!CModelLoader_Map_IsValidFn(g_CModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
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|| !Host_NewGameFn(m_levelName, nullptr, m_bBackgroundLevel, m_bSplitScreenConnect, nullptr) || !g_ServerGameClients)
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{
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DevMsg(eDLL_T::ENGINE, "Error: Map not valid\n");
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#ifndef DEDICATED
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SCR_EndLoadingPlaque();
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#endif // !DEDICATED
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GameShutDown();
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}
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m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
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// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
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if (m_iNextState != HostStates_t::HS_SHUTDOWN || !g_pCVar->FindVar("host_hasIrreversibleShutdown")->GetBool())
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{
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m_iNextState = HostStates_t::HS_RUN;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: shutdown active game
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//-----------------------------------------------------------------------------
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FORCEINLINE void CHostState::GameShutDown(void)
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{
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if (m_bActiveGame)
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{
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g_pServerGameDLL->GameShutdown();
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m_bActiveGame = 0;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: change singleplayer level
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//-----------------------------------------------------------------------------
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FORCEINLINE void CHostState::State_ChangeLevelSP(void)
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{
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DevMsg(eDLL_T::ENGINE, "Changing singleplayer level to: '%s'\n", m_levelName);
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m_flShortFrameTime = 1.5; // Set frame time.
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if (CModelLoader_Map_IsValidFn(g_CModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
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{
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Host_ChangelevelFn(true, m_levelName, m_mapGroupName); // Call change level as singleplayer level.
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}
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else
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{
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DevMsg(eDLL_T::ENGINE, "Error: Unable to find map: '%s'\n", m_levelName);
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}
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m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
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// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
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if (m_iNextState != HostStates_t::HS_SHUTDOWN || !g_pCVar->FindVar("host_hasIrreversibleShutdown")->GetBool())
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{
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m_iNextState = HostStates_t::HS_RUN;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: change multiplayer level
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//-----------------------------------------------------------------------------
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FORCEINLINE void CHostState::State_ChangeLevelMP(void)
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{
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DevMsg(eDLL_T::ENGINE, "Changing multiplayer level to: '%s'\n", m_levelName);
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m_flShortFrameTime = 0.5; // Set frame time.
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g_pServerGameDLL->LevelShutdown();
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if (CModelLoader_Map_IsValidFn(g_CModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
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{
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#ifndef DEDICATED
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using EnabledProgressBarForNextLoadFn = void(*)(void*);
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(*reinterpret_cast<EnabledProgressBarForNextLoadFn**>(g_pEngineVGui))[31](g_pEngineVGui); // EnabledProgressBarForNextLoad
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#endif // !DEDICATED
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Host_ChangelevelFn(false, m_levelName, m_mapGroupName); // Call change level as multiplayer level.
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}
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else
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{
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DevMsg(eDLL_T::ENGINE, "Error: Unable to find map: '%s'\n", m_levelName);
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}
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m_iCurrentState = HostStates_t::HS_RUN; // Set current state to run.
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// If our next state isn't a shutdown or its a forced shutdown then set next state to run.
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if (m_iNextState != HostStates_t::HS_SHUTDOWN || !g_pCVar->FindVar("host_hasIrreversibleShutdown")->GetBool())
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{
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m_iNextState = HostStates_t::HS_RUN;
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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void CHostState_Attach()
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{
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DetourAttach((LPVOID*)&CHostState_FrameUpdate, &CHostState::FrameUpdate);
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}
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void CHostState_Detach()
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{
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DetourDetach((LPVOID*)&CHostState_FrameUpdate, &CHostState::FrameUpdate);
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}
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///////////////////////////////////////////////////////////////////////////////
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CHostState* g_pHostState = reinterpret_cast<CHostState*>(p_CHostState_FrameUpdate.FindPatternSelf("48 8D ?? ?? ?? ?? 01", ADDRESS::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr());;
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