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These preprocessor directives are invalid, as 'vscript' gets compiled as a standalone library. Compile everything (this doesn't cause an issue if its on the server or client).
281 lines
15 KiB
C++
281 lines
15 KiB
C++
//=============================================================================//
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//
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// Purpose: VScript System
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//
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//=============================================================================//
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#include "core/stdafx.h"
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#include "tier0/frametask.h"
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#include "tier0/fasttimer.h"
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#include "tier1/cvar.h"
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#include "languages/squirrel_re/vsquirrel.h"
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#include "vscript/vscript.h"
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#include "game/shared/vscript_shared.h"
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#include "pluginsystem/modsystem.h"
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//---------------------------------------------------------------------------------
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// Purpose: registers script functions in SERVER context
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// Input : *s -
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//---------------------------------------------------------------------------------
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void Script_RegisterServerFunctions(CSquirrelVM* s)
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{
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s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native SERVER test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
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s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
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s->RegisterFunction("GetNumHumanPlayers", "Script_GetNumHumanPlayers", "Gets the number of human players on the server", "int", "", &VScriptCode::SERVER::GetNumHumanPlayers);
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s->RegisterFunction("GetNumFakeClients", "Script_GetNumFakeClients", "Gets the number of bot players on the server", "int", "", &VScriptCode::SERVER::GetNumFakeClients);
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s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
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s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
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s->RegisterFunction("KickPlayerByName", "Script_KickPlayerByName", "Kicks a player from the server by name", "void", "string", &VScriptCode::SHARED::KickPlayerByName);
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s->RegisterFunction("KickPlayerById", "Script_KickPlayerById", "Kicks a player from the server by handle or nucleus id", "void", "string", &VScriptCode::SHARED::KickPlayerById);
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s->RegisterFunction("BanPlayerByName", "Script_BanPlayerByName", "Bans a player from the server by name", "void", "string", &VScriptCode::SHARED::BanPlayerByName);
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s->RegisterFunction("BanPlayerById", "Script_BanPlayerById", "Bans a player from the server by handle or nucleus id", "void", "string", &VScriptCode::SHARED::BanPlayerById);
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s->RegisterFunction("UnbanPlayer", "Script_UnbanPlayer", "Unbans a player from the server by nucleus id or ip address", "void", "string", &VScriptCode::SHARED::UnbanPlayer);
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s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
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s->RegisterFunction("IsDedicated", "Script_IsDedicated", "Returns whether this is a dedicated server", "bool", "", &VScriptCode::SERVER::IsDedicated);
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}
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//---------------------------------------------------------------------------------
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// Purpose: registers script functions in CLIENT context
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// Input : *s -
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//---------------------------------------------------------------------------------
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void Script_RegisterClientFunctions(CSquirrelVM* s)
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{
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s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native CLIENT test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
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s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
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s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
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s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
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s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
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s->RegisterFunction("IsClientDLL", "Script_IsClientDLL", "Returns whether this build is client only", "bool", "", &VScriptCode::SHARED::IsClientDLL);
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}
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//---------------------------------------------------------------------------------
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// Purpose: registers script functions in UI context
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// Input : *s -
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//---------------------------------------------------------------------------------
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void Script_RegisterUIFunctions(CSquirrelVM* s)
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{
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s->RegisterFunction("SDKNativeTest", "Script_SDKNativeTest", "Native UI test function", "void", "", &VScriptCode::SHARED::SDKNativeTest);
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s->RegisterFunction("GetSDKVersion", "Script_GetSDKVersion", "Gets the SDK version as a string", "string", "", &VScriptCode::SHARED::GetSDKVersion);
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s->RegisterFunction("RefreshServerList", "Script_RefreshServerList", "Refreshes the public server list and returns the count", "int", "", &VScriptCode::UI::RefreshServerCount);
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// Functions for retrieving server browser data
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s->RegisterFunction("GetServerName", "Script_GetServerName", "Gets the name of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerName);
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s->RegisterFunction("GetServerDescription", "Script_GetServerDescription", "Gets the description of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerDescription);
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s->RegisterFunction("GetServerMap", "Script_GetServerMap", "Gets the map of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerMap);
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s->RegisterFunction("GetServerPlaylist", "Script_GetServerPlaylist", "Gets the playlist of the server at the specified index of the server list", "string", "int", &VScriptCode::UI::GetServerPlaylist);
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s->RegisterFunction("GetServerCurrentPlayers", "Script_GetServerCurrentPlayers", "Gets the current player count of the server at the specified index of the server list", "int", "int", &VScriptCode::UI::GetServerCurrentPlayers);
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s->RegisterFunction("GetServerMaxPlayers", "Script_GetServerMaxPlayers", "Gets the max player count of the server at the specified index of the server list", "int", "int", &VScriptCode::UI::GetServerMaxPlayers);
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s->RegisterFunction("GetServerCount", "Script_GetServerCount", "Gets the number of public servers", "int", "", &VScriptCode::UI::GetServerCount);
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// Misc main menu functions
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s->RegisterFunction("GetPromoData", "Script_GetPromoData", "Gets promo data for specified slot type", "string", "int", &VScriptCode::UI::GetPromoData);
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// Functions for creating servers
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s->RegisterFunction("CreateServer", "Script_CreateServer", "Starts server with the specified settings", "void", "string, string, string, string, int", &VScriptCode::UI::CreateServer);
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s->RegisterFunction("IsServerActive", "Script_IsServerActive", "Returns whether the server is active", "bool", "", &VScriptCode::SHARED::IsServerActive);
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// Functions for connecting to servers
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s->RegisterFunction("ConnectToServer", "Script_ConnectToServer", "Joins server by ip address and encryption key", "void", "string, string", &VScriptCode::UI::ConnectToServer);
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s->RegisterFunction("ConnectToListedServer", "Script_ConnectToListedServer", "Joins listed server by index", "void", "int", &VScriptCode::UI::ConnectToListedServer);
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s->RegisterFunction("ConnectToHiddenServer", "Script_ConnectToHiddenServer", "Joins hidden server by token", "void", "string", &VScriptCode::UI::ConnectToHiddenServer);
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s->RegisterFunction("GetHiddenServerName", "Script_GetHiddenServerName", "Gets hidden server name by token", "string", "string", &VScriptCode::UI::GetHiddenServerName);
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s->RegisterFunction("GetAvailableMaps", "Script_GetAvailableMaps", "Gets an array of all available maps", "array< string >", "", &VScriptCode::SHARED::GetAvailableMaps);
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s->RegisterFunction("GetAvailablePlaylists", "Script_GetAvailablePlaylists", "Gets an array of all available playlists", "array< string >", "", &VScriptCode::SHARED::GetAvailablePlaylists);
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s->RegisterFunction("KickPlayerByName", "Script_KickPlayerByName", "Kicks a player from the server by name", "void", "string", &VScriptCode::SHARED::KickPlayerByName);
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s->RegisterFunction("KickPlayerById", "Script_KickPlayerById", "Kicks a player from the server by handle or nucleus id", "void", "string", &VScriptCode::SHARED::KickPlayerById);
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s->RegisterFunction("BanPlayerByName", "Script_BanPlayerByName", "Bans a player from the server by name", "void", "string", &VScriptCode::SHARED::BanPlayerByName);
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s->RegisterFunction("BanPlayerById", "Script_BanPlayerById", "Bans a player from the server by handle or nucleus id", "void", "string", &VScriptCode::SHARED::BanPlayerById);
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s->RegisterFunction("UnbanPlayer", "Script_UnbanPlayer", "Unbans a player from the server by nucleus id or ip address", "void", "string", &VScriptCode::SHARED::UnbanPlayer);
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s->RegisterFunction("ShutdownHostGame", "Script_ShutdownHostGame", "Shuts the local host game down", "void", "", &VScriptCode::SHARED::ShutdownHostGame);
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s->RegisterFunction("IsClientDLL", "Script_IsClientDLL", "Returns whether this build is client only", "bool", "", &VScriptCode::SHARED::IsClientDLL);
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}
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//---------------------------------------------------------------------------------
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// Purpose: Returns the script VM pointer by context
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// Input : context -
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//---------------------------------------------------------------------------------
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CSquirrelVM* Script_GetScriptHandle(const SQCONTEXT context)
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{
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switch (context)
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{
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case SQCONTEXT::SERVER:
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return g_pServerScript;
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case SQCONTEXT::CLIENT:
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return g_pClientScript;
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case SQCONTEXT::UI:
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return g_pUIScript;
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default:
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return nullptr;
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}
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}
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//---------------------------------------------------------------------------------
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// Purpose: loads the script list, listing scripts to be compiled.
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// Input : *rsonfile -
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//---------------------------------------------------------------------------------
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RSON::Node_t* Script_LoadScriptList(const SQChar* rsonfile)
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{
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DevMsg(eDLL_T::ENGINE, "Loading script list: '%s'\n", rsonfile);
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return v_Script_LoadScriptList(rsonfile);
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}
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//---------------------------------------------------------------------------------
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// Purpose: loads script files listed in the script list, to be compiled.
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// Input : *v -
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// *path -
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// *name -
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// flags -
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//---------------------------------------------------------------------------------
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SQBool Script_LoadScriptFile(HSQUIRRELVM v, const SQChar* path, const SQChar* name, SQInteger flags)
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{
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// search for mod path identifier so the mod can decide where the file is
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const char* modPath = strstr(path, MOD_SCRIPT_PATH_IDENTIFIER);
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if (modPath)
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path = &modPath[sizeof(MOD_SCRIPT_PATH_IDENTIFIER)-1]; // skip "::MOD::"
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///////////////////////////////////////////////////////////////////////////////
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return v_Script_LoadScriptFile(v, path, name, flags);
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}
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//---------------------------------------------------------------------------------
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// Purpose: parses rson data to get an array of scripts to compile
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// Input : context -
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// *scriptListPath -
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// *rson -
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// *scriptArray -
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// *pScriptCount -
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// **precompiledScriptArray -
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// precompiledScriptCount -
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//---------------------------------------------------------------------------------
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SQBool Script_ParseScriptList(SQCONTEXT context, const char* scriptListPath,
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RSON::Node_t* rson, char** scriptArray, int* pScriptCount, char** precompiledScriptArray, int precompiledScriptCount)
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{
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return v_Script_ParseScriptList(context, scriptListPath, rson, scriptArray, pScriptCount, precompiledScriptArray, precompiledScriptCount);
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}
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//---------------------------------------------------------------------------------
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// Purpose: precompiles scripts for the given VM
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// Input : *vm
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//---------------------------------------------------------------------------------
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SQBool Script_PrecompileScripts(CSquirrelVM* vm)
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{
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SQCONTEXT context = vm->GetContext();
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DevMsg(eDLL_T(context), "Starting script compiler...\n");
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CFastTimer timer;
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timer.Start();
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vm->CompileModScripts();
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SQBool result = false;
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switch (context)
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{
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case SQCONTEXT::SERVER:
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{
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result = v_Script_PrecompileServerScripts(vm);
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break;
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}
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case SQCONTEXT::CLIENT:
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case SQCONTEXT::UI:
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{
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result = v_Script_PrecompileClientScripts(vm);
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break;
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}
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}
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timer.End();
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DevMsg(eDLL_T(context), "Script compiler finished in %lf seconds\n", timer.GetDuration().GetSeconds());
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return result;
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}
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SQBool Script_PrecompileServerScripts(CSquirrelVM* vm)
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{
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return Script_PrecompileScripts(g_pServerScript);
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}
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SQBool Script_PrecompileClientScripts(CSquirrelVM* vm)
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{
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return Script_PrecompileScripts(vm);
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}
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//---------------------------------------------------------------------------------
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// Purpose: Compiles and executes input code on target VM by context
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// Input : *code -
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// context -
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//---------------------------------------------------------------------------------
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void Script_Execute(const SQChar* code, const SQCONTEXT context)
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{
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if (!ThreadInMainThread())
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{
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const string scode(code);
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g_TaskScheduler->Dispatch([scode, context]()
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{
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Script_Execute(scode.c_str(), context);
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}, 0);
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return; // Only run in main thread.
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}
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CSquirrelVM* s = Script_GetScriptHandle(context);
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if (!s)
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "Attempted to run %s script with no handle to VM\n", SQVM_GetContextName(context));
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return;
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}
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HSQUIRRELVM v = s->GetVM();
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if (!v)
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "Attempted to run %s script while VM isn't initialized\n", SQVM_GetContextName(context));
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return;
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}
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SQBufState bufState = SQBufState(code);
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SQRESULT compileResult = sq_compilebuffer(v, &bufState, "console", -1);
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if (SQ_SUCCEEDED(compileResult))
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{
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sq_pushroottable(v);
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SQRESULT callResult = sq_call(v, 1, false, false);
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if (!SQ_SUCCEEDED(callResult))
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{
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Error(eDLL_T::ENGINE, NO_ERROR, "Failed to execute %s script \"%s\"\n", SQVM_GetContextName(context), code);
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}
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}
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}
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//---------------------------------------------------------------------------------
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void VScript::Attach() const
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{
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DetourAttach((LPVOID*)&v_Script_LoadScriptList, &Script_LoadScriptList);
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DetourAttach((LPVOID*)&v_Script_LoadScriptFile, &Script_LoadScriptFile);
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DetourAttach((LPVOID*)&v_Script_PrecompileServerScripts, &Script_PrecompileServerScripts);
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DetourAttach((LPVOID*)&v_Script_PrecompileClientScripts, &Script_PrecompileClientScripts);
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}
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//---------------------------------------------------------------------------------
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void VScript::Detach() const
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{
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DetourDetach((LPVOID*)&v_Script_LoadScriptList, &Script_LoadScriptList);
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DetourDetach((LPVOID*)&v_Script_LoadScriptFile, &Script_LoadScriptFile);
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DetourDetach((LPVOID*)&v_Script_PrecompileServerScripts, &Script_PrecompileServerScripts);
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DetourDetach((LPVOID*)&v_Script_PrecompileClientScripts, &Script_PrecompileClientScripts);
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}
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