r5sdk/r5dev/engine/host_state.cpp
Kawe Mazidjatari 6feb41c285 Partial CNetChan class rebuild and implementation (see description)
* Adapt codebase to new class to reduce rune-like code.
* Fixed several bugs where the global CClient pointer was used instead of the instance in question to issue bans and display information about a certain client in CBanSystem and Pylon.
* Upgraded CBanSystem and Pylon to use IPv6 instead (including IPv4 mapped IPv6 addresses). This breaks all existing banlist files! All bans have to be re-issued or the existing file has to be updated to use IPv4 mapped IPv6 addresses and renamed to 'banlist.json', and moved to the root of the 'platform' folder.
2022-04-02 02:48:54 +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/net.h"
#include "engine/gl_screen.h"
#include "engine/host_state.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();
*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())
{
NET_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());