r5sdk/r5dev/vscript/vscript.cpp
Kawe Mazidjatari 75ccebb4b6 Squirrel system restructure
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.
2023-05-06 16:23:56 +02:00

307 lines
15 KiB
C++

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