r5sdk/r5dev/engine/host_state.cpp
Kawe Mazidjatari c3f31d694a Improved mod RPak loading between changelevel
Note: this does not work reliably still.

The only way we could make this work 100% reliable would be to fully rebuild '0x140341D40' in the SDK and load our pak files among with the pre-existing g_pakLoadApi->AsyncLoad() call in this function, as this will ensure everything will be ran synchronously.

The current approach by taking some JT fifolock wrapper will only work reliably between one level change, unsure why the second and up fail.
2022-05-04 02:25:27 +02:00

458 lines
14 KiB
C++

//=============================================================================//
//
// Purpose: Runs the state machine for the host & server.
//
//=============================================================================//
#include "core/stdafx.h"
#include "tier0/jobthread.h"
#include "tier0/commandline.h"
#include "tier0/fasttimer.h"
#include "tier1/cmd.h"
#include "tier1/cvar.h"
#include "tier1/NetAdr2.h"
#include "tier2/socketcreator.h"
#include "vpc/keyvalues.h"
#include "datacache/mdlcache.h"
#ifdef DEDICATED
#include "engine/sv_rcon.h"
#else //
#include "engine/cl_rcon.h"
#include "engine/cl_main.h"
#endif // DEDICATED
#include "engine/net.h"
#include "engine/gl_screen.h"
#include "engine/host.h"
#include "engine/host_cmd.h"
#include "engine/host_state.h"
#include "engine/sys_engine.h"
#include "engine/sys_utils.h"
#include "engine/modelloader.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"
#include "rtech/stryder/stryder.h"
#ifndef DEDICATED
#include "vgui/vgui_baseui_interface.h"
#endif // DEDICATED
#include "client/vengineclient_impl.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;
bool g_bBasePaksInitialized = false;
string g_svPrevLevelName;
//-----------------------------------------------------------------------------
// Purpose: state machine's main processing loop
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::FrameUpdate(CHostState* rcx, void* rdx, float time)
{
static bool bInitialized = false;
if (!bInitialized)
{
g_pHostState->Setup();
bInitialized = true;
}
#ifdef DEDICATED
g_pRConServer->RunFrame();
#else //
g_pRConClient->RunFrame();
#endif // DEDICATED
HostStates_t oldState{};
if (setjmp(*host_abortserver))
{
g_pHostState->Init();
return;
}
else
{
#ifndef CLIENT_DLL
*g_bAbortServerSet = 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:
{
CHostState_State_Run(&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;
CHostState_State_GameShutDown(g_pHostState);
break;
}
case HostStates_t::HS_RESTART:
{
DevMsg(eDLL_T::ENGINE, "%s - Restarting state machine\n", "CHostState::FrameUpdate");
g_bLevelResourceInitialized = false;
#ifndef DEDICATED
CL_EndMovie();
#endif // !DEDICATED
Stryder_SendOfflineRequest(); // 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_EndMovie();
#endif // !DEDICATED
Stryder_SendOfflineRequest(); // 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: state machine initialization
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::Init(void)
{
if (m_iNextState != HostStates_t::HS_SHUTDOWN)
{
if (m_iNextState == HostStates_t::HS_GAME_SHUTDOWN)
{
CHostState_State_GameShutDown(this);
}
else
{
m_iCurrentState = HostStates_t::HS_RUN;
if (m_iNextState != HostStates_t::HS_SHUTDOWN || !single_frame_shutdown_for_reload->GetInt())
m_iNextState = HostStates_t::HS_RUN;
}
}
m_flShortFrameTime = 1.0;
m_levelName[0] = 0;
m_landMarkName[0] = 0;
m_mapGroupName[0] = 0;
m_bSplitScreenConnect = 256;
m_vecLocation.Init();
m_angLocation.Init();
m_iCurrentState = HostStates_t::HS_NEW_GAME;
g_svPrevLevelName = m_levelName;
}
//-----------------------------------------------------------------------------
// Purpose: state machine setup
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::Setup(void)
{
g_pHostState->LoadConfig();
g_pConVar->PurgeHostNames();
#ifdef DEDICATED
g_pRConServer->Init();
#else //
g_pRConClient->Init();
#endif // DEDICATED
std::thread think(&CHostState::Think, this);
think.detach();
net_usesocketsforloopback->SetValue(1);
if (net_useRandomKey->GetBool())
{
NET_GenerateKey();
}
ResetLevelName();
KeyValues::Init();
}
//-----------------------------------------------------------------------------
// Purpose: think
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::Think(void) const
{
static bool bInitialized = false;
static CFastTimer banListTimer;
static CFastTimer pylonTimer;
static CFastTimer statsTimer;
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())
{
string svCurrentPlaylist = KeyValues_GetCurrentPlaylist();
int32_t nPlayerCount = g_pServer->GetNumHumanPlayers();
SetConsoleTitleA(fmt::format("{:s} - {:d}/{:d} Players ({:s} on {:s})",
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 (!CommandLine()->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;
ResetLevelName();
}
}
//-----------------------------------------------------------------------------
// Purpose: unloads all pakfiles loaded by the SDK
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::UnloadPakFile(void) const
{
if (g_pHostState->m_iCurrentState != HostStates_t::HS_SHUTDOWN && !LevelHasChanged())
return; // Do not issue unload if we reload the same level.
for (auto& it : g_LoadedPakHandle)
{
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
CPakFile_UnloadPak(it);
}
}
g_LoadedPakHandle.clear();
g_BadMDLHandles.clear();
}
//-----------------------------------------------------------------------------
// Purpose: initialize new game
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::State_NewGame(void)
{
LARGE_INTEGER time{};
g_bLevelResourceInitialized = false;
m_bSplitScreenConnect = false;
if (!g_pServerGameClients) // Init Game if it ain't valid.
{
SV_InitGameDLL();
}
if (!CModelLoader__Map_IsValid(g_pModelLoader, m_levelName) // Check if map is valid and if we can start a new game.
|| !Host_NewGame(m_levelName, nullptr, m_bBackgroundLevel, m_bSplitScreenConnect, time) || !g_pServerGameClients)
{
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 || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
g_svPrevLevelName = m_levelName;
}
//-----------------------------------------------------------------------------
// 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_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
{
Host_ChangeLevel(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 || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
g_svPrevLevelName = m_levelName;
}
//-----------------------------------------------------------------------------
// 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_IsValid(g_pModelLoader, m_levelName)) // Check if map is valid and if we can start a new game.
{
#ifndef DEDICATED
g_pEngineVGui->EnabledProgressBarForNextLoad();
#endif // !DEDICATED
Host_ChangeLevel(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 || !host_hasIrreversibleShutdown->GetBool())
{
m_iNextState = HostStates_t::HS_RUN;
}
g_svPrevLevelName = m_levelName;
}
//-----------------------------------------------------------------------------
// Purpose: resets the level name
//-----------------------------------------------------------------------------
FORCEINLINE void CHostState::ResetLevelName(void)
{
#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: checks if level has changed
// Output : true if level name deviates from previous level
//-----------------------------------------------------------------------------
FORCEINLINE bool CHostState::LevelHasChanged(void) const
{
return (strcmp(m_levelName, g_svPrevLevelName.c_str()) != 0);
}
///////////////////////////////////////////////////////////////////////////////
void CHostState_Attach()
{
DetourAttach((LPVOID*)&CHostState_FrameUpdate, &CHostState::FrameUpdate);
}
void CHostState_Detach()
{
DetourDetach((LPVOID*)&CHostState_FrameUpdate, &CHostState::FrameUpdate);
}
///////////////////////////////////////////////////////////////////////////////
CHostState* g_pHostState = nullptr;