r5sdk/r5dev/game/server/ai_utility.cpp
Kawe Mazidjatari ce64cc57a0 Server: fix NavMesh hotswap crash + add codecallbacks
Fix double destruction (calling delete instead of free, the 'v_Detour_FreeNavMesh' call is the destructor, but we don't have the destructor fully rebuilt yet in the SDK). Also added codecallbacks for scripts.
2024-04-05 18:40:36 +02:00

179 lines
6.1 KiB
C++

//=============================================================================//
//
// Purpose: AI system utility
//
//=============================================================================//
#include "core/stdafx.h"
#include "tier0/fasttimer.h"
#include "tier1/cvar.h"
#include "engine/server/server.h"
#include "public/edict.h"
#include "game/server/detour_impl.h"
#include "game/server/ai_networkmanager.h"
#include "vscript/languages/squirrel_re/vsquirrel.h"
static ConVar navmesh_always_reachable("navmesh_always_reachable", "0", FCVAR_DEVELOPMENTONLY, "Marks goal poly from agent poly as reachable regardless of table data ( !slower! )");
inline uint32_t g_HullMasks[10] = // Hull mask table [r5apex_ds.exe + 131a2f8].
{
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0xfffffffb, 0xfffffffa, 0xfffffff9, 0xfffffff8, 0x00040200
};
//-----------------------------------------------------------------------------
// Purpose: gets the navmesh by hull from global array [small, med_short, medium, large, extra_large]
// input : hull -
// Output : pointer to navmesh
//-----------------------------------------------------------------------------
dtNavMesh* GetNavMeshForHull(int hullSize)
{
Assert(hullSize >= NULL && hullSize < MAX_HULLS); // Programmer error.
return g_pNavMesh[hullSize];
}
//-----------------------------------------------------------------------------
// Purpose: gets the navmesh by hull from global array [small, med_short, medium, large, extra_large]
// input : hull -
// Output : pointer to navmesh
//-----------------------------------------------------------------------------
void ClearNavMeshForHull(int hullSize)
{
Assert(hullSize >= NULL && hullSize < MAX_HULLS); // Programmer error.
dtNavMesh* nav = g_pNavMesh[hullSize];
if (nav) // Only free if NavMesh for hull is loaded.
{
// Frees tiles, polys, tris, anything dynamically
// allocated for this navmesh, and the navmesh itself.
v_Detour_FreeNavMesh(nav);
free(nav);
g_pNavMesh[hullSize] = nullptr;
}
}
//-----------------------------------------------------------------------------
// Purpose: gets hull mask by id
// input : hullId -
// Output : hull mask
//-----------------------------------------------------------------------------
uint32_t GetHullMaskById(int hullId)
{
Assert(hullId >= NULL && hullId < SDK_ARRAYSIZE(g_HullMasks)); // Programmer error.
return (hullId + g_HullMasks[hullId]);
}
//-----------------------------------------------------------------------------
// Purpose: determines whether goal poly is reachable from agent poly
// input : *nav -
// fromRef -
// goalRef -
// hull_type -
// Output : value if reachable, false otherwise
//-----------------------------------------------------------------------------
uint8_t IsGoalPolyReachable(dtNavMesh* nav, dtPolyRef fromRef, dtPolyRef goalRef, int hullId)
{
if (navmesh_always_reachable.GetBool())
return true;
return dtNavMesh__isPolyReachable(nav, fromRef, goalRef, hullId);
}
//-----------------------------------------------------------------------------
// Purpose: initialize NavMesh and Detour query singleton for level
//-----------------------------------------------------------------------------
void Detour_LevelInit()
{
v_Detour_LevelInit();
Detour_IsLoaded(); // Inform user which NavMesh files had failed to load.
}
//-----------------------------------------------------------------------------
// Purpose: free's the memory used by all valid NavMesh slots
//-----------------------------------------------------------------------------
void Detour_LevelShutdown()
{
for (int i = 0; i < MAX_HULLS; i++)
{
ClearNavMeshForHull(i);
}
}
//-----------------------------------------------------------------------------
// Purpose: checks if the NavMesh has failed to load
// Output : true if a NavMesh has successfully loaded, false otherwise
//-----------------------------------------------------------------------------
bool Detour_IsLoaded()
{
int ret = 0;
for (int i = 0; i < MAX_HULLS; i++)
{
const dtNavMesh* nav = GetNavMeshForHull(i);
if (!nav) // Failed to load...
{
Warning(eDLL_T::SERVER, "NavMesh '%s%s_%s%s' not loaded\n",
NAVMESH_PATH, g_ServerGlobalVariables->m_pszMapName, S_HULL_TYPE[i], NAVMESH_EXT);
ret++;
}
}
Assert(ret <= MAX_HULLS);
return (ret != MAX_HULLS);
}
//-----------------------------------------------------------------------------
// Purpose: hot swaps the NavMesh with the current files on the disk
// (All hulls will be reloaded! If NavMesh for hull no longer exist, it will be kept empty!!!)
//-----------------------------------------------------------------------------
void Detour_HotSwap()
{
Assert(ThreadInMainOrServerFrameThread());
g_pServerScript->ExecuteCodeCallback("CodeCallback_OnNavMeshHotSwapBegin");
// Free and re-init NavMesh.
Detour_LevelShutdown();
v_Detour_LevelInit();
if (!Detour_IsLoaded())
Error(eDLL_T::SERVER, NOERROR, "%s - Failed to hot swap NavMesh\n", __FUNCTION__);
g_pServerScript->ExecuteCodeCallback("CodeCallback_OnNavMeshHotSwapEnd");
}
/*
=====================
Detour_HotSwap_f
Hot swaps the NavMesh
while the game is running
=====================
*/
static void Detour_HotSwap_f()
{
if (!g_pServer->IsActive())
return; // Only execute if server is initialized and active.
Msg(eDLL_T::SERVER, "Executing NavMesh hot swap for level '%s'\n",
g_ServerGlobalVariables->m_pszMapName);
CFastTimer timer;
timer.Start();
Detour_HotSwap();
timer.End();
Msg(eDLL_T::SERVER, "Hot swap took '%lf' seconds\n", timer.GetDuration().GetSeconds());
}
static ConCommand navmesh_hotswap("navmesh_hotswap", Detour_HotSwap_f, "Hot swap the NavMesh for all hulls", FCVAR_DEVELOPMENTONLY | FCVAR_SERVER_FRAME_THREAD);
///////////////////////////////////////////////////////////////////////////////
void VRecast::Detour(const bool bAttach) const
{
DetourSetup(&dtNavMesh__isPolyReachable, &IsGoalPolyReachable, bAttach);
DetourSetup(&v_Detour_LevelInit, &Detour_LevelInit, bAttach);
}