r5sdk/r5dev/pluginsystem/pluginsystem.h
Kawe Mazidjatari feffcdfa94 Light pluginsystem cleanup
Light cleanup and improvements. Always load plugin dll's from "GAME" first before searching through mods to prevent mods from overriding them.
2023-09-17 20:33:57 +02:00

144 lines
3.2 KiB
C++

#pragma once
#include "ipluginsystem.h"
#define PLUGIN_INSTALL_DIR "bin\\x64_retail\\plugins"
class CModAppSystemGroup;
class CServer;
class CClient;
struct user_creds_s;
template<typename T>
class CPluginCallbackList
{
public:
CPluginCallbackList() {}
CPluginCallbackList(const CUtlVector<T>& cbs)
{
for (auto it : cbs)
m_vCallbacks.AddToTail(it);
}
CUtlVector<T>& GetCallbacks() { return m_vCallbacks; }
operator bool()
{
return !this->m_vCallbacks.IsEmpty();
}
CUtlVector<T>& operator!()
{
return this->m_vCallbacks;
}
CPluginCallbackList<T>& operator+=(const T& rhs)
{
if (rhs)
this->m_vCallbacks.AddToTail(rhs);
return *this;
}
CPluginCallbackList<T>& operator+=(const CUtlVector<T>& rhs)
{
for (auto it : rhs)
{
if (it)
this->m_vCallbacks.AddToTail(it);
}
return *this;
}
CPluginCallbackList<T>& operator-=(const T& rhs)
{
if (rhs)
{
const int fnd = m_vCallbacks.Find(rhs);
if (fnd != m_vCallbacks.InvalidIndex())
m_vCallbacks.Remove(fnd);
}
return *this;
}
CPluginCallbackList<T>& operator-=(const CUtlVector<T>& rhs)
{
for (auto itc : rhs)
{
if (itc) {
const int fnd = m_vCallbacks.Find(itc);
if (fnd != m_vCallbacks.InvalidIndex())
m_vCallbacks.Remove(fnd);
}
}
return *this;
}
private:
CUtlVector<T> m_vCallbacks;
};
class CPluginSystem : IPluginSystem
{
public:
struct PluginInstance_t
{
PluginInstance_t(const char* pName, const char* pPath, const char* pDescription = "")
: m_Name(pName)
, m_Path(pPath)
, m_Description(pDescription)
, m_bIsLoaded(false)
{
};
// Might wanna make a status code system.
typedef bool(*OnLoad)(const char*, const char*);
typedef void(*OnUnload)();
CModule m_hModule;
CUtlString m_Name;
CUtlString m_Path;
CUtlString m_Description;
bool m_bIsLoaded; // [ PIXIE ]: I don't like this and it's bad.
// I will make a module manager later which will grab all modules from the process and adds each module / removes module that passes through DLLMain.
};
void Init();
bool LoadInstance(PluginInstance_t& pluginInst);
bool UnloadInstance(PluginInstance_t& pluginInst);
bool ReloadInstance(PluginInstance_t& pluginInst);
void AddCallback(PluginHelpWithAnything_t* help);
void RemoveCallback(PluginHelpWithAnything_t* help);
CUtlVector<PluginInstance_t>& GetInstances();
virtual void* HelpWithAnything(PluginHelpWithAnything_t* help);
#define CREATE_PLUGIN_CALLBACK(typeName, type, funcName, varName) public: using typeName = type; CPluginCallbackList<typeName>& funcName() { return varName; } private: CPluginCallbackList<typeName> varName;
CREATE_PLUGIN_CALLBACK(CreateFn, bool(*)(CModAppSystemGroup*), GetCreateCallbacks, createCallbacks);
CREATE_PLUGIN_CALLBACK(ConnectClientFn, bool(*)(CServer*, CClient*, user_creds_s*), GetConnectClientCallbacks, connectClientCallbacks);
#undef CREATE_PLUGIN_CALLBACK
private:
CUtlVector<PluginInstance_t> m_Instances;
};
extern CPluginSystem* g_pPluginSystem;
FORCEINLINE CPluginSystem* PluginSystem()
{
return g_pPluginSystem;
}
// Monitor this and performance profile this if fps drops are detected.
#define CALL_PLUGIN_CALLBACKS(callback, ...) \
for (auto& cb : !callback) \
cb(__VA_ARGS__)