css_enhanced_waf/game/server/gameinterface.cpp
Kamay Xutax 854991ab8c Fixed lag compensation for animations
The problem is that we still trust the client, although now we have a
good base to start with; The key difference here is that we don't need
to use anymore the cs player animestate client side anymore
because server side values are used

There are minor bugs like fire effect but they can be fixed
2024-07-11 02:12:51 +02:00

3431 lines
101 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: encapsulates and implements all the accessing of the game dll from external
// sources (only the engine at the time of writing)
// This files ONLY contains functions and data necessary to build an interface
// to external modules
//===========================================================================//
#include "cbase.h"
#include "gamestringpool.h"
#include "ilagcompensationmanager.h"
#include "mapentities_shared.h"
#include "game.h"
#include "entityapi.h"
#include "client.h"
#include "saverestore.h"
#include "entitylist.h"
#include "gamerules.h"
#include "soundent.h"
#include "player.h"
#include "server_class.h"
#include "ai_node.h"
#include "ai_link.h"
#include "ai_saverestore.h"
#include "ai_networkmanager.h"
#include "ndebugoverlay.h"
#include "ivoiceserver.h"
#include <stdarg.h>
#include "movehelper_server.h"
#include "networkstringtable_gamedll.h"
#include "filesystem.h"
#include "func_areaportalwindow.h"
#include "igamesystem.h"
#include "init_factory.h"
#include "vstdlib/random.h"
#include "env_wind_shared.h"
#include "engine/IEngineSound.h"
#include "ispatialpartition.h"
#include "textstatsmgr.h"
#include "bitbuf.h"
#include "saverestoretypes.h"
#include "physics_saverestore.h"
#include "achievement_saverestore.h"
#include "tier0/vprof.h"
#include "effect_dispatch_data.h"
#include "engine/IStaticPropMgr.h"
#include "TemplateEntities.h"
#include "ai_speech.h"
#include "soundenvelope.h"
#include "usermessages.h"
#include "physics.h"
#include "igameevents.h"
#include "EventLog.h"
#include "datacache/idatacache.h"
#include "engine/ivdebugoverlay.h"
#include "shareddefs.h"
#include "props.h"
#include "timedeventmgr.h"
#include "gameinterface.h"
#include "eventqueue.h"
#include "hltvdirector.h"
#if defined( REPLAY_ENABLED )
#include "replay/iserverreplaycontext.h"
#endif
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "AI_ResponseSystem.h"
#include "saverestore_stringtable.h"
#include "util.h"
#include "tier0/icommandline.h"
#include "datacache/imdlcache.h"
#include "engine/iserverplugin.h"
#ifdef _WIN32
#include "ienginevgui.h"
#endif
#include "ragdoll_shared.h"
#include "toolframework/iserverenginetools.h"
#include "sceneentity.h"
#include "appframework/IAppSystemGroup.h"
#include "scenefilecache/ISceneFileCache.h"
#include "tier2/tier2.h"
#include "particles/particles.h"
#include "gamestats.h"
#include "ixboxsystem.h"
#include "engine/imatchmaking.h"
#include "hl2orange.spa.h"
#include "particle_parse.h"
#ifndef NO_STEAM
#include "steam/steam_gameserver.h"
#endif
#include "tier3/tier3.h"
#include "serverbenchmark_base.h"
#include "querycache.h"
#ifdef TF_DLL
#include "gc_clientsystem.h"
#include "econ_item_inventory.h"
#include "steamworks_gamestats.h"
#include "tf/tf_gc_server.h"
#include "tf_gamerules.h"
#include "player_vs_environment/tf_population_manager.h"
#include "workshop/maps_workshop.h"
extern ConVar tf_mm_trusted;
extern ConVar tf_mm_servermode;
#endif
#ifdef USE_NAV_MESH
#include "nav_mesh.h"
#endif
#ifdef NEXT_BOT
#include "NextBotManager.h"
#endif
#ifdef USES_ECON_ITEMS
#include "econ_item_system.h"
#endif // USES_ECON_ITEMS
#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out
#include "bot/bot.h"
#endif
#ifdef PORTAL
#include "prop_portal_shared.h"
#include "portal_player.h"
#endif
#if defined( REPLAY_ENABLED )
#include "replay/ireplaysystem.h"
#endif
extern IToolFrameworkServer *g_pToolFrameworkServer;
extern IParticleSystemQuery *g_pParticleSystemQuery;
extern ConVar commentary;
#ifndef NO_STEAM
// this context is not available on dedicated servers
// WARNING! always check if interfaces are available before using
static CSteamAPIContext s_SteamAPIContext;
CSteamAPIContext *steamapicontext = &s_SteamAPIContext;
// this context is not available on a pure client connected to a remote server.
// WARNING! always check if interfaces are available before using
static CSteamGameServerAPIContext s_SteamGameServerAPIContext;
CSteamGameServerAPIContext *steamgameserverapicontext = &s_SteamGameServerAPIContext;
#endif
IUploadGameStats *gamestatsuploader = NULL;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CTimedEventMgr g_NetworkPropertyEventMgr;
ISaveRestoreBlockHandler *GetEventQueueSaveRestoreBlockHandler();
ISaveRestoreBlockHandler *GetCommentarySaveRestoreBlockHandler();
CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs;
// Engine interfaces.
IVEngineServer *engine = NULL;
IVoiceServer *g_pVoiceServer = NULL;
#if !defined(_STATIC_LINKED)
IFileSystem *filesystem = NULL;
#else
extern IFileSystem *filesystem;
#endif
INetworkStringTableContainer *networkstringtable = NULL;
IStaticPropMgrServer *staticpropmgr = NULL;
IUniformRandomStream *random = NULL;
IEngineSound *enginesound = NULL;
ISpatialPartition *partition = NULL;
IVModelInfo *modelinfo = NULL;
IEngineTrace *enginetrace = NULL;
IGameEventManager2 *gameeventmanager = NULL;
IDataCache *datacache = NULL;
IVDebugOverlay * debugoverlay = NULL;
ISoundEmitterSystemBase *soundemitterbase = NULL;
IServerPluginHelpers *serverpluginhelpers = NULL;
IServerEngineTools *serverenginetools = NULL;
ISceneFileCache *scenefilecache = NULL;
IXboxSystem *xboxsystem = NULL; // Xbox 360 only
IMatchmaking *matchmaking = NULL; // Xbox 360 only
#if defined( REPLAY_ENABLED )
IReplaySystem *g_pReplay = NULL;
IServerReplayContext *g_pReplayServerContext = NULL;
#endif
IGameSystem *SoundEmitterSystem();
bool ModelSoundsCacheInit();
void ModelSoundsCacheShutdown();
void SceneManager_ClientActive( CBasePlayer *player );
class IMaterialSystem;
class IStudioRender;
#ifdef _DEBUG
static ConVar s_UseNetworkVars( "UseNetworkVars", "1", FCVAR_CHEAT, "For profiling, toggle network vars." );
#endif
extern ConVar sv_noclipduringpause;
ConVar sv_massreport( "sv_massreport", "0" );
ConVar sv_force_transmit_ents( "sv_force_transmit_ents", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however)." );
ConVar sv_autosave( "sv_autosave", "1", 0, "Set to 1 to autosave game on level transition. Does not affect autosave triggers." );
ConVar *sv_maxreplay = NULL;
static ConVar *g_pcv_commentary = NULL;
static ConVar *g_pcv_ThreadMode = NULL;
static ConVar *g_pcv_hideServer = NULL;
// String tables
INetworkStringTable *g_pStringTableParticleEffectNames = NULL;
INetworkStringTable *g_pStringTableEffectDispatch = NULL;
INetworkStringTable *g_pStringTableVguiScreen = NULL;
INetworkStringTable *g_pStringTableMaterials = NULL;
INetworkStringTable *g_pStringTableInfoPanel = NULL;
INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL;
INetworkStringTable *g_pStringTableServerMapCycle = NULL;
#ifdef TF_DLL
INetworkStringTable *g_pStringTableServerPopFiles = NULL;
INetworkStringTable *g_pStringTableServerMapCycleMvM = NULL;
#endif
CStringTableSaveRestoreOps g_VguiScreenStringOps;
// Holds global variables shared between engine and game.
CGlobalVars *gpGlobals;
edict_t *g_pDebugEdictBase = 0;
static int g_nCommandClientIndex = 0;
// The chapter number of the current
static int g_nCurrentChapterIndex = -1;
void PrecachePointTemplates();
static ClientPutInServerOverrideFn g_pClientPutInServerOverride = NULL;
static void UpdateChapterRestrictions( const char *mapname );
static void UpdateRichPresence ( void );
#if !defined( _XBOX ) // Don't doubly define this symbol.
CSharedEdictChangeInfo *g_pSharedChangeInfo = NULL;
#endif
IChangeInfoAccessor *CBaseEdict::GetChangeAccessor()
{
return engine->GetChangeAccessor( (const edict_t *)this );
}
const IChangeInfoAccessor *CBaseEdict::GetChangeAccessor() const
{
return engine->GetChangeAccessor( (const edict_t *)this );
}
const char *GetHintTypeDescription( CAI_Hint *pHint );
void ClientPutInServerOverride( ClientPutInServerOverrideFn fn )
{
g_pClientPutInServerOverride = fn;
}
ConVar ai_post_frame_navigation( "ai_post_frame_navigation", "0" );
class CPostFrameNavigationHook;
extern CPostFrameNavigationHook *PostFrameNavigationSystem( void );
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int UTIL_GetCommandClientIndex( void )
{
// -1 == unknown,dedicated server console
// 0 == player 1
// Convert to 1 based offset
return (g_nCommandClientIndex+1);
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CBasePlayer
//-----------------------------------------------------------------------------
CBasePlayer *UTIL_GetCommandClient( void )
{
int idx = UTIL_GetCommandClientIndex();
if ( idx > 0 )
{
return UTIL_PlayerByIndex( idx );
}
// HLDS console issued command
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Retrieves the MOD directory for the active game (ie. "hl2")
//-----------------------------------------------------------------------------
bool UTIL_GetModDir( char *lpszTextOut, unsigned int nSize )
{
// Must pass in a buffer at least large enough to hold the desired string
const char *pGameDir = CommandLine()->ParmValue( "-game", "hl2" );
Assert( strlen(pGameDir) <= nSize );
if ( strlen(pGameDir) > nSize )
return false;
Q_strncpy( lpszTextOut, pGameDir, nSize );
if ( Q_strnchr( lpszTextOut, '/', nSize ) || Q_strnchr( lpszTextOut, '\\', nSize ) )
{
// Strip the last directory off (which will be our game dir)
Q_StripLastDir( lpszTextOut, nSize );
// Find the difference in string lengths and take that difference from the original string as the mod dir
int dirlen = Q_strlen( lpszTextOut );
Q_strncpy( lpszTextOut, pGameDir + dirlen, Q_strlen( pGameDir ) - dirlen + 1 );
}
return true;
}
extern void InitializeCvars( void );
CBaseEntity* FindPickerEntity( CBasePlayer* pPlayer );
CAI_Node* FindPickerAINode( CBasePlayer* pPlayer, NodeType_e nNodeType );
CAI_Link* FindPickerAILink( CBasePlayer* pPlayer );
float GetFloorZ(const Vector &origin);
void UpdateAllClientData( void );
void DrawMessageEntities();
#include "ai_network.h"
// For now just using one big AI network
extern ConVar think_limit;
#if 0
//-----------------------------------------------------------------------------
// Purpose: Draw output overlays for any measure sections
// Input :
//-----------------------------------------------------------------------------
void DrawMeasuredSections(void)
{
int row = 1;
float rowheight = 0.025;
CMeasureSection *p = CMeasureSection::GetList();
while ( p )
{
char str[256];
Q_snprintf(str,sizeof(str),"%s",p->GetName());
NDebugOverlay::ScreenText( 0.01,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
Q_snprintf(str,sizeof(str),"%5.2f\n",p->GetTime().GetMillisecondsF());
//Q_snprintf(str,sizeof(str),"%3.3f\n",p->GetTime().GetSeconds() * 100.0 / engine->Time());
NDebugOverlay::ScreenText( 0.28,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
Q_snprintf(str,sizeof(str),"%5.2f\n",p->GetMaxTime().GetMillisecondsF());
//Q_snprintf(str,sizeof(str),"%3.3f\n",p->GetTime().GetSeconds() * 100.0 / engine->Time());
NDebugOverlay::ScreenText( 0.34,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
row++;
p = p->GetNext();
}
bool sort_reset = false;
// Time to redo sort?
if ( measure_resort.GetFloat() > 0.0 &&
engine->Time() >= CMeasureSection::m_dNextResort )
{
// Redo it
CMeasureSection::SortSections();
// Set next time
CMeasureSection::m_dNextResort = engine->Time() + measure_resort.GetFloat();
// Flag to reset sort accumulator, too
sort_reset = true;
}
// Iterate through the sections now
p = CMeasureSection::GetList();
while ( p )
{
// Update max
p->UpdateMax();
// Reset regular accum.
p->Reset();
// Reset sort accum less often
if ( sort_reset )
{
p->SortReset();
}
p = p->GetNext();
}
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DrawAllDebugOverlays( void )
{
// If in debug select mode print the selection entities name or classname
if (CBaseEntity::m_bInDebugSelect)
{
CBasePlayer* pPlayer = UTIL_PlayerByIndex( CBaseEntity::m_nDebugPlayer );
if (pPlayer)
{
// First try to trace a hull to an entity
CBaseEntity *pEntity = FindPickerEntity( pPlayer );
if ( pEntity )
{
pEntity->DrawDebugTextOverlays();
pEntity->DrawBBoxOverlay();
pEntity->SendDebugPivotOverlay();
}
}
}
// --------------------------------------------------------
// Draw debug overlay lines
// --------------------------------------------------------
UTIL_DrawOverlayLines();
// ------------------------------------------------------------------------
// If in wc_edit mode draw a box to highlight which node I'm looking at
// ------------------------------------------------------------------------
if (engine->IsInEditMode())
{
CBasePlayer* pPlayer = UTIL_PlayerByIndex( CBaseEntity::m_nDebugPlayer );
if (pPlayer)
{
if (g_pAINetworkManager->GetEditOps()->m_bLinkEditMode)
{
CAI_Link* pAILink = FindPickerAILink(pPlayer);
if (pAILink)
{
// For now just using one big AI network
Vector startPos = g_pBigAINet->GetNode(pAILink->m_iSrcID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
Vector endPos = g_pBigAINet->GetNode(pAILink->m_iDestID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
Vector linkDir = startPos-endPos;
float linkLen = VectorNormalize( linkDir );
// Draw in green if link that's been turned off
if (pAILink->m_LinkInfo & bits_LINK_OFF)
{
NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 0,255,0,40,0);
}
else
{
NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 255,0,0,40,0);
}
}
}
else
{
CAI_Node* pAINode;
if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode)
{
pAINode = FindPickerAINode(pPlayer,NODE_AIR);
}
else
{
pAINode = FindPickerAINode(pPlayer,NODE_GROUND);
}
if (pAINode)
{
Vector vecPos = pAINode->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
NDebugOverlay::Box( vecPos, Vector(-8,-8,-8), Vector(8,8,8), 255,0,0,40,0);
if ( pAINode->GetHint() )
{
CBaseEntity *pEnt = (CBaseEntity *)pAINode->GetHint();
if ( pEnt->GetEntityName() != NULL_STRING )
{
NDebugOverlay::Text( vecPos + Vector(0,0,6), STRING(pEnt->GetEntityName()), false, 0 );
}
NDebugOverlay::Text( vecPos, GetHintTypeDescription( pAINode->GetHint() ), false, 0 );
}
}
}
// ------------------------------------
// If in air edit mode draw guide line
// ------------------------------------
if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode)
{
UTIL_DrawPositioningOverlay(g_pAINetworkManager->GetEditOps()->m_flAirEditDistance);
}
else
{
NDebugOverlay::DrawGroundCrossHairOverlay();
}
}
}
// For not just using one big AI Network
if ( g_pAINetworkManager )
{
g_pAINetworkManager->GetEditOps()->DrawAINetworkOverlay();
}
// PERFORMANCE: only do this in developer mode
if ( g_pDeveloper->GetInt() && !engine->IsDedicatedServer() )
{
// iterate through all objects for debug overlays
const CEntInfo *pInfo = gEntList.FirstEntInfo();
for ( ;pInfo; pInfo = pInfo->m_pNext )
{
CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
// HACKHACK: to flag off these calls
if ( ent->m_debugOverlays || ent->m_pTimedOverlay )
{
MDLCACHE_CRITICAL_SECTION();
ent->DrawDebugGeometryOverlays();
}
}
}
if ( sv_massreport.GetInt() )
{
// iterate through all objects for debug overlays
const CEntInfo *pInfo = gEntList.FirstEntInfo();
for ( ;pInfo; pInfo = pInfo->m_pNext )
{
CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
if (!ent->VPhysicsGetObject())
continue;
char tempstr[512];
Q_snprintf(tempstr, sizeof(tempstr),"%s: Mass: %.2f kg / %.2f lb (%s)",
STRING( ent->GetModelName() ), ent->VPhysicsGetObject()->GetMass(),
kg2lbs(ent->VPhysicsGetObject()->GetMass()),
GetMassEquivalent(ent->VPhysicsGetObject()->GetMass()));
ent->EntityText(0, tempstr, 0);
}
}
// A hack to draw point_message entities w/o developer required
DrawMessageEntities();
}
CServerGameDLL g_ServerGameDLL;
// INTERFACEVERSION_SERVERGAMEDLL_VERSION_8 is compatible with the latest since we're only adding things to the end, so expose that as well.
//EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL008, INTERFACEVERSION_SERVERGAMEDLL_VERSION_8, g_ServerGameDLL );
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL, INTERFACEVERSION_SERVERGAMEDLL, g_ServerGameDLL);
// When bumping the version to this interface, check that our assumption is still valid and expose the older version in the same way
COMPILE_TIME_ASSERT( INTERFACEVERSION_SERVERGAMEDLL_INT == 10 );
bool CServerGameDLL::DLLInit( CreateInterfaceFn appSystemFactory,
CreateInterfaceFn physicsFactory, CreateInterfaceFn fileSystemFactory,
CGlobalVars *pGlobals)
{
ConnectTier1Libraries( &appSystemFactory, 1 );
ConnectTier2Libraries( &appSystemFactory, 1 );
ConnectTier3Libraries( &appSystemFactory, 1 );
// Connected in ConnectTier1Libraries
if ( cvar == NULL )
return false;
#ifndef _X360
s_SteamAPIContext.Init();
s_SteamGameServerAPIContext.Init();
#endif
// init each (seperated for ease of debugging)
if ( (engine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL)) == NULL )
return false;
if ( (g_pVoiceServer = (IVoiceServer*)appSystemFactory(INTERFACEVERSION_VOICESERVER, NULL)) == NULL )
return false;
if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLESERVER,NULL)) == NULL )
return false;
if ( (staticpropmgr = (IStaticPropMgrServer *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_SERVER,NULL)) == NULL )
return false;
if ( (random = (IUniformRandomStream *)appSystemFactory(VENGINE_SERVER_RANDOM_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_SERVER_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (::partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) == NULL )
return false;
if ( (modelinfo = (IVModelInfo *)appSystemFactory(VMODELINFO_SERVER_INTERFACE_VERSION, NULL)) == NULL )
return false;
if ( (enginetrace = (IEngineTrace *)appSystemFactory(INTERFACEVERSION_ENGINETRACE_SERVER,NULL)) == NULL )
return false;
if ( (filesystem = (IFileSystem *)fileSystemFactory(FILESYSTEM_INTERFACE_VERSION,NULL)) == NULL )
return false;
if ( (gameeventmanager = (IGameEventManager2 *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2,NULL)) == NULL )
return false;
if ( (datacache = (IDataCache*)appSystemFactory(DATACACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (soundemitterbase = (ISoundEmitterSystemBase *)appSystemFactory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
return false;
#ifndef _XBOX
if ( (gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL )
return false;
#endif
if ( !mdlcache )
return false;
if ( (serverpluginhelpers = (IServerPluginHelpers *)appSystemFactory(INTERFACEVERSION_ISERVERPLUGINHELPERS, NULL)) == NULL )
return false;
if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( IsX360() && (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( IsX360() && (matchmaking = (IMatchmaking *)appSystemFactory( VENGINE_MATCHMAKING_VERSION, NULL )) == NULL )
return false;
// If not running dedicated, grab the engine vgui interface
if ( !engine->IsDedicatedServer() )
{
#ifdef _WIN32
// This interface is optional, and is only valid when running with -tools
serverenginetools = ( IServerEngineTools * )appSystemFactory( VSERVERENGINETOOLS_INTERFACE_VERSION, NULL );
#endif
}
// Yes, both the client and game .dlls will try to Connect, the soundemittersystem.dll will handle this gracefully
if ( !soundemitterbase->Connect( appSystemFactory ) )
return false;
// cache the globals
gpGlobals = pGlobals;
g_pSharedChangeInfo = engine->GetSharedEdictChangeInfo();
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
// save these in case other system inits need them
factorylist_t factories;
factories.engineFactory = appSystemFactory;
factories.fileSystemFactory = fileSystemFactory;
factories.physicsFactory = physicsFactory;
FactoryList_Store( factories );
// load used game events
gameeventmanager->LoadEventsFromFile("resource/gameevents.res");
// init the cvar list first in case inits want to reference them
InitializeCvars();
// Initialize the particle system
if ( !g_pParticleSystemMgr->Init( g_pParticleSystemQuery ) )
{
return false;
}
sv_cheats = g_pCVar->FindVar( "sv_cheats" );
if ( !sv_cheats )
return false;
g_pcv_commentary = g_pCVar->FindVar( "commentary" );
g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" );
g_pcv_hideServer = g_pCVar->FindVar( "hide_server" );
sv_maxreplay = g_pCVar->FindVar( "sv_maxreplay" );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetAISaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetTemplateSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetDefaultResponseSystemSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetCommentarySaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEventQueueSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetAchievementSaveRestoreBlockHandler() );
// The string system must init first + shutdown last
IGameSystem::Add( GameStringSystem() );
// Physics must occur before the sound envelope manager
IGameSystem::Add( PhysicsGameSystem() );
// Used to service deferred navigation queries for NPCs
IGameSystem::Add( (IGameSystem *) PostFrameNavigationSystem() );
// Add game log system
IGameSystem::Add( GameLogSystem() );
#ifndef _XBOX
// Add HLTV director
IGameSystem::Add( HLTVDirectorSystem() );
#endif
// Add sound emitter
IGameSystem::Add( SoundEmitterSystem() );
// load Mod specific game events ( MUST be before InitAllSystems() so it can pickup the mod specific events)
gameeventmanager->LoadEventsFromFile("resource/ModEvents.res");
#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out
InstallBotControl();
#endif
if ( !IGameSystem::InitAllSystems() )
return false;
#if defined( REPLAY_ENABLED )
if ( gameeventmanager->LoadEventsFromFile( "resource/replayevents.res" ) <= 0 )
{
Warning( "\n*\n* replayevents.res MISSING.\n*\n\n" );
return false;
}
#endif
// Due to dependencies, these are not autogamesystems
if ( !ModelSoundsCacheInit() )
{
return false;
}
InvalidateQueryCache();
// Parse the particle manifest file & register the effects within it
ParseParticleEffects( false, false );
// try to get debug overlay, may be NULL if on HLDS
debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL );
#ifndef _XBOX
#ifdef USE_NAV_MESH
// create the Navigation Mesh interface
TheNavMesh = NavMeshFactory();
#endif
// init the gamestatsupload connection
gamestatsuploader->InitConnection();
#endif
return true;
}
void CServerGameDLL::PostInit()
{
IGameSystem::PostInitAllSystems();
}
void CServerGameDLL::DLLShutdown( void )
{
// Due to dependencies, these are not autogamesystems
ModelSoundsCacheShutdown();
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetAchievementSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetCommentarySaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEventQueueSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetDefaultResponseSystemSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetTemplateSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetAISaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() );
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() );
char *pFilename = g_TextStatsMgr.GetStatsFilename();
if ( !pFilename || !pFilename[0] )
{
g_TextStatsMgr.SetStatsFilename( "stats.txt" );
}
g_TextStatsMgr.WriteFile( filesystem );
IGameSystem::ShutdownAllSystems();
#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out
RemoveBotControl();
#endif
#ifndef _XBOX
#ifdef USE_NAV_MESH
// destroy the Navigation Mesh interface
if ( TheNavMesh )
{
delete TheNavMesh;
TheNavMesh = NULL;
}
#endif
// reset (shutdown) the gamestatsupload connection
gamestatsuploader->InitConnection();
#endif
#ifndef _X360
s_SteamAPIContext.Clear(); // Steam API context shutdown
s_SteamGameServerAPIContext.Clear();
#endif
gameeventmanager = NULL;
DisconnectTier3Libraries();
DisconnectTier2Libraries();
ConVar_Unregister();
DisconnectTier1Libraries();
}
bool CServerGameDLL::ReplayInit( CreateInterfaceFn fnReplayFactory )
{
#if defined( REPLAY_ENABLED )
if ( !IsPC() )
return false;
if ( (g_pReplay = ( IReplaySystem *)fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL )) == NULL )
return false;
if ( (g_pReplayServerContext = g_pReplay->SV_GetContext()) == NULL )
return false;
return true;
#else
return false;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: See shareddefs.h for redefining this. Don't even think about it, though, for HL2. Or you will pay. ywb 9/22/03
// Output : float
//-----------------------------------------------------------------------------
float CServerGameDLL::GetTickInterval( void ) const
{
float tickinterval = DEFAULT_TICK_INTERVAL;
// override if tick rate specified in command line
if ( CommandLine()->CheckParm( "-tickrate" ) )
{
float tickrate = CommandLine()->ParmValue( "-tickrate", 0 );
if ( tickrate > 10 )
tickinterval = 1.0f / tickrate;
}
return tickinterval;
}
// This is called when a new game is started. (restart, map)
bool CServerGameDLL::GameInit( void )
{
ResetGlobalState();
engine->ServerCommand( "exec game.cfg\n" );
engine->ServerExecute( );
CBaseEntity::sm_bAccurateTriggerBboxChecks = true;
IGameEvent *event = gameeventmanager->CreateEvent( "game_init" );
if ( event )
{
gameeventmanager->FireEvent( event );
}
return true;
}
// This is called when a game ends (server disconnect, death, restart, load)
// NOT on level transitions within a game
void CServerGameDLL::GameShutdown( void )
{
ResetGlobalState();
}
static bool g_OneWayTransition = false;
void Game_SetOneWayTransition( void )
{
g_OneWayTransition = true;
}
static CUtlVector<EHANDLE> g_RestoredEntities;
// just for debugging, assert that this is the only time this function is called
static bool g_InRestore = false;
void AddRestoredEntity( CBaseEntity *pEntity )
{
Assert(g_InRestore);
if ( !pEntity )
return;
g_RestoredEntities.AddToTail( EHANDLE(pEntity) );
}
void EndRestoreEntities()
{
if ( !g_InRestore )
return;
// The entire hierarchy is restored, so we can call GetAbsOrigin again.
//CBaseEntity::SetAbsQueriesValid( true );
// Call all entities' OnRestore handlers
for ( int i = g_RestoredEntities.Count()-1; i >=0; --i )
{
CBaseEntity *pEntity = g_RestoredEntities[i].Get();
if ( pEntity && !pEntity->IsDormant() )
{
MDLCACHE_CRITICAL_SECTION();
pEntity->OnRestore();
}
}
g_RestoredEntities.Purge();
IGameSystem::OnRestoreAllSystems();
g_InRestore = false;
gEntList.CleanupDeleteList();
// HACKHACK: UNDONE: We need to redesign the main loop with respect to save/load/server activate
g_ServerGameDLL.ServerActivate( NULL, 0, 0 );
CBaseEntity::SetAllowPrecache( false );
}
void BeginRestoreEntities()
{
if ( g_InRestore )
{
DevMsg( "BeginRestoreEntities without previous EndRestoreEntities.\n" );
gEntList.CleanupDeleteList();
}
g_RestoredEntities.Purge();
g_InRestore = true;
CBaseEntity::SetAllowPrecache( true );
// No calls to GetAbsOrigin until the entire hierarchy is restored!
//CBaseEntity::SetAbsQueriesValid( false );
}
//-----------------------------------------------------------------------------
// Purpose: This prevents sv.tickcount/gpGlobals->tickcount from advancing during restore which
// would cause a lot of the NPCs to fast forward their think times to the same
// tick due to some ticks being elapsed during restore where there was no simulation going on
//-----------------------------------------------------------------------------
bool CServerGameDLL::IsRestoring()
{
return g_InRestore;
}
// Called any time a new level is started (after GameInit() also on level transitions within a game)
bool CServerGameDLL::LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background )
{
VPROF("CServerGameDLL::LevelInit");
#ifdef USES_ECON_ITEMS
GameItemSchema_t *pItemSchema = ItemSystem()->GetItemSchema();
if ( pItemSchema )
{
pItemSchema->BInitFromDelayedBuffer();
}
#endif // USES_ECON_ITEMS
ResetWindspeed();
UpdateChapterRestrictions( pMapName );
if ( IsX360() && !background && (gpGlobals->maxClients == 1) && (g_nCurrentChapterIndex >= 0) )
{
// Single player games tell xbox live what game & chapter the user is playing
UpdateRichPresence();
}
//Tony; parse custom manifest if exists!
ParseParticleEffectsMap( pMapName, false );
// IGameSystem::LevelInitPreEntityAllSystems() is called when the world is precached
// That happens either in LoadGameState() or in MapEntity_ParseAllEntities()
if ( loadGame )
{
if ( pOldLevel )
{
gpGlobals->eLoadType = MapLoad_Transition;
}
else
{
gpGlobals->eLoadType = MapLoad_LoadGame;
}
BeginRestoreEntities();
if ( !engine->LoadGameState( pMapName, 1 ) )
{
if ( pOldLevel )
{
MapEntity_ParseAllEntities( pMapEntities );
}
else
{
// Regular save load case
return false;
}
}
if ( pOldLevel )
{
engine->LoadAdjacentEnts( pOldLevel, pLandmarkName );
}
if ( g_OneWayTransition )
{
engine->ClearSaveDirAfterClientLoad();
}
if ( pOldLevel && sv_autosave.GetBool() == true )
{
// This is a single-player style level transition.
// Queue up an autosave one second into the level
CBaseEntity *pAutosave = CBaseEntity::Create( "logic_autosave", vec3_origin, vec3_angle, NULL );
if ( pAutosave )
{
g_EventQueue.AddEvent( pAutosave, "Save", 1.0, NULL, NULL );
g_EventQueue.AddEvent( pAutosave, "Kill", 1.1, NULL, NULL );
}
}
}
else
{
if ( background )
{
gpGlobals->eLoadType = MapLoad_Background;
}
else
{
gpGlobals->eLoadType = MapLoad_NewGame;
}
// Clear out entity references, and parse the entities into it.
g_MapEntityRefs.Purge();
CMapLoadEntityFilter filter;
MapEntity_ParseAllEntities( pMapEntities, &filter );
g_pServerBenchmark->StartBenchmark();
// Now call the mod specific parse
LevelInit_ParseAllEntities( pMapEntities );
}
// Check low violence settings for this map
g_RagdollLVManager.SetLowViolence( pMapName );
// Now that all of the active entities have been loaded in, precache any entities who need point_template parameters
// to be parsed (the above code has loaded all point_template entities)
PrecachePointTemplates();
// load MOTD from file into stringtable
LoadMessageOfTheDay();
// Sometimes an ent will Remove() itself during its precache, so RemoveImmediate won't happen.
// This makes sure those ents get cleaned up.
gEntList.CleanupDeleteList();
g_AIFriendliesTalkSemaphore.Release();
g_AIFoesTalkSemaphore.Release();
g_OneWayTransition = false;
// clear any pending autosavedangerous
m_fAutoSaveDangerousTime = 0.0f;
m_fAutoSaveDangerousMinHealthToCommit = 0.0f;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: called after every level change and load game, iterates through all the
// active entities and gives them a chance to fix up their state
//-----------------------------------------------------------------------------
#ifdef DEBUG
bool g_bReceivedChainedActivate;
bool g_bCheckForChainedActivate;
#define BeginCheckChainedActivate() if (0) ; else { g_bCheckForChainedActivate = true; g_bReceivedChainedActivate = false; }
#define EndCheckChainedActivate( bCheck ) \
if (0) ; else \
{ \
if ( bCheck ) \
{ \
AssertMsg( g_bReceivedChainedActivate, "Entity (%i/%s/%s) failed to call base class Activate()\n", pClass->entindex(), pClass->GetClassname(), STRING( pClass->GetEntityName() ) ); \
} \
g_bCheckForChainedActivate = false; \
}
#else
#define BeginCheckChainedActivate() ((void)0)
#define EndCheckChainedActivate( bCheck ) ((void)0)
#endif
void CServerGameDLL::ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
{
// HACKHACK: UNDONE: We need to redesign the main loop with respect to save/load/server activate
if ( g_InRestore )
return;
if ( gEntList.ResetDeleteList() != 0 )
{
Msg( "%s", "ERROR: Entity delete queue not empty on level start!\n" );
}
for ( CBaseEntity *pClass = gEntList.FirstEnt(); pClass != NULL; pClass = gEntList.NextEnt(pClass) )
{
if ( pClass && !pClass->IsDormant() )
{
MDLCACHE_CRITICAL_SECTION();
BeginCheckChainedActivate();
pClass->Activate();
// We don't care if it finished activating if it decided to remove itself.
EndCheckChainedActivate( !( pClass->GetEFlags() & EFL_KILLME ) );
}
}
IGameSystem::LevelInitPostEntityAllSystems();
// No more precaching after PostEntityAllSystems!!!
CBaseEntity::SetAllowPrecache( false );
// only display the think limit when the game is run with "developer" mode set
if ( !g_pDeveloper->GetInt() )
{
think_limit.SetValue( 0 );
}
#ifndef _XBOX
#ifdef USE_NAV_MESH
// load the Navigation Mesh for this map
TheNavMesh->Load();
TheNavMesh->OnServerActivate();
#endif
#endif
#ifdef CSTRIKE_DLL // BOTPORT: TODO: move these ifdefs out
TheBots->ServerActivate();
#endif
#ifdef NEXT_BOT
TheNextBots().OnMapLoaded();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called after the steam API has been activated post-level startup
//-----------------------------------------------------------------------------
void CServerGameDLL::GameServerSteamAPIActivated( void )
{
#ifndef NO_STEAM
steamgameserverapicontext->Clear();
steamgameserverapicontext->Init();
if ( steamgameserverapicontext->SteamGameServer() && engine->IsDedicatedServer() )
{
steamgameserverapicontext->SteamGameServer()->GetGameplayStats();
}
#endif
#ifdef TF_DLL
GCClientSystem()->GameServerActivate();
InventoryManager()->GameServerSteamAPIActivated();
TFMapsWorkshop()->GameServerSteamAPIActivated();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called after the steam API has been activated post-level startup
//-----------------------------------------------------------------------------
void CServerGameDLL::GameServerSteamAPIShutdown( void )
{
#if !defined( NO_STEAM )
if ( steamgameserverapicontext )
{
steamgameserverapicontext->Clear();
}
#endif
#ifdef TF_DLL
GCClientSystem()->Shutdown();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Called at the start of every game frame
//-----------------------------------------------------------------------------
ConVar trace_report( "trace_report", "0" );
void CServerGameDLL::GameFrame( bool simulating )
{
VPROF( "CServerGameDLL::GameFrame" );
// Don't run frames until fully restored
if ( g_InRestore )
return;
if ( CBaseEntity::IsSimulatingOnAlternateTicks() )
{
// only run simulation on even numbered ticks
if ( gpGlobals->tickcount & 1 )
{
UpdateAllClientData();
return;
}
// If we're skipping frames, then the frametime is 2x the normal tick
gpGlobals->frametime *= 2.0f;
}
float oldframetime = gpGlobals->frametime;
#ifdef _DEBUG
// For profiling.. let them enable/disable the networkvar manual mode stuff.
g_bUseNetworkVars = s_UseNetworkVars.GetBool();
#endif
extern void GameStartFrame( void );
extern void ServiceEventQueue( void );
extern void Physics_RunThinkFunctions( bool simulating );
// Delete anything that was marked for deletion
// outside of server frameloop (e.g., in response to concommand)
gEntList.CleanupDeleteList();
IGameSystem::FrameUpdatePreEntityThinkAllSystems();
GameStartFrame();
#ifndef _XBOX
#ifdef USE_NAV_MESH
TheNavMesh->Update();
#endif
#ifdef NEXT_BOT
TheNextBots().Update();
#endif
gamestatsuploader->UpdateConnection();
#endif
UpdateQueryCache();
g_pServerBenchmark->UpdateBenchmark();
Physics_RunThinkFunctions( simulating );
IGameSystem::FrameUpdatePostEntityThinkAllSystems();
// UNDONE: Make these systems IGameSystems and move these calls into FrameUpdatePostEntityThink()
// service event queue, firing off any actions whos time has come
ServiceEventQueue();
// free all ents marked in think functions
gEntList.CleanupDeleteList();
// FIXME: Should this only occur on the final tick?
UpdateAllClientData();
if ( g_pGameRules )
{
g_pGameRules->EndGameFrame();
}
if ( trace_report.GetBool() )
{
int total = 0, totals[3];
for ( int i = 0; i < 3; i++ )
{
totals[i] = enginetrace->GetStatByIndex( i, true );
if ( totals[i] > 0 )
{
total += totals[i];
}
}
if ( total )
{
Msg("Trace: %d, contents %d, enumerate %d\n", totals[0], totals[1], totals[2] );
}
}
// Any entities that detect network state changes on a timer do it here.
g_NetworkPropertyEventMgr.FireEvents();
gpGlobals->frametime = oldframetime;
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame even if not ticking
// Input : simulating -
//-----------------------------------------------------------------------------
void CServerGameDLL::PreClientUpdate( bool simulating )
{
if ( !simulating )
return;
/*
if (game_speeds.GetInt())
{
DrawMeasuredSections();
}
*/
//#ifdef _DEBUG - allow this in release for now
DrawAllDebugOverlays();
//#endif
IGameSystem::PreClientUpdateAllSystems();
}
void CServerGameDLL::Think( bool finalTick )
{
if ( m_fAutoSaveDangerousTime != 0.0f && m_fAutoSaveDangerousTime < gpGlobals->curtime )
{
// The safety timer for a dangerous auto save has expired
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
if ( pPlayer && ( pPlayer->GetDeathTime() == 0.0f || pPlayer->GetDeathTime() > gpGlobals->curtime )
&& !pPlayer->IsSinglePlayerGameEnding()
)
{
if( pPlayer->GetHealth() >= m_fAutoSaveDangerousMinHealthToCommit )
{
// The player isn't dead, so make the dangerous auto save safe
engine->ServerCommand( "autosavedangerousissafe\n" );
}
}
m_fAutoSaveDangerousTime = 0.0f;
m_fAutoSaveDangerousMinHealthToCommit = 0.0f;
}
}
void CServerGameDLL::OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue )
{
}
// Called when a level is shutdown (including changing levels)
void CServerGameDLL::LevelShutdown( void )
{
#ifndef NO_STEAM
IGameSystem::LevelShutdownPreClearSteamAPIContextAllSystems();
steamgameserverapicontext->Clear();
#endif
g_pServerBenchmark->EndBenchmark();
MDLCACHE_CRITICAL_SECTION();
IGameSystem::LevelShutdownPreEntityAllSystems();
// YWB:
// This entity pointer is going away now and is corrupting memory on level transitions/restarts
CSoundEnt::ShutdownSoundEnt();
gEntList.Clear();
InvalidateQueryCache();
IGameSystem::LevelShutdownPostEntityAllSystems();
// In case we quit out during initial load
CBaseEntity::SetAllowPrecache( false );
g_nCurrentChapterIndex = -1;
#ifndef _XBOX
#ifdef USE_NAV_MESH
// reset the Navigation Mesh
if ( TheNavMesh )
{
TheNavMesh->Reset();
}
#endif
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
// Output : ServerClass*
//-----------------------------------------------------------------------------
ServerClass* CServerGameDLL::GetAllServerClasses()
{
return g_pServerClassHead;
}
const char *CServerGameDLL::GetGameDescription( void )
{
return ::GetGameDescription();
}
void CServerGameDLL::CreateNetworkStringTables( void )
{
// Create any shared string tables here (and only here!)
// E.g.: xxx = networkstringtable->CreateStringTable( "SceneStrings", 512 );
g_pStringTableParticleEffectNames = networkstringtable->CreateStringTable( "ParticleEffectNames", MAX_PARTICLESYSTEMS_STRINGS );
g_pStringTableEffectDispatch = networkstringtable->CreateStringTable( "EffectDispatch", MAX_EFFECT_DISPATCH_STRINGS );
g_pStringTableVguiScreen = networkstringtable->CreateStringTable( "VguiScreen", MAX_VGUI_SCREEN_STRINGS );
g_pStringTableMaterials = networkstringtable->CreateStringTable( "Materials", MAX_MATERIAL_STRINGS );
g_pStringTableInfoPanel = networkstringtable->CreateStringTable( "InfoPanel", MAX_INFOPANEL_STRINGS );
g_pStringTableClientSideChoreoScenes = networkstringtable->CreateStringTable( "Scenes", MAX_CHOREO_SCENES_STRINGS );
g_pStringTableServerMapCycle = networkstringtable->CreateStringTable( "ServerMapCycle", 128 );
#ifdef TF_DLL
g_pStringTableServerPopFiles = networkstringtable->CreateStringTable( "ServerPopFiles", 128 );
g_pStringTableServerMapCycleMvM = networkstringtable->CreateStringTable( "ServerMapCycleMvM", 128 );
#endif
bool bPopFilesValid = true;
(void)bPopFilesValid; // Avoid unreferenced variable warning
#ifdef TF_DLL
bPopFilesValid = ( g_pStringTableServerPopFiles != NULL );
#endif
Assert( g_pStringTableParticleEffectNames &&
g_pStringTableEffectDispatch &&
g_pStringTableVguiScreen &&
g_pStringTableMaterials &&
g_pStringTableInfoPanel &&
g_pStringTableClientSideChoreoScenes &&
g_pStringTableServerMapCycle &&
bPopFilesValid
);
// Need this so we have the error material always handy
PrecacheMaterial( "debug/debugempty" );
Assert( GetMaterialIndex( "debug/debugempty" ) == 0 );
PrecacheParticleSystem( "error" ); // ensure error particle system is handy
Assert( GetParticleSystemIndex( "error" ) == 0 );
CreateNetworkStringTables_GameRules();
// Set up save/load utilities for string tables
g_VguiScreenStringOps.Init( g_pStringTableVguiScreen );
}
CSaveRestoreData *CServerGameDLL::SaveInit( int size )
{
return ::SaveInit(size);
}
//-----------------------------------------------------------------------------
// Purpose: Saves data from a struct into a saverestore object, to be saved to disk
// Input : *pSaveData - the saverestore object
// char *pname - the name of the data to write
// *pBaseData - the struct into which the data is to be read
// *pFields - pointer to an array of data field descriptions
// fieldCount - the size of the array (number of field descriptions)
//-----------------------------------------------------------------------------
void CServerGameDLL::SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
{
CSave saveHelper( pSaveData );
saveHelper.WriteFields( pname, pBaseData, pMap, pFields, fieldCount );
}
//-----------------------------------------------------------------------------
// Purpose: Reads data from a save/restore block into a structure
// Input : *pSaveData - the saverestore object
// char *pname - the name of the data to extract from
// *pBaseData - the struct into which the data is to be restored
// *pFields - pointer to an array of data field descriptions
// fieldCount - the size of the array (number of field descriptions)
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CServerGameDLL::SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
{
CRestore restoreHelper( pSaveData );
restoreHelper.ReadFields( pname, pBaseData, pMap, pFields, fieldCount );
}
//-----------------------------------------------------------------------------
void CServerGameDLL::SaveGlobalState( CSaveRestoreData *s )
{
::SaveGlobalState(s);
}
void CServerGameDLL::RestoreGlobalState(CSaveRestoreData *s)
{
::RestoreGlobalState(s);
}
void CServerGameDLL::Save( CSaveRestoreData *s )
{
CSave saveHelper( s );
g_pGameSaveRestoreBlockSet->Save( &saveHelper );
}
void CServerGameDLL::Restore( CSaveRestoreData *s, bool b)
{
CRestore restore(s);
g_pGameSaveRestoreBlockSet->Restore( &restore, b );
g_pGameSaveRestoreBlockSet->PostRestore();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_type -
// *name -
// size -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CServerGameDLL::GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size )
{
if ( !usermessages->IsValidIndex( msg_type ) )
return false;
Q_strncpy( name, usermessages->GetUserMessageName( msg_type ), maxnamelength );
size = usermessages->GetUserMessageSize( msg_type );
return true;
}
CStandardSendProxies* CServerGameDLL::GetStandardSendProxies()
{
return &g_StandardSendProxies;
}
int CServerGameDLL::CreateEntityTransitionList( CSaveRestoreData *s, int a)
{
CRestore restoreHelper( s );
// save off file base
int base = restoreHelper.GetReadPos();
int movedCount = ::CreateEntityTransitionList(s, a);
if ( movedCount )
{
g_pGameSaveRestoreBlockSet->CallBlockHandlerRestore( GetPhysSaveRestoreBlockHandler(), base, &restoreHelper, false );
g_pGameSaveRestoreBlockSet->CallBlockHandlerRestore( GetAISaveRestoreBlockHandler(), base, &restoreHelper, false );
}
GetPhysSaveRestoreBlockHandler()->PostRestore();
GetAISaveRestoreBlockHandler()->PostRestore();
return movedCount;
}
void CServerGameDLL::PreSave( CSaveRestoreData *s )
{
g_pGameSaveRestoreBlockSet->PreSave( s );
}
#include "client_textmessage.h"
// This little hack lets me marry BSP names to messages in titles.txt
typedef struct
{
const char *pBSPName;
const char *pTitleName;
} TITLECOMMENT;
// this list gets searched for the first partial match, so some are out of order
static TITLECOMMENT gTitleComments[] =
{
#ifdef HL1_DLL
{ "t0a0", "#T0A0TITLE" },
{ "c0a0", "#HL1_Chapter1_Title" },
{ "c1a0", "#HL1_Chapter2_Title" },
{ "c1a1", "#HL1_Chapter3_Title" },
{ "c1a2", "#HL1_Chapter4_Title" },
{ "c1a3", "#HL1_Chapter5_Title" },
{ "c1a4", "#HL1_Chapter6_Title" },
{ "c2a1", "#HL1_Chapter7_Title" },
{ "c2a2", "#HL1_Chapter8_Title" },
{ "c2a3", "#HL1_Chapter9_Title" },
{ "c2a4d", "#HL1_Chapter11_Title" }, // These must appear before "C2A4" so all other map names starting with C2A4 get that title
{ "c2a4e", "#HL1_Chapter11_Title" },
{ "c2a4f", "#HL1_Chapter11_Title" },
{ "c2a4g", "#HL1_Chapter11_Title" },
{ "c2a4", "#HL1_Chapter10_Title" },
{ "c2a5", "#HL1_Chapter12_Title" },
{ "c3a1", "#HL1_Chapter13_Title" },
{ "c3a2", "#HL1_Chapter14_Title" },
{ "c4a1a", "#HL1_Chapter17_Title" }, // Order is important, see above
{ "c4a1b", "#HL1_Chapter17_Title" },
{ "c4a1c", "#HL1_Chapter17_Title" },
{ "c4a1d", "#HL1_Chapter17_Title" },
{ "c4a1e", "#HL1_Chapter17_Title" },
{ "c4a1", "#HL1_Chapter15_Title" },
{ "c4a2", "#HL1_Chapter16_Title" },
{ "c4a3", "#HL1_Chapter18_Title" },
{ "c5a1", "#HL1_Chapter19_Title" },
#elif defined PORTAL
{ "testchmb_a_00", "#Portal_Chapter1_Title" },
{ "testchmb_a_01", "#Portal_Chapter1_Title" },
{ "testchmb_a_02", "#Portal_Chapter2_Title" },
{ "testchmb_a_03", "#Portal_Chapter2_Title" },
{ "testchmb_a_04", "#Portal_Chapter3_Title" },
{ "testchmb_a_05", "#Portal_Chapter3_Title" },
{ "testchmb_a_06", "#Portal_Chapter4_Title" },
{ "testchmb_a_07", "#Portal_Chapter4_Title" },
{ "testchmb_a_08_advanced", "#Portal_Chapter5_Title" },
{ "testchmb_a_08", "#Portal_Chapter5_Title" },
{ "testchmb_a_09_advanced", "#Portal_Chapter6_Title" },
{ "testchmb_a_09", "#Portal_Chapter6_Title" },
{ "testchmb_a_10_advanced", "#Portal_Chapter7_Title" },
{ "testchmb_a_10", "#Portal_Chapter7_Title" },
{ "testchmb_a_11_advanced", "#Portal_Chapter8_Title" },
{ "testchmb_a_11", "#Portal_Chapter8_Title" },
{ "testchmb_a_13_advanced", "#Portal_Chapter9_Title" },
{ "testchmb_a_13", "#Portal_Chapter9_Title" },
{ "testchmb_a_14_advanced", "#Portal_Chapter10_Title" },
{ "testchmb_a_14", "#Portal_Chapter10_Title" },
{ "testchmb_a_15", "#Portal_Chapter11_Title" },
{ "escape_", "#Portal_Chapter11_Title" },
{ "background2", "#Portal_Chapter12_Title" },
#else
{ "intro", "#HL2_Chapter1_Title" },
{ "d1_trainstation_05", "#HL2_Chapter2_Title" },
{ "d1_trainstation_06", "#HL2_Chapter2_Title" },
{ "d1_trainstation_", "#HL2_Chapter1_Title" },
{ "d1_canals_06", "#HL2_Chapter4_Title" },
{ "d1_canals_07", "#HL2_Chapter4_Title" },
{ "d1_canals_08", "#HL2_Chapter4_Title" },
{ "d1_canals_09", "#HL2_Chapter4_Title" },
{ "d1_canals_1", "#HL2_Chapter4_Title" },
{ "d1_canals_0", "#HL2_Chapter3_Title" },
{ "d1_eli_", "#HL2_Chapter5_Title" },
{ "d1_town_", "#HL2_Chapter6_Title" },
{ "d2_coast_09", "#HL2_Chapter8_Title" },
{ "d2_coast_1", "#HL2_Chapter8_Title" },
{ "d2_prison_01", "#HL2_Chapter8_Title" },
{ "d2_coast_", "#HL2_Chapter7_Title" },
{ "d2_prison_06", "#HL2_Chapter9a_Title" },
{ "d2_prison_07", "#HL2_Chapter9a_Title" },
{ "d2_prison_08", "#HL2_Chapter9a_Title" },
{ "d2_prison_", "#HL2_Chapter9_Title" },
{ "d3_c17_01", "#HL2_Chapter9a_Title" },
{ "d3_c17_09", "#HL2_Chapter11_Title" },
{ "d3_c17_1", "#HL2_Chapter11_Title" },
{ "d3_c17_", "#HL2_Chapter10_Title" },
{ "d3_citadel_", "#HL2_Chapter12_Title" },
{ "d3_breen_", "#HL2_Chapter13_Title" },
{ "credits", "#HL2_Chapter14_Title" },
{ "ep1_citadel_00", "#episodic_Chapter1_Title" },
{ "ep1_citadel_01", "#episodic_Chapter1_Title" },
{ "ep1_citadel_02b", "#episodic_Chapter1_Title" },
{ "ep1_citadel_02", "#episodic_Chapter1_Title" },
{ "ep1_citadel_03", "#episodic_Chapter2_Title" },
{ "ep1_citadel_04", "#episodic_Chapter2_Title" },
{ "ep1_c17_00a", "#episodic_Chapter3_Title" },
{ "ep1_c17_00", "#episodic_Chapter3_Title" },
{ "ep1_c17_01", "#episodic_Chapter4_Title" },
{ "ep1_c17_02b", "#episodic_Chapter4_Title" },
{ "ep1_c17_02", "#episodic_Chapter4_Title" },
{ "ep1_c17_05", "#episodic_Chapter5_Title" },
{ "ep1_c17_06", "#episodic_Chapter5_Title" },
{ "ep2_outland_01a", "#ep2_Chapter1_Title" },
{ "ep2_outland_01", "#ep2_Chapter1_Title" },
{ "ep2_outland_02", "#ep2_Chapter2_Title" },
{ "ep2_outland_03", "#ep2_Chapter2_Title" },
{ "ep2_outland_04", "#ep2_Chapter2_Title" },
{ "ep2_outland_05", "#ep2_Chapter3_Title" },
{ "ep2_outland_06a", "#ep2_Chapter4_Title" },
{ "ep2_outland_06", "#ep2_Chapter3_Title" },
{ "ep2_outland_07", "#ep2_Chapter4_Title" },
{ "ep2_outland_08", "#ep2_Chapter4_Title" },
{ "ep2_outland_09", "#ep2_Chapter5_Title" },
{ "ep2_outland_10a", "#ep2_Chapter5_Title" },
{ "ep2_outland_10", "#ep2_Chapter5_Title" },
{ "ep2_outland_11a", "#ep2_Chapter6_Title" },
{ "ep2_outland_11", "#ep2_Chapter6_Title" },
{ "ep2_outland_12a", "#ep2_Chapter7_Title" },
{ "ep2_outland_12", "#ep2_Chapter6_Title" },
#endif
};
#ifdef _XBOX
void CServerGameDLL::GetTitleName( const char *pMapName, char* pTitleBuff, int titleBuffSize )
{
// Try to find a matching title comment for this mapname
for ( int i = 0; i < ARRAYSIZE(gTitleComments); i++ )
{
if ( !Q_strnicmp( pMapName, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) )
{
Q_strncpy( pTitleBuff, gTitleComments[i].pTitleName, titleBuffSize );
return;
}
}
Q_strncpy( pTitleBuff, pMapName, titleBuffSize );
}
#endif
void CServerGameDLL::GetSaveComment( char *text, int maxlength, float flMinutes, float flSeconds, bool bNoTime )
{
char comment[64];
const char *pName;
int i;
char const *mapname = STRING( gpGlobals->mapname );
pName = NULL;
// Try to find a matching title comment for this mapname
for ( i = 0; i < ARRAYSIZE(gTitleComments) && !pName; i++ )
{
if ( !Q_strnicmp( mapname, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) )
{
// found one
int j;
// Got a message, post-process it to be save name friendly
Q_strncpy( comment, gTitleComments[i].pTitleName, sizeof( comment ) );
pName = comment;
j = 0;
// Strip out CRs
while ( j < 64 && comment[j] )
{
if ( comment[j] == '\n' || comment[j] == '\r' )
comment[j] = 0;
else
j++;
}
break;
}
}
// If we didn't get one, use the designer's map name, or the BSP name itself
if ( !pName )
{
pName = mapname;
}
if ( bNoTime )
{
Q_snprintf( text, maxlength, "%-64.64s", pName );
}
else
{
int minutes = flMinutes;
int seconds = flSeconds;
// Wow, this guy/gal must suck...!
if ( minutes >= 1000 )
{
minutes = 999;
seconds = 59;
}
int minutesAdd = ( seconds / 60 );
seconds %= 60;
// add the elapsed time at the end of the comment, for the ui to parse out
Q_snprintf( text, maxlength, "%-64.64s %03d:%02d", pName, (minutes + minutesAdd), seconds );
}
}
void CServerGameDLL::WriteSaveHeaders( CSaveRestoreData *s )
{
CSave saveHelper( s );
g_pGameSaveRestoreBlockSet->WriteSaveHeaders( &saveHelper );
g_pGameSaveRestoreBlockSet->PostSave();
}
void CServerGameDLL::ReadRestoreHeaders( CSaveRestoreData *s )
{
CRestore restoreHelper( s );
g_pGameSaveRestoreBlockSet->PreRestore();
g_pGameSaveRestoreBlockSet->ReadRestoreHeaders( &restoreHelper );
}
void CServerGameDLL::PreSaveGameLoaded( char const *pSaveName, bool bInGame )
{
gamestats->Event_PreSaveGameLoaded( pSaveName, bInGame );
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the game DLL wants the server not to be made public.
// Used by commentary system to hide multiplayer commentary servers from the master.
//-----------------------------------------------------------------------------
bool CServerGameDLL::ShouldHideServer( void )
{
if ( g_pcv_commentary && g_pcv_commentary->GetBool() )
return true;
if ( g_pcv_hideServer && g_pcv_hideServer->GetBool() )
return true;
if ( gpGlobals->eLoadType == MapLoad_Background )
return true;
#if defined( TF_DLL )
if ( GTFGCClientSystem()->ShouldHideServer() )
return true;
#endif
return false;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CServerGameDLL::InvalidateMdlCache()
{
CBaseAnimating *pAnimating;
for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) )
{
pAnimating = dynamic_cast<CBaseAnimating *>(pEntity);
if ( pAnimating )
{
pAnimating->InvalidateMdlCache();
}
}
}
// interface to the new GC based lobby system
IServerGCLobby *CServerGameDLL::GetServerGCLobby()
{
#ifdef TF_DLL
return GTFGCClientSystem();
#else
return NULL;
#endif
}
void CServerGameDLL::SetServerHibernation( bool bHibernating )
{
m_bIsHibernating = bHibernating;
#ifdef INFESTED_DLL
if ( engine && engine->IsDedicatedServer() && m_bIsHibernating && ASWGameRules() )
{
ASWGameRules()->OnServerHibernating();
}
#endif
#ifdef TF_DLL
GTFGCClientSystem()->SetHibernation( bHibernating );
#endif
}
const char *CServerGameDLL::GetServerBrowserMapOverride()
{
#ifdef TF_DLL
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
const char *pszFilenameShort = g_pPopulationManager ? g_pPopulationManager->GetPopulationFilenameShort() : NULL;
if ( pszFilenameShort && pszFilenameShort[0] )
{
return pszFilenameShort;
}
}
#endif
return NULL;
}
const char *CServerGameDLL::GetServerBrowserGameData()
{
CUtlString sResult;
#ifdef TF_DLL
sResult.Format( "tf_mm_trusted:%d,tf_mm_servermode:%d", tf_mm_trusted.GetInt(), tf_mm_servermode.GetInt() );
CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
if ( !pMatch )
{
sResult.Append( ",lobby:0" );
}
else
{
sResult.Append( CFmtStr( ",lobby:%016llx", pMatch->m_nLobbyID ) );
}
if ( TFGameRules() && TFGameRules()->IsMannVsMachineMode() )
{
bool bMannup = pMatch && pMatch->m_eMatchGroup == k_nMatchGroup_MvM_MannUp;
sResult.Append( CFmtStr( ",mannup:%d", (int)bMannup ) );
}
#endif
static char rchResult[2048];
V_strcpy_safe( rchResult, sResult );
return rchResult;
}
//-----------------------------------------------------------------------------
void CServerGameDLL::Status( void (*print) (const char *fmt, ...) )
{
/* if ( g_pGameRules )
{
g_pGameRules->Status( print );
}*/
}
//-----------------------------------------------------------------------------
void CServerGameDLL::PrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize,
/* in/out */ char *pszMapFile, size_t nMapFileSize )
{
#ifdef TF_DLL
TFMapsWorkshop()->PrepareLevelResources( pszMapName, nMapNameSize, pszMapFile, nMapFileSize );
#endif // TF_DLL
}
//-----------------------------------------------------------------------------
IServerGameDLL::ePrepareLevelResourcesResult
CServerGameDLL::AsyncPrepareLevelResources( /* in/out */ char *pszMapName, size_t nMapNameSize,
/* in/out */ char *pszMapFile, size_t nMapFileSize,
float *flProgress /* = NULL */ )
{
#ifdef TF_DLL
return TFMapsWorkshop()->AsyncPrepareLevelResources( pszMapName, nMapNameSize, pszMapFile, nMapFileSize, flProgress );
#endif // TF_DLL
if ( flProgress )
{
*flProgress = 1.f;
}
return IServerGameDLL::ePrepareLevelResources_Prepared;
}
//-----------------------------------------------------------------------------
IServerGameDLL::eCanProvideLevelResult CServerGameDLL::CanProvideLevel( /* in/out */ char *pMapName, int nMapNameMax )
{
#ifdef TF_DLL
return TFMapsWorkshop()->OnCanProvideLevel( pMapName, nMapNameMax );
#endif // TF_DLL
return IServerGameDLL::eCanProvideLevel_CannotProvide;
}
//-----------------------------------------------------------------------------
bool CServerGameDLL::IsManualMapChangeOkay( const char **pszReason )
{
/*
if ( GameRules() )
{
return GameRules()->IsManualMapChangeOkay( pszReason );
}
*/
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Called during a transition, to build a map adjacency list
//-----------------------------------------------------------------------------
void CServerGameDLL::BuildAdjacentMapList( void )
{
// retrieve the pointer to the save data
CSaveRestoreData *pSaveData = gpGlobals->pSaveData;
if ( pSaveData )
pSaveData->levelInfo.connectionCount = BuildChangeList( pSaveData->levelInfo.levelList, MAX_LEVEL_CONNECTIONS );
}
//-----------------------------------------------------------------------------
// Purpose: Sanity-check to verify that a path is a relative path inside the game dir
// Taken From: engine/cmd.cpp
//-----------------------------------------------------------------------------
static bool IsValidPath( const char *pszFilename )
{
if ( !pszFilename )
{
return false;
}
if ( Q_strlen( pszFilename ) <= 0 ||
Q_IsAbsolutePath( pszFilename ) || // to protect absolute paths
Q_strstr( pszFilename, ".." ) ) // to protect relative paths
{
return false;
}
return true;
}
static void ValidateMOTDFilename( IConVar *pConVar, const char *oldValue, float flOldValue )
{
ConVarRef var( pConVar );
if ( !IsValidPath( var.GetString() ) )
{
var.SetValue( var.GetDefault() );
}
}
static ConVar motdfile( "motdfile", "motd.txt", 0, "The MOTD file to load.", ValidateMOTDFilename );
static ConVar motdfile_text( "motdfile_text", "motd_text.txt", 0, "The text-only MOTD file to use for clients that have disabled HTML MOTDs.", ValidateMOTDFilename );
void CServerGameDLL::LoadMessageOfTheDay()
{
LoadSpecificMOTDMsg( motdfile, "motd" );
LoadSpecificMOTDMsg( motdfile_text, "motd_text" );
}
void CServerGameDLL::LoadSpecificMOTDMsg( const ConVar &convar, const char *pszStringName )
{
#ifndef _XBOX
CUtlBuffer buf;
// Generate preferred filename, which is in the cfg folder.
char szPreferredFilename[ MAX_PATH ];
V_sprintf_safe( szPreferredFilename, "cfg/%s", convar.GetString() );
// Check the preferred filename first
char szResolvedFilename[ MAX_PATH ];
V_strcpy_safe( szResolvedFilename, szPreferredFilename );
bool bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf );
// Not found? Try in the root, which is the old place it used to go.
if ( !bFound )
{
V_strcpy_safe( szResolvedFilename, convar.GetString() );
bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf );
}
// Still not found? See if we can try the default.
if ( !bFound && !V_stricmp( convar.GetString(), convar.GetDefault() ) )
{
V_strcpy_safe( szResolvedFilename, szPreferredFilename );
char *dotTxt = V_stristr( szResolvedFilename, ".txt" );
Assert ( dotTxt != NULL );
if ( dotTxt ) V_strcpy( dotTxt, "_default.txt" );
bFound = filesystem->ReadFile( szResolvedFilename, "GAME", buf );
}
if ( !bFound )
{
Msg( "'%s' not found; not loaded\n", szPreferredFilename );
return;
}
if ( buf.TellPut() > 2048 )
{
Warning("'%s' is too big; not loaded\n", szResolvedFilename );
return;
}
buf.PutChar( '\0' );
if ( V_stricmp( szPreferredFilename, szResolvedFilename ) == 0)
{
Msg( "Set %s from file '%s'\n", pszStringName, szResolvedFilename );
}
else
{
Msg( "Set %s from file '%s'. ('%s' was not found.)\n", pszStringName, szResolvedFilename, szPreferredFilename );
}
g_pStringTableInfoPanel->AddString( CBaseEntity::IsServer(), pszStringName, buf.TellPut(), buf.Base() );
#endif
}
// keeps track of which chapters the user has unlocked
ConVar sv_unlockedchapters( "sv_unlockedchapters", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
//-----------------------------------------------------------------------------
// Purpose: Updates which chapters are unlocked
//-----------------------------------------------------------------------------
void UpdateChapterRestrictions( const char *mapname )
{
// look at the chapter for this map
char chapterTitle[64];
chapterTitle[0] = 0;
for ( int i = 0; i < ARRAYSIZE(gTitleComments); i++ )
{
if ( !Q_strnicmp( mapname, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) )
{
// found
Q_strncpy( chapterTitle, gTitleComments[i].pTitleName, sizeof( chapterTitle ) );
int j = 0;
while ( j < 64 && chapterTitle[j] )
{
if ( chapterTitle[j] == '\n' || chapterTitle[j] == '\r' )
chapterTitle[j] = 0;
else
j++;
}
break;
}
}
if ( !chapterTitle[0] )
return;
// make sure the specified chapter title is unlocked
strlwr( chapterTitle );
// Get our active mod directory name
char modDir[MAX_PATH];
if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false )
return;
char chapterNumberPrefix[64];
Q_snprintf(chapterNumberPrefix, sizeof(chapterNumberPrefix), "#%s_chapter", modDir);
const char *newChapterNumber = strstr( chapterTitle, chapterNumberPrefix );
if ( newChapterNumber )
{
// cut off the front
newChapterNumber += strlen( chapterNumberPrefix );
char newChapter[32];
Q_strncpy( newChapter, newChapterNumber, sizeof(newChapter) );
// cut off the end
char *end = strstr( newChapter, "_title" );
if ( end )
{
*end = 0;
}
int nNewChapter = atoi( newChapter );
// HACK: HL2 added a zany chapter "9a" which wreaks
// havoc in this stupid atoi-based chapter code.
if ( !Q_stricmp( modDir, "hl2" ) )
{
if ( !Q_stricmp( newChapter, "9a" ) )
{
nNewChapter = 10;
}
else if ( nNewChapter > 9 )
{
nNewChapter++;
}
}
// ok we have the string, see if it's newer
const char *unlockedChapter = sv_unlockedchapters.GetString();
int nUnlockedChapter = atoi( unlockedChapter );
if ( nUnlockedChapter < nNewChapter )
{
// ok we're at a higher chapter, unlock
sv_unlockedchapters.SetValue( nNewChapter );
// HACK: Call up through a better function than this? 7/23/07 - jdw
if ( IsX360() )
{
engine->ServerCommand( "host_writeconfig\n" );
}
}
g_nCurrentChapterIndex = nNewChapter;
}
}
//-----------------------------------------------------------------------------
// Purpose: Update xbox live data for the user's presence
//-----------------------------------------------------------------------------
void UpdateRichPresence ( void )
{
// This assumes we're playing a single player game
Assert ( gpGlobals->maxClients == 1 );
// Shouldn't get here unless we're playing a map and we've updated sv_unlockedchapters
Assert ( g_nCurrentChapterIndex >= 0 );
// Get our active mod directory name
char modDir[MAX_PATH];
if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false )
return;
// Get presence data based on the game we're playing
uint iGameID, iChapterIndex, iChapterID, iGamePresenceID;
iGameID = iChapterIndex = iChapterID = iGamePresenceID = 0;
if ( Q_stristr( modDir, "hl2" ) )
{
iGameID = CONTEXT_GAME_GAME_HALF_LIFE_2;
iChapterID = CONTEXT_CHAPTER_HL2;
iChapterIndex = g_nCurrentChapterIndex - 1;
iGamePresenceID = CONTEXT_PRESENCE_HL2_INGAME;
}
else if ( Q_stristr( modDir, "episodic" ) )
{
iGameID = CONTEXT_GAME_GAME_EPISODE_ONE;
iChapterID = CONTEXT_CHAPTER_EP1;
iChapterIndex = g_nCurrentChapterIndex - 1;
iGamePresenceID = CONTEXT_PRESENCE_EP1_INGAME;
}
else if ( Q_stristr( modDir, "ep2" ) )
{
iGameID = CONTEXT_GAME_GAME_EPISODE_TWO;
iChapterID = CONTEXT_CHAPTER_EP2;
iChapterIndex = g_nCurrentChapterIndex - 1;
iGamePresenceID = CONTEXT_PRESENCE_EP2_INGAME;
}
else if ( Q_stristr( modDir, "portal" ) )
{
iGameID = CONTEXT_GAME_GAME_PORTAL;
iChapterID = CONTEXT_CHAPTER_PORTAL;
iChapterIndex = g_nCurrentChapterIndex - 1;
iGamePresenceID = CONTEXT_PRESENCE_PORTAL_INGAME;
}
else
{
Warning( "UpdateRichPresence failed in GameInterface. Didn't recognize -game parameter." );
}
#if defined( _X360 )
// Set chapter context based on mapname
if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), iChapterID, iChapterIndex, true ) )
{
Warning( "GameInterface: UserSetContext failed.\n" );
}
if ( commentary.GetBool() )
{
// Set presence to show the user is playing developer commentary
if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, CONTEXT_PRESENCE_COMMENTARY, true ) )
{
Warning( "GameInterface: UserSetContext failed.\n" );
}
}
else
{
// Set presence to show the user is in-game
if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_PRESENCE, iGamePresenceID, true ) )
{
Warning( "GameInterface: UserSetContext failed.\n" );
}
}
// Set which game the user is playing
if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), CONTEXT_GAME, iGameID, true ) )
{
Warning( "GameInterface: UserSetContext failed.\n" );
}
if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_GAME_TYPE, X_CONTEXT_GAME_TYPE_STANDARD, true ) )
{
Warning( "GameInterface: UserSetContext failed.\n" );
}
if ( !xboxsystem->UserSetContext( XBX_GetPrimaryUserId(), X_CONTEXT_GAME_MODE, CONTEXT_GAME_MODE_SINGLEPLAYER, true ) )
{
Warning( "GameInterface: UserSetContext failed.\n" );
}
#endif
}
//-----------------------------------------------------------------------------
// Precaches a vgui screen overlay material
//-----------------------------------------------------------------------------
void PrecacheMaterial( const char *pMaterialName )
{
Assert( pMaterialName && pMaterialName[0] );
g_pStringTableMaterials->AddString( CBaseEntity::IsServer(), pMaterialName );
}
//-----------------------------------------------------------------------------
// Converts a previously precached material into an index
//-----------------------------------------------------------------------------
int GetMaterialIndex( const char *pMaterialName )
{
if (pMaterialName)
{
int nIndex = g_pStringTableMaterials->FindStringIndex( pMaterialName );
if (nIndex != INVALID_STRING_INDEX )
{
return nIndex;
}
else
{
DevMsg("Warning! GetMaterialIndex: couldn't find material %s\n ", pMaterialName );
return 0;
}
}
// This is the invalid string index
return 0;
}
//-----------------------------------------------------------------------------
// Converts a previously precached material index into a string
//-----------------------------------------------------------------------------
const char *GetMaterialNameFromIndex( int nMaterialIndex )
{
return g_pStringTableMaterials->GetString( nMaterialIndex );
}
//-----------------------------------------------------------------------------
// Precaches a vgui screen overlay material
//-----------------------------------------------------------------------------
void PrecacheParticleSystem( const char *pParticleSystemName )
{
Assert( pParticleSystemName && pParticleSystemName[0] );
g_pStringTableParticleEffectNames->AddString( CBaseEntity::IsServer(), pParticleSystemName );
}
//-----------------------------------------------------------------------------
// Converts a previously precached material into an index
//-----------------------------------------------------------------------------
int GetParticleSystemIndex( const char *pParticleSystemName )
{
if ( pParticleSystemName )
{
int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName );
if (nIndex != INVALID_STRING_INDEX )
return nIndex;
DevWarning("Server: Missing precache for particle system \"%s\"!\n", pParticleSystemName );
}
// This is the invalid string index
return 0;
}
//-----------------------------------------------------------------------------
// Converts a previously precached material index into a string
//-----------------------------------------------------------------------------
const char *GetParticleSystemNameFromIndex( int nMaterialIndex )
{
if ( nMaterialIndex < g_pStringTableParticleEffectNames->GetMaxStrings() )
return g_pStringTableParticleEffectNames->GetString( nMaterialIndex );
return "error";
}
//-----------------------------------------------------------------------------
// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode)
//-----------------------------------------------------------------------------
bool IsEngineThreaded()
{
if ( g_pcv_ThreadMode )
{
return g_pcv_ThreadMode->GetBool();
}
return false;
}
class CServerGameEnts : public IServerGameEnts
{
public:
virtual void SetDebugEdictBase(edict_t *base);
virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 );
virtual void FreeContainingEntity( edict_t * );
virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt );
virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict );
virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts );
};
EXPOSE_SINGLE_INTERFACE(CServerGameEnts, IServerGameEnts, INTERFACEVERSION_SERVERGAMEENTS);
void CServerGameEnts::SetDebugEdictBase(edict_t *base)
{
g_pDebugEdictBase = base;
}
//-----------------------------------------------------------------------------
// Purpose: Marks entities as touching
// Input : *e1 -
// *e2 -
//-----------------------------------------------------------------------------
void CServerGameEnts::MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 )
{
CBaseEntity *entity = GetContainingEntity( e1 );
CBaseEntity *entityTouched = GetContainingEntity( e2 );
if ( entity && entityTouched )
{
// HACKHACK: UNDONE: Pass in the trace here??!?!?
trace_t tr;
UTIL_ClearTrace( tr );
tr.endpos = (entity->GetAbsOrigin() + entityTouched->GetAbsOrigin()) * 0.5;
entity->PhysicsMarkEntitiesAsTouching( entityTouched, tr );
}
}
void CServerGameEnts::FreeContainingEntity( edict_t *e )
{
::FreeContainingEntity(e);
}
edict_t* CServerGameEnts::BaseEntityToEdict( CBaseEntity *pEnt )
{
if ( pEnt )
return pEnt->edict();
else
return NULL;
}
CBaseEntity* CServerGameEnts::EdictToBaseEntity( edict_t *pEdict )
{
if ( pEdict )
return CBaseEntity::Instance( pEdict );
else
return NULL;
}
/* Yuck.. ideally this would be in CServerNetworkProperty's header, but it requires CBaseEntity and
// inlining it gives a nice speedup.
inline void CServerNetworkProperty::CheckTransmit( CCheckTransmitInfo *pInfo )
{
// If we have a transmit proxy, let it hook our ShouldTransmit return value.
if ( m_pTransmitProxy )
{
nShouldTransmit = m_pTransmitProxy->ShouldTransmit( pInfo, nShouldTransmit );
}
if ( m_pOuter->ShouldTransmit( pInfo ) )
{
m_pOuter->SetTransmit( pInfo );
}
} */
void CServerGameEnts::CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts )
{
// NOTE: for speed's sake, this assumes that all networkables are CBaseEntities and that the edict list
// is consecutive in memory. If either of these things change, then this routine needs to change, but
// ideally we won't be calling any virtual from this routine. This speedy routine was added as an
// optimization which would be nice to keep.
edict_t *pBaseEdict = engine->PEntityOfEntIndex( 0 );
// get recipient player's skybox:
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
Assert( pRecipientEntity && pRecipientEntity->IsPlayer() );
if ( !pRecipientEntity )
return;
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pRecipientPlayer = static_cast<CBasePlayer*>( pRecipientEntity );
const int skyBoxArea = pRecipientPlayer->m_Local.m_skybox3d.area;
#ifndef _X360
const bool bIsHLTV = pRecipientPlayer->IsHLTV();
const bool bIsReplay = pRecipientPlayer->IsReplay();
// m_pTransmitAlways must be set if HLTV client
Assert( bIsHLTV == ( pInfo->m_pTransmitAlways != NULL) ||
bIsReplay == ( pInfo->m_pTransmitAlways != NULL) );
#endif
for ( int i=0; i < nEdicts; i++ )
{
int iEdict = pEdictIndices[i];
edict_t *pEdict = &pBaseEdict[iEdict];
Assert( pEdict == engine->PEntityOfEntIndex( iEdict ) );
int nFlags = pEdict->m_fStateFlags & (FL_EDICT_DONTSEND|FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_FULLCHECK);
// entity needs no transmit
if ( nFlags & FL_EDICT_DONTSEND )
continue;
// entity is already marked for sending
if ( pInfo->m_pTransmitEdict->Get( iEdict ) )
continue;
if ( nFlags & FL_EDICT_ALWAYS )
{
// FIXME: Hey! Shouldn't this be using SetTransmit so as
// to also force network down dependent entities?
while ( true )
{
// mark entity for sending
pInfo->m_pTransmitEdict->Set( iEdict );
#ifndef _X360
if ( bIsHLTV || bIsReplay )
{
pInfo->m_pTransmitAlways->Set( iEdict );
}
#endif
CServerNetworkProperty *pEnt = static_cast<CServerNetworkProperty*>( pEdict->GetNetworkable() );
if ( !pEnt )
break;
CServerNetworkProperty *pParent = pEnt->GetNetworkParent();
if ( !pParent )
break;
pEdict = pParent->edict();
iEdict = pParent->entindex();
}
continue;
}
// FIXME: Would like to remove all dependencies
CBaseEntity *pEnt = ( CBaseEntity * )pEdict->GetUnknown();
Assert( dynamic_cast< CBaseEntity* >( pEdict->GetUnknown() ) == pEnt );
if ( nFlags == FL_EDICT_FULLCHECK )
{
// do a full ShouldTransmit() check, may return FL_EDICT_CHECKPVS
nFlags = pEnt->ShouldTransmit( pInfo );
Assert( !(nFlags & FL_EDICT_FULLCHECK) );
if ( nFlags & FL_EDICT_ALWAYS )
{
pEnt->SetTransmit( pInfo, true );
continue;
}
}
// don't send this entity
if ( !( nFlags & FL_EDICT_PVSCHECK ) )
continue;
CServerNetworkProperty *netProp = static_cast<CServerNetworkProperty*>( pEdict->GetNetworkable() );
#ifndef _X360
if ( bIsHLTV || bIsReplay )
{
// for the HLTV/Replay we don't cull against PVS
if ( netProp->AreaNum() == skyBoxArea )
{
pEnt->SetTransmit( pInfo, true );
}
else
{
pEnt->SetTransmit( pInfo, false );
}
continue;
}
#endif
// Always send entities in the player's 3d skybox.
// Sidenote: call of AreaNum() ensures that PVS data is up to date for this entity
bool bSameAreaAsSky = netProp->AreaNum() == skyBoxArea;
if ( bSameAreaAsSky )
{
pEnt->SetTransmit( pInfo, true );
continue;
}
bool bInPVS = netProp->IsInPVS( pInfo );
if ( bInPVS || sv_force_transmit_ents.GetBool() )
{
// only send if entity is in PVS
pEnt->SetTransmit( pInfo, false );
continue;
}
// If the entity is marked "check PVS" but it's in hierarchy, walk up the hierarchy looking for the
// for any parent which is also in the PVS. If none are found, then we don't need to worry about sending ourself
CBaseEntity *orig = pEnt;
CServerNetworkProperty *check = netProp->GetNetworkParent();
// BUG BUG: I think it might be better to build up a list of edict indices which "depend" on other answers and then
// resolve them in a second pass. Not sure what happens if an entity has two parents who both request PVS check?
while ( check )
{
int checkIndex = check->entindex();
// Parent already being sent
if ( pInfo->m_pTransmitEdict->Get( checkIndex ) )
{
orig->SetTransmit( pInfo, true );
break;
}
edict_t *checkEdict = check->edict();
int checkFlags = checkEdict->m_fStateFlags & (FL_EDICT_DONTSEND|FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_FULLCHECK);
if ( checkFlags & FL_EDICT_DONTSEND )
break;
if ( checkFlags & FL_EDICT_ALWAYS )
{
orig->SetTransmit( pInfo, true );
break;
}
if ( checkFlags == FL_EDICT_FULLCHECK )
{
// do a full ShouldTransmit() check, may return FL_EDICT_CHECKPVS
CBaseEntity *pCheckEntity = check->GetBaseEntity();
nFlags = pCheckEntity->ShouldTransmit( pInfo );
Assert( !(nFlags & FL_EDICT_FULLCHECK) );
if ( nFlags & FL_EDICT_ALWAYS )
{
pCheckEntity->SetTransmit( pInfo, true );
orig->SetTransmit( pInfo, true );
}
break;
}
if ( checkFlags & FL_EDICT_PVSCHECK )
{
// Check pvs
check->RecomputePVSInformation();
bool bMoveParentInPVS = check->IsInPVS( pInfo );
if ( bMoveParentInPVS )
{
orig->SetTransmit( pInfo, true );
break;
}
}
// Continue up chain just in case the parent itself has a parent that's in the PVS...
check = check->GetNetworkParent();
}
}
// Msg("A:%i, N:%i, F: %i, P: %i\n", always, dontSend, fullCheck, PVS );
}
CServerGameClients g_ServerGameClients;
// INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3 is compatible with the latest since we're only adding things to the end, so expose that as well.
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameClients, IServerGameClients003, INTERFACEVERSION_SERVERGAMECLIENTS_VERSION_3, g_ServerGameClients );
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameClients, IServerGameClients, INTERFACEVERSION_SERVERGAMECLIENTS, g_ServerGameClients );
//-----------------------------------------------------------------------------
// Purpose: called when a player tries to connect to the server
// Input : *pEdict - the new player
// char *pszName - the players name
// char *pszAddress - the IP address of the player
// reject - output - fill in with the reason why
// maxrejectlen -- sizeof output buffer
// the player was not allowed to connect.
// Output : Returns TRUE if player is allowed to join, FALSE if connection is denied.
//-----------------------------------------------------------------------------
bool CServerGameClients::ClientConnect( edict_t *pEdict, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen )
{
if ( !g_pGameRules )
return false;
return g_pGameRules->ClientConnected( pEdict, pszName, pszAddress, reject, maxrejectlen );
}
//-----------------------------------------------------------------------------
// Purpose: Called when a player is fully active (i.e. ready to receive messages)
// Input : *pEntity - the player
//-----------------------------------------------------------------------------
void CServerGameClients::ClientActive( edict_t *pEdict, bool bLoadGame )
{
MDLCACHE_CRITICAL_SECTION();
::ClientActive( pEdict, bLoadGame );
// If we just loaded from a save file, call OnRestore on valid entities
EndRestoreEntities();
if ( gpGlobals->eLoadType != MapLoad_LoadGame )
{
// notify all entities that the player is now in the game
for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) )
{
pEntity->PostClientActive();
}
}
// Tell the sound controller to check looping sounds
CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
CSoundEnvelopeController::GetController().CheckLoopingSoundsForPlayer( pPlayer );
SceneManager_ClientActive( pPlayer );
#if defined( TF_DLL )
Assert( pPlayer );
if ( pPlayer && !pPlayer->IsFakeClient() && !pPlayer->IsHLTV() && !pPlayer->IsReplay() )
{
CSteamID steamID;
if ( pPlayer->GetSteamID( &steamID ) )
{
GTFGCClientSystem()->ClientActive( steamID );
}
else
{
if ( !pPlayer->IsReplay() && !pPlayer->IsHLTV() )
{
Log("WARNING: ClientActive, but we don't know his SteamID?\n");
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pPlayer - the player
//-----------------------------------------------------------------------------
void CServerGameClients::ClientSpawned( edict_t *pPlayer )
{
if ( g_pGameRules )
{
g_pGameRules->ClientSpawned( pPlayer );
}
}
//-----------------------------------------------------------------------------
// Purpose: called when a player disconnects from a server
// Input : *pEdict - the player
//-----------------------------------------------------------------------------
void CServerGameClients::ClientDisconnect( edict_t *pEdict )
{
extern bool g_fGameOver;
CBasePlayer *player = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
if ( player )
{
if ( !g_fGameOver )
{
player->SetMaxSpeed( 0.0f );
CSound *pSound;
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEdict ) );
{
// since this client isn't around to think anymore, reset their sound.
if ( pSound )
{
pSound->Reset();
}
}
// since the edict doesn't get deleted, fix it so it doesn't interfere.
player->RemoveFlag( FL_AIMTARGET ); // don't attract autoaim
player->AddFlag( FL_DONTTOUCH ); // stop it touching anything
player->AddFlag( FL_NOTARGET ); // stop NPCs noticing it
player->AddSolidFlags( FSOLID_NOT_SOLID ); // nonsolid
if ( g_pGameRules )
{
g_pGameRules->ClientDisconnected( pEdict );
gamestats->Event_PlayerDisconnected( player );
}
}
// Make sure all Untouch()'s are called for this client leaving
CBaseEntity::PhysicsRemoveTouchedList( player );
CBaseEntity::PhysicsRemoveGroundList( player );
#if !defined( NO_ENTITY_PREDICTION )
// Make sure anything we "own" is simulated by the server from now on
player->ClearPlayerSimulationList();
#endif
#if defined( TF_DLL )
if ( !player->IsFakeClient() )
{
CSteamID steamID;
if ( player->GetSteamID( &steamID ) )
{
GTFGCClientSystem()->ClientDisconnected( steamID );
}
else
{
if ( !player->IsReplay() && !player->IsHLTV() )
{
Log("WARNING: ClientDisconnected, but we don't know his SteamID?\n");
}
}
}
#endif
}
}
void CServerGameClients::ClientPutInServer( edict_t *pEntity, const char *playername )
{
if ( g_pClientPutInServerOverride )
g_pClientPutInServerOverride( pEntity, playername );
else
::ClientPutInServer( pEntity, playername );
}
void CServerGameClients::ClientCommand( edict_t *pEntity, const CCommand &args )
{
CBasePlayer *pPlayer = ToBasePlayer( GetContainingEntity( pEntity ) );
::ClientCommand( pPlayer, args );
}
//-----------------------------------------------------------------------------
// Purpose: called after the player changes userinfo - gives dll a chance to modify
// it before it gets sent into the rest of the engine->
// Input : *pEdict - the player
// *infobuffer - their infobuffer
//-----------------------------------------------------------------------------
void CServerGameClients::ClientSettingsChanged( edict_t *pEdict )
{
// Is the client spawned yet?
if ( !pEdict->GetUnknown() )
return;
CBasePlayer *player = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
if ( !player )
return;
bool bAllowNetworkingClientSettingsChange = g_pGameRules->IsConnectedUserInfoChangeAllowed( player );
if ( bAllowNetworkingClientSettingsChange )
{
#define QUICKGETCVARVALUE(v) (engine->GetClientConVarValue( player->entindex(), v ))
// get network setting for prediction & lag compensation
// Unfortunately, we have to duplicate the code in cdll_bounded_cvars.cpp here because the client
// doesn't send the virtualized value up (because it has no way to know when the virtualized value
// changes). Possible todo: put the responsibility on the bounded cvar to notify the engine when
// its virtualized value has changed.
player->m_nUpdateRate = Q_atoi( QUICKGETCVARVALUE("cl_updaterate") );
static const ConVar *pMinUpdateRate = g_pCVar->FindVar( "sv_minupdaterate" );
static const ConVar *pMaxUpdateRate = g_pCVar->FindVar( "sv_maxupdaterate" );
if ( pMinUpdateRate && pMaxUpdateRate )
player->m_nUpdateRate = clamp( player->m_nUpdateRate, (int) pMinUpdateRate->GetFloat(), (int) pMaxUpdateRate->GetFloat() );
#if !defined( NO_ENTITY_PREDICTION )
bool usePrediction = Q_atoi( QUICKGETCVARVALUE("cl_predict")) != 0;
if ( usePrediction )
{
player->m_bPredictWeapons = Q_atoi( QUICKGETCVARVALUE("cl_predictweapons")) != 0;
player->m_bLagCompensation = Q_atoi( QUICKGETCVARVALUE("cl_lagcompensation")) != 0;
}
else
#endif
{
player->m_bPredictWeapons = false;
player->m_bLagCompensation = false;
}
#undef QUICKGETCVARVALUE
}
g_pGameRules->ClientSettingsChanged( player );
}
#ifdef PORTAL
//-----------------------------------------------------------------------------
// Purpose: Runs CFuncAreaPortalBase::UpdateVisibility on each portal
// Input : pAreaPortal - The Area portal to test for visibility from portals
// Output : int - 1 if any portal needs this area portal open, 0 otherwise.
//-----------------------------------------------------------------------------
int TestAreaPortalVisibilityThroughPortals ( CFuncAreaPortalBase* pAreaPortal, edict_t *pViewEntity, unsigned char *pvs, int pvssize )
{
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
if( iPortalCount == 0 )
return 0;
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
for ( int i = 0; i != iPortalCount; ++i )
{
CProp_Portal* pLocalPortal = pPortals[ i ];
if ( pLocalPortal && pLocalPortal->m_bActivated )
{
CProp_Portal* pRemotePortal = pLocalPortal->m_hLinkedPortal.Get();
// Make sure this portal's linked portal is in the PVS before we add what it can see
if ( pRemotePortal && pRemotePortal->m_bActivated && pRemotePortal->NetworkProp() &&
pRemotePortal->NetworkProp()->IsInPVS( pViewEntity, pvs, pvssize ) )
{
bool bIsOpenOnClient = true;
float fovDistanceAdjustFactor = 1.0f;
Vector portalOrg = pLocalPortal->GetAbsOrigin();
int iPortalNeedsThisPortalOpen = pAreaPortal->UpdateVisibility( portalOrg, fovDistanceAdjustFactor, bIsOpenOnClient );
// Stop checking on success, this portal needs to be open
if ( iPortalNeedsThisPortalOpen )
{
return iPortalNeedsThisPortalOpen;
}
}
}
}
return 0;
}
#endif
//-----------------------------------------------------------------------------
// Purpose: A client can have a separate "view entity" indicating that his/her view should depend on the origin of that
// view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current
// entity's origin is used. Either is offset by the m_vecViewOffset to get the eye position.
// From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could
// override the actual PAS or PVS values, or use a different origin.
// NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame
// Input : *pViewEntity -
// *pClient -
// **pvs -
// **pas -
//-----------------------------------------------------------------------------
void CServerGameClients::ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize )
{
Vector org;
// Reset the PVS!!!
engine->ResetPVS( pvs, pvssize );
g_pToolFrameworkServer->PreSetupVisibility();
// Find the client's PVS
CBaseEntity *pVE = NULL;
if ( pViewEntity )
{
pVE = GetContainingEntity( pViewEntity );
// If we have a viewentity, it overrides the player's origin
if ( pVE )
{
org = pVE->EyePosition();
engine->AddOriginToPVS( org );
}
}
float fovDistanceAdjustFactor = 1;
CBasePlayer *pPlayer = ( CBasePlayer * )GetContainingEntity( pClient );
if ( pPlayer )
{
org = pPlayer->EyePosition();
pPlayer->SetupVisibility( pVE, pvs, pvssize );
UTIL_SetClientVisibilityPVS( pClient, pvs, pvssize );
fovDistanceAdjustFactor = pPlayer->GetFOVDistanceAdjustFactorForNetworking();
}
unsigned char portalBits[MAX_AREA_PORTAL_STATE_BYTES];
memset( portalBits, 0, sizeof( portalBits ) );
int portalNums[512];
int isOpen[512];
int iOutPortal = 0;
for( unsigned short i = g_AreaPortals.Head(); i != g_AreaPortals.InvalidIndex(); i = g_AreaPortals.Next(i) )
{
CFuncAreaPortalBase *pCur = g_AreaPortals[i];
bool bIsOpenOnClient = true;
// Update our array of which portals are open and flush it if necessary.
portalNums[iOutPortal] = pCur->m_portalNumber;
isOpen[iOutPortal] = pCur->UpdateVisibility( org, fovDistanceAdjustFactor, bIsOpenOnClient );
#ifdef PORTAL
// If the client doesn't need this open, test if portals might need this area portal open
if ( isOpen[iOutPortal] == 0 )
{
isOpen[iOutPortal] = TestAreaPortalVisibilityThroughPortals( pCur, pViewEntity, pvs, pvssize );
}
#endif
++iOutPortal;
if ( iOutPortal >= ARRAYSIZE( portalNums ) )
{
engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal );
iOutPortal = 0;
}
// Version 0 portals (ie: shipping Half-Life 2 era) are always treated as open
// for purposes of the m_chAreaPortalBits array on the client.
if ( pCur->m_iPortalVersion == 0 )
bIsOpenOnClient = true;
if ( bIsOpenOnClient )
{
if ( pCur->m_portalNumber < 0 )
continue;
else if ( pCur->m_portalNumber >= sizeof( portalBits ) * 8 )
Error( "ClientSetupVisibility: portal number (%d) too large", pCur->m_portalNumber );
else
portalBits[pCur->m_portalNumber >> 3] |= (1 << (pCur->m_portalNumber & 7));
}
}
// Flush the remaining areaportal states.
engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal );
if ( pPlayer )
{
// Update the area bits that get sent to the client.
pPlayer->m_Local.UpdateAreaBits( pPlayer, portalBits );
#ifdef PORTAL
// *After* the player's view has updated its area bits, add on any other areas seen by portals
CPortal_Player* pPortalPlayer = dynamic_cast<CPortal_Player*>( pPlayer );
if ( pPortalPlayer )
{
pPortalPlayer->UpdatePortalViewAreaBits( pvs, pvssize );
}
#endif //PORTAL
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
// *buf -
// numcmds -
// totalcmds -
// dropped_packets -
// ignore -
// paused -
// Output : float
//-----------------------------------------------------------------------------
#define CMD_MAXBACKUP 64
float CServerGameClients::ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
int dropped_packets, bool ignore, bool paused )
{
int i;
CUserCmd *from, *to;
// We track last three command in case we drop some
// packets but get them back.
CUserCmd cmds[ CMD_MAXBACKUP ];
CUserCmd cmdNull; // For delta compression
Assert( numcmds >= 0 );
Assert( ( totalcmds - numcmds ) >= 0 );
CBasePlayer *pPlayer = NULL;
CBaseEntity *pEnt = CBaseEntity::Instance(player);
if ( pEnt && pEnt->IsPlayer() )
{
pPlayer = static_cast< CBasePlayer * >( pEnt );
}
// Too many commands?
if ( totalcmds < 0 || totalcmds >= ( CMD_MAXBACKUP - 1 ) )
{
const char *name = "unknown";
if ( pPlayer )
{
name = pPlayer->GetPlayerName();
}
Msg("CBasePlayer::ProcessUsercmds: too many cmds %i sent for player %s\n", totalcmds, name );
// FIXME: Need a way to drop the client from here
//SV_DropClient ( host_client, false, "CMD_MAXBACKUP hit" );
buf->SetOverflowFlag();
return 0.0f;
}
// Initialize for reading delta compressed usercmds
cmdNull.Reset();
from = &cmdNull;
for ( i = totalcmds - 1; i >= 0; i-- )
{
to = &cmds[ i ];
ReadUsercmd( buf, to, from );
from = to;
}
// Client not fully connected or server has gone inactive or is paused, just ignore
if ( ignore || !pPlayer )
{
return 0.0f;
}
MDLCACHE_CRITICAL_SECTION();
pPlayer->ProcessUsercmds( cmds, numcmds, totalcmds, dropped_packets, paused );
return TICK_INTERVAL;
}
void CServerGameClients::PostClientMessagesSent_DEPRECIATED( void )
{
}
// Sets the client index for the client who typed the command into his/her console
void CServerGameClients::SetCommandClient( int index )
{
g_nCommandClientIndex = index;
}
int CServerGameClients::GetReplayDelay( edict_t *pEdict, int &entity )
{
CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
if ( !pPlayer )
return 0;
entity = pPlayer->GetReplayEntity();
return pPlayer->GetDelayTicks();
}
//-----------------------------------------------------------------------------
// The client's userinfo data lump has changed
//-----------------------------------------------------------------------------
void CServerGameClients::ClientEarPosition( edict_t *pEdict, Vector *pEarOrigin )
{
CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
if (pPlayer)
{
*pEarOrigin = pPlayer->EarPosition();
}
else
{
// Shouldn't happen
Assert(0);
*pEarOrigin = vec3_origin;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
// Output : CPlayerState
//-----------------------------------------------------------------------------
CPlayerState *CServerGameClients::GetPlayerState( edict_t *player )
{
// Is the client spawned yet?
if ( !player || !player->GetUnknown() )
return NULL;
CBasePlayer *pBasePlayer = ( CBasePlayer * )CBaseEntity::Instance( player );
if ( !pBasePlayer )
return NULL;
return &pBasePlayer->pl;
}
//-----------------------------------------------------------------------------
// Purpose: Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair)
// can be added here
// Input : *buf -
// buflen -
//-----------------------------------------------------------------------------
void CServerGameClients::GetBugReportInfo( char *buf, int buflen )
{
recentNPCSpeech_t speech[ SPEECH_LIST_MAX_SOUNDS ];
int num;
int i;
buf[ 0 ] = 0;
if ( gpGlobals->maxClients == 1 )
{
CBaseEntity *ent = FindPickerEntity( UTIL_PlayerByIndex(1) );
if ( ent )
{
Q_snprintf( buf, buflen, "Picker %i/%s - ent %s model %s\n",
ent->entindex(),
ent->GetClassname(),
STRING( ent->GetEntityName() ),
STRING( ent->GetModelName() ) );
}
// get any sounds that were spoken by NPCs recently
num = GetRecentNPCSpeech( speech );
if ( num > 0 )
{
Q_snprintf( buf, buflen, "%sRecent NPC speech:\n", buf );
for( i = 0; i < num; i++ )
{
Q_snprintf( buf, buflen, "%s time: %6.3f sound name: %s scene: %s\n", buf, speech[ i ].time, speech[ i ].name, speech[ i ].sceneName );
}
Q_snprintf( buf, buflen, "%sCurrent time: %6.3f\n", buf, gpGlobals->curtime );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: A user has had their network id setup and validated
//-----------------------------------------------------------------------------
void CServerGameClients::NetworkIDValidated( const char *pszUserName, const char *pszNetworkID )
{
}
// The client has submitted a keyvalues command
void CServerGameClients::ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues )
{
if ( !pKeyValues )
return;
if ( g_pGameRules )
{
g_pGameRules->ClientCommandKeyValues( pEntity, pKeyValues );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static bf_write *g_pMsgBuffer = NULL;
void EntityMessageBegin( CBaseEntity * entity, bool reliable /*= false*/ )
{
Assert( !g_pMsgBuffer );
Assert ( entity );
g_pMsgBuffer = engine->EntityMessageBegin( entity->entindex(), entity->GetServerClass(), reliable );
}
void UserMessageBegin( IRecipientFilter& filter, const char *messagename )
{
Assert( !g_pMsgBuffer );
Assert( messagename );
int msg_type = usermessages->LookupUserMessage( messagename );
if ( msg_type == -1 )
{
Error( "UserMessageBegin: Unregistered message '%s'\n", messagename );
}
g_pMsgBuffer = engine->UserMessageBegin( &filter, msg_type );
}
void MessageEnd( void )
{
Assert( g_pMsgBuffer );
engine->MessageEnd();
g_pMsgBuffer = NULL;
}
void MessageWriteByte( int iValue)
{
if (!g_pMsgBuffer)
Error( "WRITE_BYTE called with no active message\n" );
g_pMsgBuffer->WriteByte( iValue );
}
void MessageWriteChar( int iValue)
{
if (!g_pMsgBuffer)
Error( "WRITE_CHAR called with no active message\n" );
g_pMsgBuffer->WriteChar( iValue );
}
void MessageWriteShort( int iValue)
{
if (!g_pMsgBuffer)
Error( "WRITE_SHORT called with no active message\n" );
g_pMsgBuffer->WriteShort( iValue );
}
void MessageWriteWord( int iValue )
{
if (!g_pMsgBuffer)
Error( "WRITE_WORD called with no active message\n" );
g_pMsgBuffer->WriteWord( iValue );
}
void MessageWriteLong( int iValue)
{
if (!g_pMsgBuffer)
Error( "WriteLong called with no active message\n" );
g_pMsgBuffer->WriteLong( iValue );
}
void MessageWriteFloat( float flValue)
{
if (!g_pMsgBuffer)
Error( "WriteFloat called with no active message\n" );
g_pMsgBuffer->WriteFloat( flValue );
}
void MessageWriteAngle( float flValue)
{
if (!g_pMsgBuffer)
Error( "WriteAngle called with no active message\n" );
g_pMsgBuffer->WriteBitAngle( flValue, 8 );
}
void MessageWriteCoord( float flValue)
{
if (!g_pMsgBuffer)
Error( "WriteCoord called with no active message\n" );
g_pMsgBuffer->WriteBitCoord( flValue );
}
void MessageWriteVec3Coord( const Vector& rgflValue)
{
if (!g_pMsgBuffer)
Error( "WriteVec3Coord called with no active message\n" );
g_pMsgBuffer->WriteBitVec3Coord( rgflValue );
}
void MessageWriteVec3Normal( const Vector& rgflValue)
{
if (!g_pMsgBuffer)
Error( "WriteVec3Normal called with no active message\n" );
g_pMsgBuffer->WriteBitVec3Normal( rgflValue );
}
void MessageWriteAngles( const QAngle& rgflValue)
{
if (!g_pMsgBuffer)
Error( "WriteVec3Normal called with no active message\n" );
g_pMsgBuffer->WriteBitAngles( rgflValue );
}
void MessageWriteString( const char *sz )
{
if (!g_pMsgBuffer)
Error( "WriteString called with no active message\n" );
g_pMsgBuffer->WriteString( sz );
}
void MessageWriteEntity( int iValue)
{
if (!g_pMsgBuffer)
Error( "WriteEntity called with no active message\n" );
g_pMsgBuffer->WriteShort( iValue );
}
void MessageWriteEHandle( CBaseEntity *pEntity )
{
if (!g_pMsgBuffer)
Error( "WriteEHandle called with no active message\n" );
long iEncodedEHandle;
if( pEntity )
{
EHANDLE hEnt = pEntity;
int iSerialNum = hEnt.GetSerialNumber() & ( (1 << NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS) - 1 );
iEncodedEHandle = hEnt.GetEntryIndex() | (iSerialNum << MAX_EDICT_BITS);
}
else
{
iEncodedEHandle = INVALID_NETWORKED_EHANDLE_VALUE;
}
g_pMsgBuffer->WriteLong( iEncodedEHandle );
}
// bitwise
void MessageWriteBool( bool bValue )
{
if (!g_pMsgBuffer)
Error( "WriteBool called with no active message\n" );
g_pMsgBuffer->WriteOneBit( bValue ? 1 : 0 );
}
void MessageWriteUBitLong( unsigned int data, int numbits )
{
if (!g_pMsgBuffer)
Error( "WriteUBitLong called with no active message\n" );
g_pMsgBuffer->WriteUBitLong( data, numbits );
}
void MessageWriteSBitLong( int data, int numbits )
{
if (!g_pMsgBuffer)
Error( "WriteSBitLong called with no active message\n" );
g_pMsgBuffer->WriteSBitLong( data, numbits );
}
void MessageWriteBits( const void *pIn, int nBits )
{
if (!g_pMsgBuffer)
Error( "WriteBits called with no active message\n" );
g_pMsgBuffer->WriteBits( pIn, nBits );
}
class CServerDLLSharedAppSystems : public IServerDLLSharedAppSystems
{
public:
CServerDLLSharedAppSystems()
{
AddAppSystem( "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION );
AddAppSystem( "scenefilecache" DLL_EXT_STRING, SCENE_FILE_CACHE_INTERFACE_VERSION );
}
virtual int Count()
{
return m_Systems.Count();
}
virtual char const *GetDllName( int idx )
{
return m_Systems[ idx ].m_pModuleName;
}
virtual char const *GetInterfaceName( int idx )
{
return m_Systems[ idx ].m_pInterfaceName;
}
private:
void AddAppSystem( char const *moduleName, char const *interfaceName )
{
AppSystemInfo_t sys;
sys.m_pModuleName = moduleName;
sys.m_pInterfaceName = interfaceName;
m_Systems.AddToTail( sys );
}
CUtlVector< AppSystemInfo_t > m_Systems;
};
EXPOSE_SINGLE_INTERFACE( CServerDLLSharedAppSystems, IServerDLLSharedAppSystems, SERVER_DLL_SHARED_APPSYSTEMS );
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CServerGameTags::GetTaggedConVarList( KeyValues *pCvarTagList )
{
if ( pCvarTagList && g_pGameRules )
{
g_pGameRules->GetTaggedConVarList( pCvarTagList );
}
}
#ifndef NO_STEAM
CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex )
{
const CSteamID *pResult = engine->GetClientSteamIDByPlayerIndex( iPlayerIndex );
if ( pResult )
return *pResult;
// Return a bogus steam ID
return CSteamID();
}
#endif