NorthstarLauncher/primedev/shared/misccommands.cpp

392 lines
14 KiB
C++

#include "misccommands.h"
#include "core/convar/concommand.h"
#include "shared/playlist.h"
#include "engine/r2engine.h"
#include "client/r2client.h"
#include "core/tier0.h"
#include "engine/hoststate.h"
#include "masterserver/masterserver.h"
#include "mods/modmanager.h"
#include "server/auth/serverauthentication.h"
#include "squirrel/squirrel.h"
void ConCommand_force_newgame(const CCommand& arg)
{
if (arg.ArgC() < 2)
return;
g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME;
strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName));
}
void ConCommand_ns_start_reauth_and_leave_to_lobby(const CCommand& arg)
{
// hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect
g_pMasterServerManager->m_bNewgameAfterSelfAuth = true;
g_pMasterServerManager->AuthenticateWithOwnServer(g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken);
}
void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg)
{
if (g_pServerAuthentication->m_RemoteAuthenticationData.size())
g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str());
// weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this
if (g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM)
{
g_pServerAuthentication->m_bNeedLocalAuthForNewgame = true;
// this won't set playlist correctly on remote clients, don't think they can set playlist until they've left which sorta
// fucks things should maybe set this in HostState_NewGame?
R2::SetCurrentPlaylist("tdm");
strcpy(g_pHostState->m_levelName, "mp_lobby");
g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME;
}
}
void ConCommand_cvar_setdefaultvalue(const CCommand& arg)
{
if (arg.ArgC() < 3)
{
spdlog::info("usage: cvar_setdefaultvalue mp_gamemode tdm");
return;
}
ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
if (!pCvar)
{
spdlog::info("usage: cvar_setdefaultvalue mp_gamemode tdm");
return;
}
// unfortunately no way for us to not leak memory here, as default value might not be in writeable memory by default
size_t nLen = strlen(arg.Arg(2));
char* pBuf = new char[nLen + 1];
strncpy_s(pBuf, nLen + 1, arg.Arg(2), nLen);
pCvar->m_pszDefaultValue = pBuf;
}
void ConCommand_cvar_setvalueanddefaultvalue(const CCommand& arg)
{
if (arg.ArgC() < 3)
{
spdlog::info("usage: cvar_setvalueanddefaultvalue mp_gamemode tdm");
return;
}
ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
if (!pCvar)
{
spdlog::info("usage: cvar_setvalueanddefaultvalue mp_gamemode tdm");
return;
}
// unfortunately no way for us to not leak memory here, as default value might not be in writeable memory by default
size_t nLen = strlen(arg.Arg(2));
char* pBuf = new char[nLen + 1];
strncpy_s(pBuf, nLen + 1, arg.Arg(2), nLen);
pCvar->m_pszDefaultValue = pBuf;
pCvar->SetValue(pCvar->m_pszDefaultValue);
}
void ConCommand_cvar_reset(const CCommand& arg)
{
if (arg.ArgC() < 2)
{
spdlog::info("usage: cvar_reset mp_gamemode");
return;
}
ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
if (!pCvar)
{
spdlog::info("usage: cvar_reset mp_gamemode");
return;
}
// reset cvar
pCvar->SetValue(pCvar->m_pszDefaultValue);
}
void AddMiscConCommands()
{
RegisterConCommand(
"force_newgame",
ConCommand_force_newgame,
"forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
FCVAR_NONE);
RegisterConCommand(
"ns_start_reauth_and_leave_to_lobby",
ConCommand_ns_start_reauth_and_leave_to_lobby,
"called by the server, used to reauth and return the player to lobby when leaving a game",
FCVAR_SERVER_CAN_EXECUTE);
// this is a concommand because we make a deferred call to it from another thread
RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE);
RegisterConCommand(
"cvar_setdefaultvalue",
ConCommand_cvar_setdefaultvalue,
"overwrites the default value of a cvar, for use with script and cvar_reset",
FCVAR_NONE);
RegisterConCommand(
"cvar_setvalueanddefaultvalue",
ConCommand_cvar_setvalueanddefaultvalue,
"overwrites the current value and default value of a cvar, for use with script and cvar_reset",
FCVAR_NONE);
RegisterConCommand("cvar_reset", ConCommand_cvar_reset, "resets a cvar's value to its default value", FCVAR_NONE);
}
// fixes up various cvar flags to have more sane values
void FixupCvarFlags()
{
if (CommandLine()->CheckParm("-allowdevcvars"))
{
// strip hidden and devonly cvar flags
int iNumCvarsAltered = 0;
for (auto& pair : g_pCVar->DumpToMap())
{
// strip flags
int flags = pair.second->GetFlags();
if (flags & FCVAR_DEVELOPMENTONLY)
{
flags &= ~FCVAR_DEVELOPMENTONLY;
iNumCvarsAltered++;
}
if (flags & FCVAR_HIDDEN)
{
flags &= ~FCVAR_HIDDEN;
iNumCvarsAltered++;
}
pair.second->m_nFlags = flags;
}
spdlog::info("Removed {} hidden/devonly cvar flags", iNumCvarsAltered);
}
// make all engine client commands FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS
// these are usually checked through CGameClient::IsEngineClientCommand, but we get more control over this if we just do it through
// cvar flags
const char** ppEngineClientCommands = CModule("engine.dll").Offset(0x7C5EF0).RCast<const char**>();
int i = 0;
do
{
ConCommandBase* pCommand = g_pCVar->FindCommandBase(ppEngineClientCommands[i]);
if (pCommand) // not all the commands in this array actually exist in respawn source
pCommand->m_nFlags |= FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS;
} while (ppEngineClientCommands[++i]);
// array of cvars and the flags we want to add to them
const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_ADD_FLAGS = {
// system commands (i.e. necessary for proper functionality)
// servers need to be able to disconnect
{"disconnect", FCVAR_SERVER_CAN_EXECUTE},
// cheat commands
{"give", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"give_server", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"givecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"takecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"switchclass", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"set", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"_setClassVarServer", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"ent_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"ent_throw", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"ent_setname", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"ent_teleport", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"ent_remove", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"ent_remove_all", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"ent_fire", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"particle_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"particle_recreate", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"particle_kill", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"test_setteam", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"melee_lunge_ent", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
// fcvars that should be cheats
{"net_ignoreAllSnapshots", FCVAR_CHEAT},
{"highlight_draw", FCVAR_CHEAT},
// these should potentially be replicated rather than cheat, like sv_footsteps is
// however they're defined on client, so can't make replicated atm sadly
{"cl_footstep_event_max_dist", FCVAR_CHEAT},
{"cl_footstep_event_max_dist_titan", FCVAR_CHEAT},
};
// array of cvars and the flags we want to remove from them
const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_REMOVE_FLAGS = {
// unsure how this command works, not even sure it's used on retail servers, deffo shouldn't be used on northstar
{"migrateme", FCVAR_SERVER_CAN_EXECUTE | FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"recheck", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // we don't need this on northstar servers, it's for communities
// unsure how these work exactly (rpt system likely somewhat stripped?), removing anyway since they won't be used
{"rpt_client_enable", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
{"rpt_password", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
// these are devonly by default but should be modifyable
// NOTE: not all of these may actually do anything or work properly in practice
// network settings
{"cl_updaterate_mp", FCVAR_DEVELOPMENTONLY},
{"cl_updaterate_sp", FCVAR_DEVELOPMENTONLY},
{"clock_bias_sp", FCVAR_DEVELOPMENTONLY},
{"clock_bias_mp", FCVAR_DEVELOPMENTONLY},
{"cl_interpolate", FCVAR_DEVELOPMENTONLY}, // super duper ultra fucks anims if changed
{"cl_interpolateSoAllAnimsLoop", FCVAR_DEVELOPMENTONLY},
{"cl_cmdrate", FCVAR_DEVELOPMENTONLY},
{"cl_cmdbackup", FCVAR_DEVELOPMENTONLY},
{"rate", FCVAR_DEVELOPMENTONLY},
{"net_minroutable", FCVAR_DEVELOPMENTONLY},
{"net_maxroutable", FCVAR_DEVELOPMENTONLY},
{"net_lerpFields", FCVAR_DEVELOPMENTONLY},
{"net_ignoreAllSnapshots", FCVAR_DEVELOPMENTONLY},
{"net_chokeloop", FCVAR_DEVELOPMENTONLY},
{"sv_unlag", FCVAR_DEVELOPMENTONLY},
{"sv_maxunlag", FCVAR_DEVELOPMENTONLY},
{"sv_lagpushticks", FCVAR_DEVELOPMENTONLY},
{"sv_instancebaselines", FCVAR_DEVELOPMENTONLY},
{"sv_voiceEcho", FCVAR_DEVELOPMENTONLY},
{"net_compresspackets", FCVAR_DEVELOPMENTONLY},
{"net_compresspackets_minsize", FCVAR_DEVELOPMENTONLY},
{"net_verifyEncryption", FCVAR_DEVELOPMENTONLY}, // unsure if functional in retail
// gameplay settings
{"vel_samples", FCVAR_DEVELOPMENTONLY},
{"vel_sampleFrequency", FCVAR_DEVELOPMENTONLY},
{"sv_friction", FCVAR_DEVELOPMENTONLY},
{"sv_stopspeed", FCVAR_DEVELOPMENTONLY},
{"sv_airaccelerate", FCVAR_DEVELOPMENTONLY},
{"sv_forceGrapplesToFail", FCVAR_DEVELOPMENTONLY},
{"sv_maxvelocity", FCVAR_DEVELOPMENTONLY},
{"sv_footsteps", FCVAR_DEVELOPMENTONLY},
// these 2 are flagged as CHEAT above, could be made REPLICATED later potentially
{"cl_footstep_event_max_dist", FCVAR_DEVELOPMENTONLY},
{"cl_footstep_event_max_dist_titan", FCVAR_DEVELOPMENTONLY},
{"sv_balanceTeams", FCVAR_DEVELOPMENTONLY},
{"rodeo_enable", FCVAR_DEVELOPMENTONLY},
{"sv_forceRodeoToFail", FCVAR_DEVELOPMENTONLY},
{"player_find_rodeo_target_per_cmd", FCVAR_DEVELOPMENTONLY}, // todo test before merge
{"hud_takesshots", FCVAR_DEVELOPMENTONLY}, // very likely does not work but would be cool if it did
{"cam_collision", FCVAR_DEVELOPMENTONLY},
{"cam_idealdelta", FCVAR_DEVELOPMENTONLY},
{"cam_ideallag", FCVAR_DEVELOPMENTONLY},
// graphics/visual settings
{"mat_colorcorrection", FCVAR_DEVELOPMENTONLY},
{"r_hbaoRadius", FCVAR_DEVELOPMENTONLY},
{"r_hbaoDepthMax", FCVAR_DEVELOPMENTONLY},
{"r_hbaoBlurSharpness", FCVAR_DEVELOPMENTONLY},
{"r_hbaoIntensity", FCVAR_DEVELOPMENTONLY},
{"r_hbaoBias", FCVAR_DEVELOPMENTONLY},
{"r_hbaoDistanceLerp", FCVAR_DEVELOPMENTONLY},
{"r_hbaoBlurRadius", FCVAR_DEVELOPMENTONLY},
{"r_hbaoExponent", FCVAR_DEVELOPMENTONLY},
{"r_hbaoDepthFadePctDefault", FCVAR_DEVELOPMENTONLY},
{"r_drawscreenspaceparticles", FCVAR_DEVELOPMENTONLY},
{"ui_loadingscreen_fadeout_time", FCVAR_DEVELOPMENTONLY},
{"ui_loadingscreen_fadein_time", FCVAR_DEVELOPMENTONLY},
{"ui_loadingscreen_transition_time", FCVAR_DEVELOPMENTONLY},
{"ui_loadingscreen_mintransition_time", FCVAR_DEVELOPMENTONLY},
// these 2 could be FCVAR_CHEAT, i guess?
{"cl_draw_player_model", FCVAR_DEVELOPMENTONLY},
{"cl_always_draw_3p_player", FCVAR_DEVELOPMENTONLY},
{"idcolor_neutral", FCVAR_DEVELOPMENTONLY},
{"idcolor_ally", FCVAR_DEVELOPMENTONLY},
{"idcolor_ally_cb1", FCVAR_DEVELOPMENTONLY},
{"idcolor_ally_cb2", FCVAR_DEVELOPMENTONLY},
{"idcolor_ally_cb3", FCVAR_DEVELOPMENTONLY},
{"idcolor_enemy", FCVAR_DEVELOPMENTONLY},
{"idcolor_enemy_cb1", FCVAR_DEVELOPMENTONLY},
{"idcolor_enemy_cb2", FCVAR_DEVELOPMENTONLY},
{"idcolor_enemy_cb3", FCVAR_DEVELOPMENTONLY},
{"playerListPartyColorR", FCVAR_DEVELOPMENTONLY},
{"playerListPartyColorG", FCVAR_DEVELOPMENTONLY},
{"playerListPartyColorB", FCVAR_DEVELOPMENTONLY},
{"playerListUseFriendColor", FCVAR_DEVELOPMENTONLY},
{"fx_impact_neutral", FCVAR_DEVELOPMENTONLY},
{"fx_impact_ally", FCVAR_DEVELOPMENTONLY},
{"fx_impact_enemy", FCVAR_DEVELOPMENTONLY},
{"hitch_alert_color", FCVAR_DEVELOPMENTONLY},
{"particles_cull_all", FCVAR_DEVELOPMENTONLY},
{"particles_cull_dlights", FCVAR_DEVELOPMENTONLY},
{"map_settings_override", FCVAR_DEVELOPMENTONLY},
{"highlight_draw", FCVAR_DEVELOPMENTONLY},
// sys/engine settings
{"sleep_when_meeting_framerate", FCVAR_DEVELOPMENTONLY},
{"sleep_when_meeting_framerate_headroom_ms", FCVAR_DEVELOPMENTONLY},
{"not_focus_sleep", FCVAR_DEVELOPMENTONLY},
{"sp_not_focus_pause", FCVAR_DEVELOPMENTONLY},
{"joy_requireFocus", FCVAR_DEVELOPMENTONLY},
{"host_thread_mode", FCVAR_DEVELOPMENTONLY},
{"phys_enable_simd_optimizations", FCVAR_DEVELOPMENTONLY},
{"phys_enable_experimental_optimizations", FCVAR_DEVELOPMENTONLY},
{"community_frame_run", FCVAR_DEVELOPMENTONLY},
{"sv_single_core_dedi", FCVAR_DEVELOPMENTONLY},
{"sv_stressbots", FCVAR_DEVELOPMENTONLY},
{"fatal_script_errors", FCVAR_DEVELOPMENTONLY},
{"fatal_script_errors_client", FCVAR_DEVELOPMENTONLY},
{"fatal_script_errors_server", FCVAR_DEVELOPMENTONLY},
{"script_error_on_midgame_load", FCVAR_DEVELOPMENTONLY}, // idk what this is
{"ai_ainRebuildOnMapStart", FCVAR_DEVELOPMENTONLY},
{"save_enable", FCVAR_DEVELOPMENTONLY},
// cheat commands
{"switchclass", FCVAR_DEVELOPMENTONLY},
{"set", FCVAR_DEVELOPMENTONLY},
{"_setClassVarServer", FCVAR_DEVELOPMENTONLY},
// reparse commands
{"aisettings_reparse", FCVAR_DEVELOPMENTONLY},
{"aisettings_reparse_client", FCVAR_DEVELOPMENTONLY},
{"damagedefs_reparse", FCVAR_DEVELOPMENTONLY},
{"damagedefs_reparse_client", FCVAR_DEVELOPMENTONLY},
{"playerSettings_reparse", FCVAR_DEVELOPMENTONLY},
{"_playerSettings_reparse_Server", FCVAR_DEVELOPMENTONLY},
};
const std::vector<std::tuple<const char*, const char*>> CVAR_FIXUP_DEFAULT_VALUES = {
{"sv_stressbots", "0"}, // not currently used but this is probably a bad default if we get bots working
{"cl_pred_optimize", "0"} // fixes issues with animation prediction in thirdperson
};
for (auto& fixup : CVAR_FIXUP_ADD_FLAGS)
{
ConCommandBase* command = g_pCVar->FindCommandBase(std::get<0>(fixup));
if (command)
command->m_nFlags |= std::get<1>(fixup);
}
for (auto& fixup : CVAR_FIXUP_REMOVE_FLAGS)
{
ConCommandBase* command = g_pCVar->FindCommandBase(std::get<0>(fixup));
if (command)
command->m_nFlags &= ~std::get<1>(fixup);
}
for (auto& fixup : CVAR_FIXUP_DEFAULT_VALUES)
{
ConVar* cvar = g_pCVar->FindVar(std::get<0>(fixup));
if (cvar && !strcmp(cvar->GetString(), cvar->m_pszDefaultValue))
{
cvar->SetValue(std::get<1>(fixup));
cvar->m_pszDefaultValue = std::get<1>(fixup);
}
}
}