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mirror of https://github.com/R2Northstar/NorthstarLauncher synced 2024-10-30 11:26:40 +01:00
NorthstarLauncher/NorthstarDLL/shared/gamepresence.cpp
F1F7Y 82bff57d16
Remove pch.cpp and all #include "pch.h" occurrences (#519)
With the move to cmake there is no need for the `pch.cpp` files as it generates them automatically.
Also removes leftover `#include "pch.h"` occurrences
2023-07-28 23:26:13 +02:00

80 lines
3.5 KiB
C++

#include "gamepresence.h"
#include "plugins/pluginbackend.h"
#include "plugins/plugins.h"
#include "dedicated/dedicated.h"
#include "server/serverpresence.h"
#include "masterserver/masterserver.h"
#include "squirrel/squirrel.h"
GameStatePresence* g_pGameStatePresence;
GameStatePresence::GameStatePresence()
{
g_pServerPresence->AddPresenceReporter(&m_GameStateServerPresenceReporter);
}
void GameStateServerPresenceReporter::RunFrame(double flCurrentTime, const ServerPresence* pServerPresence)
{
g_pGameStatePresence->id = pServerPresence->m_sServerId;
g_pGameStatePresence->name = pServerPresence->m_sServerName;
g_pGameStatePresence->description = pServerPresence->m_sServerDesc;
g_pGameStatePresence->password = pServerPresence->m_Password;
g_pGameStatePresence->map = pServerPresence->m_MapName;
g_pGameStatePresence->playlist = pServerPresence->m_PlaylistName;
g_pGameStatePresence->currentPlayers = pServerPresence->m_iPlayerCount;
g_pGameStatePresence->maxPlayers = pServerPresence->m_iMaxPlayers;
g_pGameStatePresence->isLocal = !IsDedicatedServer();
}
void GameStatePresence::RunFrame()
{
if (g_pSquirrel<ScriptContext::UI>->m_pSQVM != nullptr && g_pSquirrel<ScriptContext::UI>->m_pSQVM->sqvm != nullptr)
g_pSquirrel<ScriptContext::UI>->Call("NorthstarCodeCallback_GenerateUIPresence");
if (g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM != nullptr && g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM->sqvm != nullptr)
{
auto test = g_pSquirrel<ScriptContext::CLIENT>->Call("NorthstarCodeCallback_GenerateGameState");
}
g_pPluginCommunicationhandler->GeneratePresenceObjects();
}
ADD_SQFUNC("void", NSPushGameStateData, "GameStateStruct gamestate", "", ScriptContext::CLIENT)
{
SQStructInstance* structInst = g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM->sqvm->_stackOfCurrentFunction[1]._VAL.asStructInstance;
g_pGameStatePresence->map = structInst->data[0]._VAL.asString->_val;
g_pGameStatePresence->mapDisplayname = structInst->data[1]._VAL.asString->_val;
g_pGameStatePresence->playlist = structInst->data[2]._VAL.asString->_val;
g_pGameStatePresence->playlistDisplayname = structInst->data[3]._VAL.asString->_val;
g_pGameStatePresence->currentPlayers = structInst->data[4]._VAL.asInteger;
g_pGameStatePresence->maxPlayers = structInst->data[5]._VAL.asInteger;
g_pGameStatePresence->ownScore = structInst->data[6]._VAL.asInteger;
g_pGameStatePresence->otherHighestScore = structInst->data[7]._VAL.asInteger;
g_pGameStatePresence->maxScore = structInst->data[8]._VAL.asInteger;
g_pGameStatePresence->timestampEnd = ceil(structInst->data[9]._VAL.asFloat);
if (g_pMasterServerManager->m_currentServer)
{
g_pGameStatePresence->id = g_pMasterServerManager->m_currentServer->id;
g_pGameStatePresence->name = g_pMasterServerManager->m_currentServer->name;
g_pGameStatePresence->description = g_pMasterServerManager->m_currentServer->description;
g_pGameStatePresence->password = g_pMasterServerManager->m_sCurrentServerPassword;
}
return SQRESULT_NOTNULL;
}
ADD_SQFUNC("void", NSPushUIPresence, "UIPresenceStruct presence", "", ScriptContext::UI)
{
SQStructInstance* structInst = g_pSquirrel<ScriptContext::UI>->m_pSQVM->sqvm->_stackOfCurrentFunction[1]._VAL.asStructInstance;
g_pGameStatePresence->isLoading = structInst->data[0]._VAL.asInteger;
g_pGameStatePresence->isLobby = structInst->data[1]._VAL.asInteger;
g_pGameStatePresence->loadingLevel = structInst->data[2]._VAL.asString->_val;
g_pGameStatePresence->uiMap = structInst->data[3]._VAL.asString->_val;
return SQRESULT_NOTNULL;
}