NorthstarLauncher/NorthstarDLL/convar.h

193 lines
8.6 KiB
C++

#pragma once
#include "sourceinterface.h"
#include "color.h"
#include "cvar.h"
#include "concommand.h"
// taken directly from iconvar.h
// The default, no flags at all
#define FCVAR_NONE 0
// Command to ConVars and ConCommands
// ConVar Systems
#define FCVAR_UNREGISTERED (1 << 0) // If this is set, don't add to linked list, etc.
#define FCVAR_DEVELOPMENTONLY (1 << 1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined.
#define FCVAR_GAMEDLL (1 << 2) // defined by the game DLL
#define FCVAR_CLIENTDLL (1 << 3) // defined by the client DLL
#define FCVAR_HIDDEN (1 << 4) // Hidden. Doesn't appear in find or auto complete. Like DEVELOPMENTONLY, but can't be compiled out.
// ConVar only
#define FCVAR_PROTECTED \
(1 << 5) // It's a server cvar, but we don't send the data since it's a password, etc. Sends 1 if it's not bland/zero, 0 otherwise as
// value.
#define FCVAR_SPONLY (1 << 6) // This cvar cannot be changed by clients connected to a multiplayer server.
#define FCVAR_ARCHIVE (1 << 7) // set to cause it to be saved to vars.rc
#define FCVAR_NOTIFY (1 << 8) // notifies players when changed
#define FCVAR_USERINFO (1 << 9) // changes the client's info string
#define FCVAR_PRINTABLEONLY (1 << 10) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
#define FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS \
(1 << 10) // When on concommands this allows remote clients to execute this cmd on the server.
// We are changing the default behavior of concommands to disallow execution by remote clients without
// this flag due to the number existing concommands that can lag or crash the server when clients abuse them.
#define FCVAR_UNLOGGED (1 << 11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
#define FCVAR_NEVER_AS_STRING (1 << 12) // never try to print that cvar
// It's a ConVar that's shared between the client and the server.
// At signon, the values of all such ConVars are sent from the server to the client (skipped for local client, of course )
// If a change is requested it must come from the console (i.e., no remote client changes)
// If a value is changed while a server is active, it's replicated to all connected clients
#define FCVAR_REPLICATED (1 << 13) // server setting enforced on clients, TODO rename to FCAR_SERVER at some time
#define FCVAR_CHEAT (1 << 14) // Only useable in singleplayer / debug / multiplayer & sv_cheats
#define FCVAR_SS (1 << 15) // causes varnameN where N == 2 through max splitscreen slots for mod to be autogenerated
#define FCVAR_DEMO (1 << 16) // record this cvar when starting a demo file
#define FCVAR_DONTRECORD (1 << 17) // don't record these command in demofiles
#define FCVAR_SS_ADDED (1 << 18) // This is one of the "added" FCVAR_SS variables for the splitscreen players
#define FCVAR_RELEASE (1 << 19) // Cvars tagged with this are the only cvars avaliable to customers
#define FCVAR_RELOAD_MATERIALS (1 << 20) // If this cvar changes, it forces a material reload
#define FCVAR_RELOAD_TEXTURES (1 << 21) // If this cvar changes, if forces a texture reload
#define FCVAR_NOT_CONNECTED (1 << 22) // cvar cannot be changed by a client that is connected to a server
#define FCVAR_MATERIAL_SYSTEM_THREAD (1 << 23) // Indicates this cvar is read from the material system thread
#define FCVAR_ARCHIVE_PLAYERPROFILE (1 << 24) // respawn-defined flag, same as FCVAR_ARCHIVE but writes to profile.cfg
#define FCVAR_SERVER_CAN_EXECUTE \
(1 << 28) // the server is allowed to execute this command on clients via
// ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd.
#define FCVAR_SERVER_CANNOT_QUERY \
(1 << 29) // If this is set, then the server is not allowed to query this cvar's value (via IServerPluginHelpers::StartQueryCvarValue).
// !!!NOTE!!! : this is likely incorrect, there are multiple concommands that the vanilla game registers with this flag that 100% should not
// be remotely executable i.e. multiple commands that only exist on client (screenshot, joystick_initialize) we now use
// FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS in all places this flag was previously used
#define FCVAR_CLIENTCMD_CAN_EXECUTE \
(1 << 30) // IVEngineClient::ClientCmd is allowed to execute this command.
// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
#define FCVAR_ACCESSIBLE_FROM_THREADS (1 << 25) // used as a debugging tool necessary to check material system thread convars
// TODO: could be cool to repurpose these for northstar use somehow?
// #define FCVAR_AVAILABLE (1<<26)
// #define FCVAR_AVAILABLE (1<<27)
// #define FCVAR_AVAILABLE (1<<31)
// flag => string stuff
const std::multimap<int, const char*> g_PrintCommandFlags = {
{FCVAR_UNREGISTERED, "UNREGISTERED"},
{FCVAR_DEVELOPMENTONLY, "DEVELOPMENTONLY"},
{FCVAR_GAMEDLL, "GAMEDLL"},
{FCVAR_CLIENTDLL, "CLIENTDLL"},
{FCVAR_HIDDEN, "HIDDEN"},
{FCVAR_PROTECTED, "PROTECTED"},
{FCVAR_SPONLY, "SPONLY"},
{FCVAR_ARCHIVE, "ARCHIVE"},
{FCVAR_NOTIFY, "NOTIFY"},
{FCVAR_USERINFO, "USERINFO"},
// TODO: PRINTABLEONLY and GAMEDLL_FOR_REMOTE_CLIENTS are both 1<<10, one is for vars and one is for commands
// this fucking sucks i think
{FCVAR_PRINTABLEONLY, "PRINTABLEONLY"},
{FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS, "GAMEDLL_FOR_REMOTE_CLIENTS"},
{FCVAR_UNLOGGED, "UNLOGGED"},
{FCVAR_NEVER_AS_STRING, "NEVER_AS_STRING"},
{FCVAR_REPLICATED, "REPLICATED"},
{FCVAR_CHEAT, "CHEAT"},
{FCVAR_SS, "SS"},
{FCVAR_DEMO, "DEMO"},
{FCVAR_DONTRECORD, "DONTRECORD"},
{FCVAR_SS_ADDED, "SS_ADDED"},
{FCVAR_RELEASE, "RELEASE"},
{FCVAR_RELOAD_MATERIALS, "RELOAD_MATERIALS"},
{FCVAR_RELOAD_TEXTURES, "RELOAD_TEXTURES"},
{FCVAR_NOT_CONNECTED, "NOT_CONNECTED"},
{FCVAR_MATERIAL_SYSTEM_THREAD, "MATERIAL_SYSTEM_THREAD"},
{FCVAR_ARCHIVE_PLAYERPROFILE, "ARCHIVE_PLAYERPROFILE"},
{FCVAR_SERVER_CAN_EXECUTE, "SERVER_CAN_EXECUTE"},
{FCVAR_SERVER_CANNOT_QUERY, "SERVER_CANNOT_QUERY"},
{FCVAR_CLIENTCMD_CAN_EXECUTE, "UNKNOWN"},
{FCVAR_ACCESSIBLE_FROM_THREADS, "ACCESSIBLE_FROM_THREADS"}};
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ConCommandBase;
class ConCommand;
class ConVar;
typedef void (*FnChangeCallback_t)(ConVar* var, const char* pOldValue, float flOldValue);
//-----------------------------------------------------------------------------
// Purpose: A console variable
//-----------------------------------------------------------------------------
class ConVar
{
public:
ConVar(void) {};
ConVar(const char* pszName, const char* pszDefaultValue, int nFlags, const char* pszHelpString);
ConVar(
const char* pszName,
const char* pszDefaultValue,
int nFlags,
const char* pszHelpString,
bool bMin,
float fMin,
bool bMax,
float fMax,
FnChangeCallback_t pCallback);
~ConVar(void);
const char* GetBaseName(void) const;
const char* GetHelpText(void) const;
void AddFlags(int nFlags);
void RemoveFlags(int nFlags);
bool GetBool(void) const;
float GetFloat(void) const;
int GetInt(void) const;
Color GetColor(void) const;
const char* GetString(void) const;
bool GetMin(float& flMinValue) const;
bool GetMax(float& flMaxValue) const;
float GetMinValue(void) const;
float GetMaxValue(void) const;
bool HasMin(void) const;
bool HasMax(void) const;
void SetValue(int nValue);
void SetValue(float flValue);
void SetValue(const char* pszValue);
void SetValue(Color clValue);
void ChangeStringValue(const char* pszTempValue, float flOldValue);
bool SetColorFromString(const char* pszValue);
bool ClampValue(float& value);
bool IsRegistered(void) const;
bool IsCommand(void) const;
bool IsFlagSet(int nFlags) const;
struct CVValue_t
{
const char* m_pszString;
int64_t m_iStringLength;
float m_fValue;
int m_nValue;
};
ConCommandBase m_ConCommandBase {}; // 0x0000
const char* m_pszDefaultValue {}; // 0x0040
CVValue_t m_Value {}; // 0x0048
bool m_bHasMin {}; // 0x005C
float m_fMinVal {}; // 0x0060
bool m_bHasMax {}; // 0x0064
float m_fMaxVal {}; // 0x0068
void* m_pMalloc {}; // 0x0070
char m_pPad80[10] {}; // 0x0080
}; // Size: 0x0080