163 lines
5.9 KiB
C++
163 lines
5.9 KiB
C++
#include "pch.h"
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#include "misccommands.h"
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#include "concommand.h"
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#include "playlist.h"
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#include "r2engine.h"
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#include "r2client.h"
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#include "tier0.h"
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#include "hoststate.h"
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#include "masterserver.h"
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#include "modmanager.h"
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#include "serverauthentication.h"
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#include "squirrel.h"
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void ConCommand_force_newgame(const CCommand& arg)
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{
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if (arg.ArgC() < 2)
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return;
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R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME;
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strncpy(R2::g_pHostState->m_levelName, arg.Arg(1), sizeof(R2::g_pHostState->m_levelName));
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}
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void ConCommand_ns_start_reauth_and_leave_to_lobby(const CCommand& arg)
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{
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// hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect
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g_pMasterServerManager->m_bNewgameAfterSelfAuth = true;
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g_pMasterServerManager->AuthenticateWithOwnServer(R2::g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken);
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}
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void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg)
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{
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if (g_pServerAuthentication->m_RemoteAuthenticationData.size())
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R2::g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str());
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// weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this
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if (g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM)
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{
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g_pServerAuthentication->m_bNeedLocalAuthForNewgame = true;
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// this won't set playlist correctly on remote clients, don't think they can set playlist until they've left which sorta
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// fucks things should maybe set this in HostState_NewGame?
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R2::SetCurrentPlaylist("tdm");
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strcpy(R2::g_pHostState->m_levelName, "mp_lobby");
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R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME;
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}
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}
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void AddMiscConCommands()
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{
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RegisterConCommand(
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"force_newgame",
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ConCommand_force_newgame,
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"forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
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FCVAR_NONE);
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RegisterConCommand(
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"ns_start_reauth_and_leave_to_lobby",
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ConCommand_ns_start_reauth_and_leave_to_lobby,
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"called by the server, used to reauth and return the player to lobby when leaving a game",
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FCVAR_SERVER_CAN_EXECUTE);
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// this is a concommand because we make a deferred call to it from another thread
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RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE);
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}
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// fixes up various cvar flags to have more sane values
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void FixupCvarFlags()
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{
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if (Tier0::CommandLine()->CheckParm("-allowdevcvars"))
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{
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// strip hidden and devonly cvar flags
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int iNumCvarsAltered = 0;
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for (auto& pair : R2::g_pCVar->DumpToMap())
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{
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// strip flags
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int flags = pair.second->GetFlags();
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if (flags & FCVAR_DEVELOPMENTONLY)
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{
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flags &= ~FCVAR_DEVELOPMENTONLY;
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iNumCvarsAltered++;
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}
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if (flags & FCVAR_HIDDEN)
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{
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flags &= ~FCVAR_HIDDEN;
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iNumCvarsAltered++;
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}
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pair.second->m_nFlags = flags;
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}
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spdlog::info("Removed {} hidden/devonly cvar flags", iNumCvarsAltered);
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}
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// make all engine client commands FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS
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// these are usually checked through CGameClient::IsEngineClientCommand, but we get more control over this if we just do it through
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// cvar flags
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const char** ppEngineClientCommands = CModule("engine.dll").Offset(0x7C5EF0).As<const char**>();
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int i = 0;
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do
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{
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ConCommandBase* pCommand = R2::g_pCVar->FindCommandBase(ppEngineClientCommands[i]);
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if (pCommand) // not all the commands in this array actually exist in respawn source
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pCommand->m_nFlags |= FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS;
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} while (ppEngineClientCommands[++i]);
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// array of cvars and the flags we want to add to them
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const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_ADD_FLAGS = {
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// system commands (i.e. necessary for proper functionality)
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// servers need to be able to disconnect
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{"disconnect", FCVAR_SERVER_CAN_EXECUTE},
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// cheat commands
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{"give", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"give_server", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"givecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"takecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"switchclass", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"set", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"_setClassVarServer", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_throw", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_setname", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_teleport", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_remove", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_remove_all", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"ent_fire", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"particle_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"particle_recreate", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"particle_kill", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"test_setteam", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"melee_lunge_ent", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}};
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// array of cvars and the flags we want to remove from them
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const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_REMOVE_FLAGS = {
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// unsure how this command works, not even sure it's used on retail servers, deffo shouldn't be used on northstar
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{"migrateme", FCVAR_SERVER_CAN_EXECUTE | FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"recheck", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // we don't need this on northstar servers, it's for communities
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// unsure how these work exactly (rpt system likely somewhat stripped?), removing anyway since they won't be used
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{"rpt_client_enable", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
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{"rpt_password", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}};
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for (auto& fixup : CVAR_FIXUP_ADD_FLAGS)
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{
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ConCommandBase* command = R2::g_pCVar->FindCommandBase(std::get<0>(fixup));
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if (command)
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command->m_nFlags |= std::get<1>(fixup);
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}
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for (auto& fixup : CVAR_FIXUP_REMOVE_FLAGS)
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{
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ConCommandBase* command = R2::g_pCVar->FindCommandBase(std::get<0>(fixup));
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if (command)
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command->m_nFlags &= ~std::get<1>(fixup);
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}
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}
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