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HLMetaModOfficial/core-legacy/gamedll_bridge.cpp

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#include <assert.h>
#include "sourcemm.h"
#include "CPlugin.h"
#include <loader_bridge.h>
using namespace SourceMM;
#define IFACE_MACRO(orig,nam) \
CPluginManager::CPlugin *pl; \
SourceHook::List<CPluginEventHandler>::iterator event; \
IMetamodListener *api; \
int mret = 0; \
void *val = NULL; \
for (PluginIter iter = g_PluginMngr._begin(); iter != g_PluginMngr._end(); iter++) { \
pl = (*iter); \
for (event=pl->m_Events.begin(); event!=pl->m_Events.end(); event++) { \
api = (*event).event; \
mret = IFACE_FAILED; \
if ( (val=api->On##nam##Query(iface, &mret)) != NULL ) { \
if (ret) *ret = mret; \
return val; \
} \
} \
} \
return (orig)(iface, ret);
class GameDllBridge : public IGameDllBridge
{
public:
virtual bool DLLInit_Pre(const gamedll_bridge_info *info, char *buffer, size_t maxlength)
{
assert(!g_GameDll.loaded && !g_bIsBridgedAsVsp);
LoadAsGameDLL(info);
return true;
}
virtual void DLLInit_Post(int *isgdUnload)
{
SourceHook::MemFuncInfo mfi;
mfi.isVirtual = false;
SourceHook::GetFuncInfo(&IServerGameDLL::DLLShutdown, mfi);
assert(mfi.isVirtual);
assert(mfi.vtbloffs == 0);
assert(mfi.thisptroffs == 0);
*isgdUnload = mfi.vtblindex;
g_PluginMngr.SetAllLoaded();
}
virtual void *QueryInterface(const char *iface, int *ret)
{
/* We use this interface for responding to the meta client command */
if (strncmp(iface, "ServerGameClients", 17) == 0)
{
void *ptr = (g_GameDll.factory)(iface, ret);
g_GameDll.pGameClients = static_cast<IServerGameClients *>(ptr);
return ptr;
}
/* If we got here, there's definitely a GameDLL */
IFACE_MACRO(g_GameDll.factory, GameDLL);
}
virtual void Unload()
{
UnloadMetamod(true);
}
};
GameDllBridge mm14_gamedll_bridge;
SMM_API IGameDllBridge *
GetGameDllBridge()
{
return &mm14_gamedll_bridge;
}
void *ServerFactory(const char *name, int *code)
{
return mm14_gamedll_bridge.QueryInterface(name, code);
}
/* Wrapper function. This is called when the GameDLL thinks it's using
* the engine's real engineFactory.
*/
void *EngineFactory(const char *iface, int *ret)
{
IFACE_MACRO(g_Engine.engineFactory, Engine);
}
/* Wrapper function. This is called when the GameDLL thinks it's using
* the engine's real physicsFactory.
*/
void *PhysicsFactory(const char *iface, int *ret)
{
IFACE_MACRO(g_Engine.physicsFactory, Physics);
}
/* Wrapper function. This is called when the GameDLL thinks it's using
* the engine's real fileSystemFactory.
*/
void *FileSystemFactory(const char *iface, int *ret)
{
IFACE_MACRO(g_Engine.fileSystemFactory, FileSystem);
}