/* ======== sample_mm ======== * Copyright (C) 2004-2005 Metamod:Source Development Team * No warranties of any kind * * License: zlib/libpng * * Author(s): David "BAILOPAN" Anderson * ============================ */ #include #include "SamplePlugin.h" SamplePlugin g_SamplePlugin; PLUGIN_EXPOSE(SamplePlugin, g_SamplePlugin); //This has all of the necessary hook declarations. Read it! #include "meta_hooks.h" bool SamplePlugin::LevelInit(const char *pMapName, const char *pMapEntities, const char *pOldLevel, const char *pLandmarkName, bool loadGame, bool background) { META_LOG(g_PLAPI, "LevelInit() called: pMapName=%s", pMapName); RETURN_META_VALUE(MRES_IGNORED, true); } void SamplePlugin::ServerActivate(edict_t *pEdictList, int edictCount, int clientMax) { META_LOG(g_PLAPI, "ServerActivate() called: edictCount=%d, clientMax=%d", edictCount, clientMax); RETURN_META(MRES_IGNORED); } void SamplePlugin::GameFrame(bool simulating) { META_LOG(g_PLAPI, "GameFrame() called: simulating=%d", simulating); RETURN_META(MRES_IGNORED); } void SamplePlugin::LevelShutdown( void ) { META_LOG(g_PLAPI, "LevelShutdown() called"); RETURN_META(MRES_IGNORED); } void SamplePlugin::ClientActive(edict_t *pEntity, bool bLoadGame) { META_LOG(g_PLAPI, "ClientActive called: pEntity=%d", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0); RETURN_META(MRES_IGNORED); } void SamplePlugin::ClientDisconnect(edict_t *pEntity) { META_LOG(g_PLAPI, "ClientDisconnect called: pEntity=%d", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0); RETURN_META(MRES_IGNORED); } void SamplePlugin::ClientPutInServer(edict_t *pEntity, char const *playername) { META_LOG(g_PLAPI, "ClientPutInServer called: pEntity=%d, playername=%s", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, playername); RETURN_META(MRES_IGNORED); } void SamplePlugin::SetCommandClient(int index) { META_LOG(g_PLAPI, "SetCommandClient() called: index=%d", index); RETURN_META(MRES_IGNORED); } void SamplePlugin::ClientSettingsChanged(edict_t *pEdict) { META_LOG(g_PLAPI, "ClientSettingsChanged called: pEdict=%d", pEdict ? m_Engine->IndexOfEdict(pEdict) : 0); RETURN_META(MRES_IGNORED); } bool SamplePlugin::ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen) { META_LOG(g_PLAPI, "ClientConnect called: pEntity=%d, pszName=%s, pszAddress=%s", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, pszName, pszAddress); RETURN_META_VALUE(MRES_IGNORED, true); } void SamplePlugin::ClientCommand(edict_t *pEntity) { META_LOG(g_PLAPI, "ClientCommand called: pEntity=%d (commandString=%s)", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, m_Engine->Cmd_Args() ? m_Engine->Cmd_Args() : ""); RETURN_META(MRES_IGNORED); } bool SamplePlugin::Load(PluginId id, ISmmAPI *ismm, factories *list, char *error, size_t maxlen) { PLUGIN_SAVEVARS(); m_ServerDll = (IServerGameDLL *)((ismm->serverFactory())(INTERFACEVERSION_SERVERGAMEDLL, NULL)); m_Engine = (IVEngineServer *)((ismm->engineFactory())(INTERFACEVERSION_VENGINESERVER, NULL)); m_ServerClients = (IServerGameClients *)((ismm->serverFactory())(INTERFACEVERSION_SERVERGAMECLIENTS, NULL)); if (!m_ServerDll) { snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_SERVERGAMEDLL); return false; } if (!m_Engine) { snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_VENGINESERVER); return false; } if (!m_ServerClients) { snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_SERVERGAMECLIENTS); return false; } META_LOG(g_PLAPI, "Starting plugin.\n"); //We're hooking the following things as POST, in order to seem like Server Plugins. //However, I don't actually know if Valve has done server plugins as POST or not. //Change the last parameter to 'false' in order to change this to PRE. //SH_ADD_HOOK_MEMFUNC means "SourceHook, Add Hook, Member Function". //Hook LevelInit to our function SH_ADD_HOOK_MEMFUNC(IServerGameDLL, LevelInit, m_ServerDll, &g_SamplePlugin, LevelInit, true); //Hook ServerActivate to our function SH_ADD_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, m_ServerDll, &g_SamplePlugin, ServerActivate, true); //Hook GameFrame to our function SH_ADD_HOOK_MEMFUNC(IServerGameDLL, GameFrame, m_ServerDll, &g_SamplePlugin, GameFrame, true); //Hook LevelShutdown to our function -- this makes more sense as pre I guess SH_ADD_HOOK_MEMFUNC(IServerGameDLL, LevelShutdown, m_ServerDll, &g_SamplePlugin, LevelShutdown, false); //Hook ClientActivate to our function SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientActive, m_ServerClients, &g_SamplePlugin, ClientActive, true); //Hook ClientDisconnect to our function SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, m_ServerClients, &g_SamplePlugin, ClientDisconnect, true); //Hook ClientPutInServer to our function SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, m_ServerClients, &g_SamplePlugin, ClientPutInServer, true); //Hook SetCommandClient to our function SH_ADD_HOOK_MEMFUNC(IServerGameClients, SetCommandClient, m_ServerClients, &g_SamplePlugin, SetCommandClient, true); //Hook ClientSettingsChanged to our function SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, m_ServerClients, &g_SamplePlugin, ClientSettingsChanged, true); //The following functions are pre handled, because that's how they are in IServerPluginCallbacks //Hook ClientConnect to our function SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientConnect, m_ServerClients, &g_SamplePlugin, ClientConnect, false); //Hook ClientCommand to our function SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientCommand, m_ServerClients, &g_SamplePlugin, ClientCommand, false); //Get the call class for IVServerEngine so we can safely call functions without // invoking their hooks (when needed). m_Engine_CC = SH_GET_CALLCLASS(m_Engine); SH_CALL(m_Engine_CC, &IVEngineServer::LogPrint)("All hooks started!\n"); return true; } bool SamplePlugin::Unload(char *error, size_t maxlen) { //Make sure we remove any hooks we did... this may not be necessary since // SourceHook is capable of unloading plugins' hooks itself, but just to be safe. SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, LevelInit, m_ServerDll, &g_SamplePlugin, LevelInit, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, m_ServerDll, &g_SamplePlugin, ServerActivate, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, GameFrame, m_ServerDll, &g_SamplePlugin, GameFrame, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, LevelShutdown, m_ServerDll, &g_SamplePlugin, LevelShutdown, false); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientActive, m_ServerClients, &g_SamplePlugin, ClientActive, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, m_ServerClients, &g_SamplePlugin, ClientDisconnect, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, m_ServerClients, &g_SamplePlugin, ClientPutInServer, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, SetCommandClient, m_ServerClients, &g_SamplePlugin, SetCommandClient, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, m_ServerClients, &g_SamplePlugin, ClientSettingsChanged, true); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientConnect, m_ServerClients, &g_SamplePlugin, ClientConnect, false); SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientCommand, m_ServerClients, &g_SamplePlugin, ClientCommand, false); SH_RELEASE_CALLCLASS(m_Engine_CC); return true; } void SamplePlugin::AllPluginsLoaded() { //we don't really need this for anything other than interplugin communication //and that's not used in this plugin. //If we really wanted, we could override the factories so other plugins can request // interfaces we make. In this callback, the plugin could be assured that either // the interfaces it requires were either loaded in another plugin or not. }