/* ======== SourceMM ======== * Copyright (C) 2004-2005 Metamod:Source Development Team * No warranties of any kind * * License: zlib/libpng * * Author(s): David "BAILOPAN" Anderson * Contributor(s): Scott "Damaged Soul" Ehlert * : Pavol "PM OnoTo" Marko * ============================ */ #include #include #include "sourcemm.h" #include "concommands.h" #include "CSmmAPI.h" #include "util.h" /** * @brief Implementation of main SourceMM GameDLL functionality * @file sourcemm.cpp */ SH_DECL_HOOK4(IServerGameDLL, DLLInit, SH_NOATTRIB, false, bool, CreateInterfaceFn, CreateInterfaceFn, CreateInterfaceFn, CGlobalVars *); SH_DECL_HOOK0_void(IServerGameDLL, DLLShutdown, SH_NOATTRIB, false); SH_DECL_HOOK0_void(IServerGameDLL, LevelShutdown, SH_NOATTRIB, false); SH_DECL_HOOK6(IServerGameDLL, LevelInit, SH_NOATTRIB, false, bool, const char *, const char *, const char *, const char *, bool, bool); bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, CreateInterfaceFn filesystemFactory, CGlobalVars *pGlobals); void DLLShutdown_handler(); void LevelShutdown_handler(); bool LevelInit_handler(char const *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background); GameDllInfo g_GameDll = {false, NULL, NULL, NULL}; EngineInfo g_Engine; SourceHook::CSourceHookImpl g_SourceHook; SourceHook::ISourceHook *g_SHPtr = &g_SourceHook; SourceHook::String g_ModPath; SourceHook::String g_BinPath; PluginId g_PLID = Pl_Console; //Technically, SourceMM is the "Console" plugin... :p bool bInFirstLevel = true; bool gParsedGameInfo = false; SourceHook::List gamedll_list; SourceHook::CallClass *dllExec; void ClearGamedllList(); /////////////////////////////////// // Main code for HL2 Interaction // /////////////////////////////////// //Initialize everything here void InitMainStates() { char full_path[260] = {0}; GetFileOfAddress(g_GameDll.factory, full_path, sizeof(full_path)-1); g_BinPath.assign(full_path); UTIL_PathFmt(full_path, sizeof(full_path)-1, "%s/%s", g_ModPath.c_str(), GetPluginsFile()); //Like metamod, reload plugins at the end of the map. //This is so plugins can hook everything on load, BUT, new plugins will be reloaded // if the server is shut down (silly, but rare case). bInFirstLevel = true; SH_ADD_HOOK_STATICFUNC(IServerGameDLL, DLLInit, g_GameDll.pGameDLL, DLLInit, false); SH_ADD_HOOK_STATICFUNC(IServerGameDLL, DLLShutdown, g_GameDll.pGameDLL, DLLShutdown_handler, false); SH_ADD_HOOK_STATICFUNC(IServerGameDLL, LevelShutdown, g_GameDll.pGameDLL, LevelShutdown_handler, true); SH_ADD_HOOK_STATICFUNC(IServerGameDLL, LevelInit, g_GameDll.pGameDLL, LevelInit_handler, true); } bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, CreateInterfaceFn filesystemFactory, CGlobalVars *pGlobals) { g_Engine.engineFactory = engineFactory; g_Engine.fileSystemFactory = filesystemFactory; g_Engine.physicsFactory = physicsFactory; g_Engine.pGlobals = pGlobals; g_Engine.engine = (IVEngineServer *)((engineFactory)(INTERFACEVERSION_VENGINESERVER, NULL)); if (!g_Engine.engine) { Error("Could not find IVEngineServer! Metamod cannot load."); return false; } g_Engine.icvar = (ICvar *)((engineFactory)(VENGINE_CVAR_INTERFACE_VERSION , NULL)); if (!g_Engine.icvar) { Error("Could not find ICvar! Metamod cannot load."); return false; } g_Engine.loaded = true; //Initialize our console hooks ConCommandBaseMgr::OneTimeInit(static_cast(&g_SMConVarAccessor)); if (!g_SmmAPI.CacheCmds()) { LogMessage("[META] Warning: Failed to initialize Con_Printf. Defaulting to Msg()."); LogMessage("[META] Warning: Console messages will not be redirected to rcon console."); } char full_path[260]; UTIL_PathFmt(full_path, sizeof(full_path)-1, "%s/%s", g_ModPath.c_str(), GetPluginsFile()); LoadPluginsFromFile(full_path); g_PluginMngr.SetAllLoaded(); bInFirstLevel = true; dllExec = SH_GET_CALLCLASS(g_GameDll.pGameDLL); RETURN_META_VALUE(MRES_IGNORED, true); } //This is where the magic happens SMM_API void *CreateInterface(const char *name, int *ret) { if (!gParsedGameInfo) { gParsedGameInfo = true; char curpath[260] = {0}; char dllpath[260] = {0}; getcwd(curpath, sizeof(curpath)-1); if (!GetFileOfAddress((void *)CreateInterface, dllpath, sizeof(dllpath)-1)) { Error("GetFileOfAddress() failed! Metamod cannot load."); return NULL; } SourceHook::String s_dllpath(dllpath); //begin the heuristics for searching for the mod path (these are quite ugly). //for OS compatibility purposes, we're going to do case insensitivity on windows. size_t path_len = strlen(curpath); size_t dll_len = strlen(dllpath); //strip the dll path off //:TODO: with path stuff - in Linux, \ can exist in a file path as a non-seperator! for (size_t i=dll_len-1; i>0; i--) { if (dllpath[i] == '\\' || dllpath[i] == '/') { if (i == dll_len-1) break; //save path by stripping off file name and ending terminator dllpath[i] = '\0'; dll_len = i; break; } } //strip absolute path terminators if any! if (curpath[path_len-1] == '/' || curpath[path_len-1] == '\\') curpath[--path_len] = '\0'; //if the base path doesn't fit into the module path, something is wrong! // ex: c:\games\srcds // c:\gaben.dll if (path_len > dll_len) { Error("Could not detect GameDLL path! Metamod cannot load[1]."); return NULL; } //we are now in such a position that the two dir names SHOULD MATCH! typedef int (*STRNCMP)(const char *str1, const char *str2, size_t n); STRNCMP cmp = #ifdef WIN32 strnicmp; #else strncmp; #endif //are they equal? if ( ((cmp)(curpath, dllpath, path_len)) != 0 ) { //:TODO: In this case, we should read /proc/self/maps and find srcds! Error("Could not detect GameDLL path! Metamod cannot load[2]."); return NULL; } //this will skip past the dir and its separator char char *ptr = &(dllpath[path_len+1]); path_len = strlen(ptr); for (size_t i=0; i::iterator iter; GameDllInfo *pCheck; bool found = false; for (iter=gamedll_list.begin(); iter!=gamedll_list.end(); iter++) { pCheck = (*iter); if (GetFileOfAddress(pCheck->factory, buffer, sizeof(buffer)-1)) { if (UTIL_PathCmp(temp_path, buffer)) { found = true; break; } } } if (found) continue; fclose(fp); HINSTANCE gamedll = dlmount(temp_path); if (gamedll == NULL) continue; CreateInterfaceFn fn = (CreateInterfaceFn)dlsym(gamedll, "CreateInterface"); if (fn == NULL) { dlclose(gamedll); continue; } GameDllInfo *pInfo = new GameDllInfo; pInfo->factory = fn; pInfo->lib = gamedll; pInfo->loaded = true; pInfo->pGameDLL = NULL; gamedll_list.push_back(pInfo); } } } fclose(fp); } if (!g_GameDll.loaded) { const char *str = "ServerGameDLL"; size_t len = strlen(str); if (strncmp(name, str, len) == 0) { //This is the interface we want! Right now we support versions 3 and 4. int version = atoi(&(name[len])); if (version < MIN_GAMEDLL_VERSION || version > MAX_GAMEDLL_VERSION) { Error("GameDLL version %d is not supported by Metamod!", version); return NULL; } SourceHook::List::iterator iter; GameDllInfo *pInfo = NULL; void *ptr; for (iter=gamedll_list.begin(); iter!=gamedll_list.end(); iter++) { pInfo = (*iter); ptr = (pInfo->factory)(name, ret); if (ptr) { //this is our gamedll. unload the others. gamedll_list.erase(iter); ClearGamedllList(); pInfo->pGameDLL = static_cast(ptr); g_GameDll = *pInfo; delete pInfo; break; } } if (g_GameDll.loaded) { InitMainStates(); } else { if (ret) *ret = IFACE_FAILED; return NULL; } } else { //wtf do we do... //:TODO: .. something a bit more intelligent? Error("Engine requested unknown interface before GameDLL was known!"); return NULL; } } //if we got here, there's definitely a gamedll. //META_INTERFACE_MACRO(server, g_GameDll.factory); return (g_GameDll.factory)(name, ret); } void ClearGamedllList() { SourceHook::List::iterator iter; GameDllInfo *pInfo; for (iter=gamedll_list.begin(); iter!=gamedll_list.end(); iter++) { pInfo = (*iter); dlclose(pInfo->lib); delete pInfo; } gamedll_list.clear(); } void DLLShutdown_handler() { //Unload plugins g_PluginMngr.UnloadAll(); // Add the FCVAR_GAMEDLL flag to our cvars so the engine removes them properly g_SMConVarAccessor.MarkCommandsAsGameDLL(); g_SMConVarAccessor.UnregisterGameDLLCommands(); SH_CALL(dllExec, &IServerGameDLL::DLLShutdown)(); SH_RELEASE_CALLCLASS(dllExec); dllExec = NULL; g_SourceHook.CompleteShutdown(); if (g_GameDll.lib && g_GameDll.loaded) dlclose(g_GameDll.lib); memset(&g_GameDll, 0, sizeof(GameDllInfo)); RETURN_META(MRES_SUPERCEDE); } int LoadPluginsFromFile(const char *file) { FILE *fp; int total = 0, skipped=0; PluginId id; bool already; fp = fopen(file, "rt"); if (!fp) { LogMessage("[META] Could not open plugins file %s\n", file); return -1; } char buffer[255], error[255], full_path[128]; const char *ptr, *ext; size_t length; while (!feof(fp)) { buffer[0] = '\0'; fgets(buffer, sizeof(buffer)-1, fp); length = strlen(buffer); if (!length) continue; if (buffer[length-1] == '\n') buffer[length-1] = '\0'; UTIL_TrimLeft(buffer); UTIL_TrimRight(buffer); if (buffer[0] == '\0' || buffer[0] == ';' || strncmp(buffer, "//", 2) == 0) continue; //First find if it's an absolute path or not... if (buffer[0] == '/' || strncmp(&(buffer[1]), ":\\", 2) == 0) { //If we're in an absolute path, ignore our normal heuristics id = g_PluginMngr.Load(buffer, Pl_File, already, error, sizeof(error)-1); if (id < Pl_MinId || g_PluginMngr.FindById(id)->m_Status < Pl_Paused) { LogMessage("[META] Failed to load plugin %s. %s", buffer, error); } else { if (already) skipped++; else total++; } } else { //Attempt to find a file extension ptr = UTIL_GetExtension(buffer); //Add an extension if there's none there if (!ptr) { #if defined WIN32 || defined _WIN32 ext = ".dll"; #else ext = "_i486.so"; #endif } else { ext = ""; } //Format the new path UTIL_PathFmt(full_path, sizeof(full_path)-1, "%s/%s%s", g_ModPath.c_str(), buffer, ext); id = g_PluginMngr.Load(full_path, Pl_File, already, error, sizeof(error)-1); if (id < Pl_MinId || g_PluginMngr.FindById(id)->m_Status < Pl_Paused) { LogMessage("[META] Failed to load plugin %s. %s", buffer, error); } else { if (already) skipped++; else total++; } } } fclose(fp); if (skipped) { LogMessage("[META] Loaded %d plugins from file (%d already loaded)", total, skipped); } else { LogMessage("[META] Loaded %d plugins from file.", total); } return total; } //Wrapper function. This is called when the GameDLL thinks it's using // the engine's real engineFactory. void *EngineFactory(const char *name, int *ret) { META_INTERFACE_MACRO(engine, g_Engine.engineFactory); } //Wrapper function. This is called when the GameDLL thinks it's using // the engine's real physicsFactory. void *PhysicsFactory(const char *name, int *ret) { META_INTERFACE_MACRO(physics, g_Engine.physicsFactory); } //Wrapper function. This is called when the GameDLL thinks it's using // the engine's real fileSystemFactory. void *FileSystemFactory(const char *name, int *ret) { META_INTERFACE_MACRO(fileSystem, g_Engine.fileSystemFactory); } void LogMessage(const char *msg, ...) { va_list ap; static char buffer[2048]; buffer[0] = '\0'; va_start(ap, msg); vsnprintf(buffer, sizeof(buffer)-5, msg, ap); strcat(buffer, "\n"); va_end(ap); if (!g_Engine.engine) { fprintf(stdout, "%s", buffer); } else { g_Engine.engine->LogPrint(buffer); } } void LevelShutdown_handler(void) { if (!bInFirstLevel) { char full_path[255]; #if defined WIN32 || defined _WIN32 snprintf(full_path, sizeof(full_path)-1, "%s\\addons\\metamod\\%s", g_ModPath.c_str(), "metaplugins.ini"); #else snprintf(full_path, sizeof(full_path)-1, "%s/addons/metamod/%s", g_ModPath.c_str(), "metaplugins.ini"); #endif LoadPluginsFromFile(full_path); } else { bInFirstLevel = false; } } bool LevelInit_handler(char const *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background) { if (!g_SmmAPI.CacheSuccessful()) { LogMessage("[META] Warning: Failed to initialize Con_Printf. Defaulting to Msg()."); LogMessage("[META] Warning: Console messages will not be redirected to rcon console."); } RETURN_META_VALUE(MRES_IGNORED, false); } #if defined __GNUC__ && (__GNUC__ == 3) void * ::operator new(size_t size) { return(calloc(1, size)); } void * ::operator new[](size_t size) { return(calloc(1, size)); } void ::operator delete(void * ptr) { if(ptr) free(ptr); } void ::operator delete[](void * ptr) { if(ptr) free(ptr); } #endif