/* ======== SourceMM ======== * Copyright (C) 2004-2006 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 "CPlugin.h" #include "util.h" using namespace SourceMM; /** * @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); SH_DECL_HOOK1_void(IServerGameClients, ClientCommand, SH_NOATTRIB, 0, edict_t *); bool DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, CreateInterfaceFn filesystemFactory, CGlobalVars *pGlobals); bool DLLInit_Post(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, 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; int g_GameDllVersion = 0; void ClearGamedllList(); //helper macro #define IFACE_MACRO(orig,nam) \ CPluginManager::CPlugin *pl; \ SourceHook::List::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); \ mret = IFACE_FAILED; \ if ( (val=api->On##nam##Query(iface, &mret)) != NULL ) { \ if (ret) *ret = mret; \ return val; \ } \ } \ } \ return (orig)(iface, ret); #define ITER_EVENT(evn, args) \ CPluginManager::CPlugin *pl; \ SourceHook::List::iterator event; \ IMetamodListener *api; \ 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); \ api->evn args; \ } \ } /////////////////////////////////// // 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); //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, DLLInit, g_GameDll.pGameDLL, DLLInit_Post, true); 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); if (g_GameDll.pGameClients) SH_ADD_HOOK_STATICFUNC(IServerGameClients, ClientCommand, g_GameDll.pGameClients, ClientCommand_handler, false); else { // If IServerGameClients isn't found, this really isn't a fatal error so... LogMessage("[META] Warning: Could not find IServerGameClients!"); LogMessage("[META] Warning: The 'meta' command will not be available to clients."); } } 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."); } const char *pluginFile = g_Engine.icvar->GetCommandLineValue("mm_pluginsfile"); if (!pluginFile) pluginFile = GetPluginsFile(); char full_path[260]; g_SmmAPI.PathFormat(full_path, sizeof(full_path)-1, "%s/%s", g_ModPath.c_str(), pluginFile); LoadPluginsFromFile(full_path); bInFirstLevel = true; dllExec = SH_GET_CALLCLASS(g_GameDll.pGameDLL); RETURN_META_VALUE(MRES_IGNORED, true); } bool DLLInit_Post(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, CreateInterfaceFn filesystemFactory, CGlobalVars *pGlobals) { g_PluginMngr.SetAllLoaded(); RETURN_META_VALUE(MRES_IGNORED, true); } //This is where the magic happens SMM_API void *CreateInterface(const char *iface, int *ret) { // Prevent loading of self as a SourceMM plugin or Valve server plugin :x const char *vspIface = "ISERVERPLUGINCALLBACKS"; if (strcmp(iface, PLAPI_NAME) == 0 || strnicmp(iface, vspIface, strlen(vspIface)) == 0) { Warning("Do not try loading Metamod:Source as a SourceMM or Valve server plugin.\n"); if (ret) *ret = IFACE_FAILED; return NULL; } 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.\n"); 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].\n"); 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].\n"); 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; pInfo->pGameClients = (IServerGameClients *)((fn)(INTERFACEVERSION_SERVERGAMECLIENTS, NULL)); gamedll_list.push_back(pInfo); break; } } } fclose(fp); } if (!g_GameDll.loaded) { const char *str = "ServerGameDLL"; size_t len = strlen(str); if (strncmp(iface, str, len) == 0) { //This is the interface we want! Right now we support versions 3 through 5. g_GameDllVersion = atoi(&(iface[len])); int sizeTooBig = 0; //rename this to sizeWrong in the future! if (g_GameDllVersion < MIN_GAMEDLL_VERSION || g_GameDllVersion > MAX_GAMEDLL_VERSION) { //maybe this will get used in the future sizeTooBig = g_GameDllVersion; if (ret) *ret = IFACE_FAILED; } SourceHook::List::iterator iter; GameDllInfo *pInfo = NULL; void *ptr; for (iter=gamedll_list.begin(); iter!=gamedll_list.end(); iter++) { pInfo = (*iter); ptr = (pInfo->factory)(iface, 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) { if (sizeTooBig) { Error("This mod version requires a SourceMM update (ServerGameDLL%03d)!\n", sizeTooBig); if (ret) *ret = IFACE_FAILED; return NULL; } else { InitMainStates(); } } else { sizeTooBig = 0; 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!\n"); return NULL; } } //if we got here, there's definitely a gamedll. IFACE_MACRO(g_GameDll.factory, GameDLL); } 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, *file; 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] = '\0'; UTIL_TrimLeft(buffer); UTIL_TrimRight(buffer); if (buffer[0] == '\0' || buffer[0] == ';' || strncmp(buffer, "//", 2) == 0) continue; file = buffer; if (buffer[0] == '"') { char *cptr = buffer; file = ++cptr; while (*cptr) { if (*cptr == '"') { *cptr = '\0'; break; } cptr++; } } else { char *cptr = buffer; while (*cptr) { if (isspace(*cptr)) { char *optr = cptr; while (*cptr && isspace(*cptr)) cptr++; *optr = '\0'; UTIL_TrimRight(cptr); if (*cptr && isalpha(*cptr)) { g_PluginMngr.SetAlias(buffer, cptr); file = cptr; } break; } cptr++; } } if (!file[0]) { continue; } //First find if it's an absolute path or not... if (file[0] == '/' || strncmp(&(file[1]), ":\\", 2) == 0) { //If we're in an absolute path, ignore our normal heuristics id = g_PluginMngr.Load(file, 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(file); //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 g_SmmAPI.PathFormat(full_path, sizeof(full_path)-1, "%s/%s%s", g_ModPath.c_str(), file, 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 *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); } 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]; g_SmmAPI.PathFormat(full_path, sizeof(full_path) - 1, "%s/%s", g_ModPath.c_str(), GetPluginsFile()); LoadPluginsFromFile(full_path); } else { bInFirstLevel = false; } ITER_EVENT(OnLevelShutdown, ()); RETURN_META(MRES_IGNORED); } 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."); } #if (defined _DEBUG || defined DEBUG) && (defined OS_WIN32) SetUnhandledExceptionFilter(NULL); #endif ITER_EVENT(OnLevelInit, (pMapName, pMapEntities, pOldLevel, pLandmarkName, loadGame, background)); RETURN_META_VALUE(MRES_IGNORED, false); } #if defined __GNUC__ && (__GNUC__ == 3 || __GNUC__ == 4) 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