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HLMetaModOfficial/sourcemm/sourcemm.cpp
David Anderson b178acc5cd LevelShutdown() is no longer unnecessarily hooked through SourceHook
--HG--
extra : convert_revision : svn%3Ac2935e3e-5518-0410-8daf-afa5dab7d4e3/trunk%4074
2005-05-27 10:03:55 +00:00

437 lines
12 KiB
C++

/* ======== 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 <interface.h>
#include <eiface.h>
#include "CServerGameDLL.h"
#include "CServerGameEnts.h"
#include "CServerGameClients.h"
#include "CHLTVDirector.h"
#include "sourcemm.h"
#include "concommands.h"
#include "CSmmAPI.h"
#include "util.h"
/**
* @brief Implementation of main SourceMM GameDLL functionality
* @file sourcemm.cpp
*/
CServerGameDLL g_TempGameDLL;
CServerGameEnts g_TempGameEnts;
CServerGameClients g_TempGameClients;
CHLTVDirector g_TempDirector;
GameDllInfo g_GameDll = {false, NULL, NULL};
EngineInfo g_Engine = {NULL, NULL, NULL, NULL};
SourceHook::CSourceHookImpl g_SourceHook;
SourceHook::ISourceHook *g_SHPtr;
std::string g_ModPath;
std::string g_BinPath;
PluginId g_PLID = Pl_Console; //Technically, SourceMM is the "Console" plugin... :p
bool bInShutdown = false;
bool bInFirstLevel = true;
///////////////////////////////////
// Main code for HL2 Interaction //
///////////////////////////////////
//This is where the magic happens
SMM_API void *CreateInterface(const char *name, int *ret)
{
if (!g_GameDll.loaded)
{
//State of the Mod:
// Currently, HL2 Engine has loaded Metamod:Source
// It is now asking it to get an interface. We don't have one,
// so we're gonna try to give it a fake one to get the information we need.
// Then, the the interface will forward the calls to the original interface
if (strcmp(name, INTERFACEVERSION_SERVERGAMEDLL) == 0)
{
//We're in. Give the server our fake class as bait.
if (ret)
*ret = IFACE_OK;
return static_cast<void *>(&g_TempGameDLL);
} else if (strcmp(name, INTERFACEVERSION_SERVERGAMEENTS) == 0) {
if (ret)
*ret = IFACE_OK;
return static_cast<void *>(&g_TempGameEnts);
} else if (strcmp(name, INTERFACEVERSION_SERVERGAMECLIENTS) == 0) {
if (ret)
*ret = IFACE_OK;
return static_cast<void *>(&g_TempGameClients);
} else if (strcmp(name, INTERFACEVERSION_HLTVDIRECTOR) == 0) {
if (ret)
*ret = IFACE_OK;
return static_cast<void *>(&g_TempDirector);
} else {
if (ret)
*ret = IFACE_FAILED;
return NULL;
}
} else {
META_INTERFACE_MACRO(server, g_GameDll.factory);
}
}
bool CServerGameDLL::DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals)
{
if (m_pOrig)
return m_pOrig->DLLInit(engineFactory, physicsFactory, fileSystemFactory, pGlobals);
if (!g_GameDll.loaded)
{
//Initialize SourceHook
g_SHPtr = static_cast<SourceHook::ISourceHook *>(&g_SourceHook);
//The gamedll isn't loaded yet. We need to find out where it's hiding.
IVEngineServer *ive = (IVEngineServer *)((engineFactory)(INTERFACEVERSION_VENGINESERVER, NULL));
if (!ive)
{
Error("Metamod:Source could not load %s", INTERFACEVERSION_VENGINESERVER);
return false;
}
//Guess the file name
//We'll have better heurestics[sp?] later on
char mod_path[128], full_path[255];
ive->GetGameDir(mod_path, sizeof(mod_path)-1);
g_ModPath.assign(mod_path);
#if defined WIN32 || defined _WIN32
snprintf(full_path, sizeof(full_path)-1, "%s\\bin\\server.dll", mod_path);
#else
snprintf(full_path, sizeof(full_path)-1, "%s/bin/server_i486.so", mod_path);
#endif
g_BinPath.assign(full_path);
//See if the file even exists
FILE *fp = fopen(g_BinPath.c_str(), "r");
if (!fp)
{
Error("Metamod:Source could not read %s", g_BinPath.c_str());
return false;
}
fclose(fp);
fp = NULL;
//Load the DLL
g_GameDll.lib = dlmount(g_BinPath.c_str());
if (!g_GameDll.lib)
{
Error("Metamod:Source could not load GameDLL: %s", dlerror());
return false;
} else {
//Find its factory
g_GameDll.factory = (CreateInterfaceFn)(dlsym(g_GameDll.lib, "CreateInterface"));
if (!g_GameDll.factory)
{
Error("Metamod:Source could not find an entry point in GameDLL: %s", g_BinPath.c_str());
dlclose(g_GameDll.lib);
return false;
}
//Find the new IServerGameDLL pointer
IServerGameDLL *serverDll;
serverDll = (IServerGameDLL *)((g_GameDll.factory)(INTERFACEVERSION_SERVERGAMEDLL, NULL));
if (!serverDll)
{
Error("Metamod:Source could not find %s in GameDLL: %s", INTERFACEVERSION_SERVERGAMEDLL, g_BinPath.c_str());
dlclose(g_GameDll.lib);
return false;
}
//Set this information early in case our wrappers are called somehow
g_Engine.engineFactory = engineFactory;
g_Engine.icvar = (ICvar *)(g_Engine.engineFactory)(VENGINE_CVAR_INTERFACE_VERSION, NULL);
if (!g_Engine.icvar)
{
Error("Metamod:Source could not find %s in engine!", VENGINE_CVAR_INTERFACE_VERSION);
dlclose(g_GameDll.lib);
return false;
}
g_Engine.fileSystemFactory = fileSystemFactory;
g_Engine.pGlobals = pGlobals;
g_Engine.physicsFactory = physicsFactory;
g_Engine.engine = ive;
//Attempt to load the GameDLL
// Note that nothing will be intercepting yet.
// This is the one and only call that plugins have no chance of seeing.
// Likewise, you won't be able to trick the Server DLL into loading random things.
// Luckily, because of SourceHook, this really isn't a problem - you can change
// the virtual interfaces in anything it requests.
if (!serverDll->DLLInit(EngineFactory, PhysicsFactory, FileSystemFactory, pGlobals))
{
//For some reason, the GameDLL failed to load.
Error("Metamod:Source: GameDLL %s refused to load.", g_BinPath.c_str());
dlclose(g_GameDll.lib);
return false;
}
//Retrieve the pointers we'll need from the GameDLL
IServerGameEnts *serverEnts;
IServerGameClients *serverClients;
IHLTVDirector *serverHLTV;
serverEnts = (IServerGameEnts *)((g_GameDll.factory)(INTERFACEVERSION_SERVERGAMEENTS, NULL));
if (!serverEnts)
{
Error("Metamod:Source could not find %s in GameDLL: %s", INTERFACEVERSION_SERVERGAMEENTS, g_BinPath.c_str());
dlclose(g_GameDll.lib);
return false;
}
serverClients = (IServerGameClients *)((g_GameDll.factory)(INTERFACEVERSION_SERVERGAMECLIENTS, NULL));
if (!serverClients)
{
Error("Metamod:Source could not find %s in GameDLL: %s", INTERFACEVERSION_SERVERGAMECLIENTS, g_BinPath.c_str());
dlclose(g_GameDll.lib);
return false;
}
serverHLTV = (IHLTVDirector *)((g_GameDll.factory)(INTERFACEVERSION_HLTVDIRECTOR, NULL));
if (!serverHLTV)
{
Error("Metamod:Source could not find %s in GameDLL: %s", INTERFACEVERSION_HLTVDIRECTOR, g_BinPath.c_str());
dlclose(g_GameDll.lib);
return false;
}
// Now tell the global temp classes that they can call the original functions
g_TempDirector.SetOrig(serverHLTV);
g_TempGameClients.SetOrig(serverClients);
g_TempGameEnts.SetOrig(serverEnts);
g_TempGameDLL.SetOrig(serverDll);
//Everything's done.
g_GameDll.loaded = true;
//Initialize our console hooks
ConCommandBaseMgr::OneTimeInit(static_cast<IConCommandBaseAccessor *>(&g_SMConVarAccessor));
//Now it's safe to load plugins.
#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);
//All plugins are now loaded.
g_PluginMngr.SetAllLoaded();
//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;
return true;
}
}
//Somehow, the function got here. This should be impossible.
Error("Metamod:Source fatal error - IServerGameDLL::DLLInit() called inappropriately");
return false;
}
// The engine uses the DLL even after it has call DLLShutdown, so we unload it
// when it unloads us
#if defined _WIN32
BOOL WINAPI DllMain(
HINSTANCE hinstDLL,
DWORD fdwReason,
LPVOID lpvReserved
)
{
if (fdwReason == DLL_PROCESS_DETACH)
{
if (g_GameDll.lib && g_GameDll.loaded)
dlclose(g_GameDll.lib);
memset(&g_GameDll, 0, sizeof(GameDllInfo));
}
return TRUE;
}
#elif defined __linux__
void __attribute__ ((destructor)) app_fini(void)
{
if (g_GameDll.lib && g_GameDll.loaded)
dlclose(g_GameDll.lib);
memset(&g_GameDll, 0, sizeof(GameDllInfo));
}
#endif
void CServerGameDLL::DLLShutdown()
{
//Call the original function
m_pOrig->DLLShutdown();
//Unload plugins
g_PluginMngr.UnloadAll();
// Shutdown sourcehook now
g_SourceHook.CompleteShutdown();
// Add the FCVAR_GAMEDLL flag to our cvars so the engine removes them properly
g_SMConVarAccessor.MarkCommandsAsGameDLL();
}
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';
if (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
#if defined WIN32 || defined _WIN32
snprintf(full_path, sizeof(full_path)-1, "%s\\%s%s", g_ModPath.c_str(), buffer, ext);
#else
snprintf(full_path, sizeof(full_path)-1, "%s/%s%s", g_ModPath.c_str(), buffer, ext);
#endif
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);
g_Engine.engine->LogPrint(buffer);
}
void CServerGameDLL::LevelShutdown(void)
{
LevelShutdown_handler();
m_pOrig->LevelShutdown();
}
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;
}
}