mirror of
https://github.com/alliedmodders/metamod-source.git
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b178acc5cd
--HG-- extra : convert_revision : svn%3Ac2935e3e-5518-0410-8daf-afa5dab7d4e3/trunk%4074
437 lines
12 KiB
C++
437 lines
12 KiB
C++
/* ======== SourceMM ========
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* Copyright (C) 2004-2005 Metamod:Source Development Team
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* No warranties of any kind
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*
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* License: zlib/libpng
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*
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* Author(s): David "BAILOPAN" Anderson
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* Contributor(s): Scott "Damaged Soul" Ehlert
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* : Pavol "PM OnoTo" Marko
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* ============================
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*/
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#include <interface.h>
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#include <eiface.h>
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#include "CServerGameDLL.h"
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#include "CServerGameEnts.h"
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#include "CServerGameClients.h"
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#include "CHLTVDirector.h"
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#include "sourcemm.h"
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#include "concommands.h"
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#include "CSmmAPI.h"
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#include "util.h"
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/**
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* @brief Implementation of main SourceMM GameDLL functionality
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* @file sourcemm.cpp
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*/
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CServerGameDLL g_TempGameDLL;
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CServerGameEnts g_TempGameEnts;
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CServerGameClients g_TempGameClients;
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CHLTVDirector g_TempDirector;
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GameDllInfo g_GameDll = {false, NULL, NULL};
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EngineInfo g_Engine = {NULL, NULL, NULL, NULL};
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SourceHook::CSourceHookImpl g_SourceHook;
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SourceHook::ISourceHook *g_SHPtr;
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std::string g_ModPath;
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std::string g_BinPath;
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PluginId g_PLID = Pl_Console; //Technically, SourceMM is the "Console" plugin... :p
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bool bInShutdown = false;
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bool bInFirstLevel = true;
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///////////////////////////////////
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// Main code for HL2 Interaction //
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///////////////////////////////////
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//This is where the magic happens
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SMM_API void *CreateInterface(const char *name, int *ret)
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{
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if (!g_GameDll.loaded)
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{
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//State of the Mod:
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// Currently, HL2 Engine has loaded Metamod:Source
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// It is now asking it to get an interface. We don't have one,
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// so we're gonna try to give it a fake one to get the information we need.
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// Then, the the interface will forward the calls to the original interface
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if (strcmp(name, INTERFACEVERSION_SERVERGAMEDLL) == 0)
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{
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//We're in. Give the server our fake class as bait.
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if (ret)
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*ret = IFACE_OK;
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return static_cast<void *>(&g_TempGameDLL);
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} else if (strcmp(name, INTERFACEVERSION_SERVERGAMEENTS) == 0) {
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if (ret)
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*ret = IFACE_OK;
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return static_cast<void *>(&g_TempGameEnts);
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} else if (strcmp(name, INTERFACEVERSION_SERVERGAMECLIENTS) == 0) {
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if (ret)
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*ret = IFACE_OK;
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return static_cast<void *>(&g_TempGameClients);
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} else if (strcmp(name, INTERFACEVERSION_HLTVDIRECTOR) == 0) {
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if (ret)
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*ret = IFACE_OK;
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return static_cast<void *>(&g_TempDirector);
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} else {
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if (ret)
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*ret = IFACE_FAILED;
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return NULL;
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}
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} else {
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META_INTERFACE_MACRO(server, g_GameDll.factory);
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}
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}
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bool CServerGameDLL::DLLInit(CreateInterfaceFn engineFactory, CreateInterfaceFn physicsFactory, CreateInterfaceFn fileSystemFactory, CGlobalVars *pGlobals)
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{
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if (m_pOrig)
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return m_pOrig->DLLInit(engineFactory, physicsFactory, fileSystemFactory, pGlobals);
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if (!g_GameDll.loaded)
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{
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//Initialize SourceHook
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g_SHPtr = static_cast<SourceHook::ISourceHook *>(&g_SourceHook);
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//The gamedll isn't loaded yet. We need to find out where it's hiding.
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IVEngineServer *ive = (IVEngineServer *)((engineFactory)(INTERFACEVERSION_VENGINESERVER, NULL));
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if (!ive)
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{
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Error("Metamod:Source could not load %s", INTERFACEVERSION_VENGINESERVER);
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return false;
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}
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//Guess the file name
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//We'll have better heurestics[sp?] later on
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char mod_path[128], full_path[255];
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ive->GetGameDir(mod_path, sizeof(mod_path)-1);
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g_ModPath.assign(mod_path);
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#if defined WIN32 || defined _WIN32
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snprintf(full_path, sizeof(full_path)-1, "%s\\bin\\server.dll", mod_path);
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#else
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snprintf(full_path, sizeof(full_path)-1, "%s/bin/server_i486.so", mod_path);
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#endif
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g_BinPath.assign(full_path);
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//See if the file even exists
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FILE *fp = fopen(g_BinPath.c_str(), "r");
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if (!fp)
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{
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Error("Metamod:Source could not read %s", g_BinPath.c_str());
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return false;
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}
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fclose(fp);
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fp = NULL;
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//Load the DLL
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g_GameDll.lib = dlmount(g_BinPath.c_str());
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if (!g_GameDll.lib)
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{
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Error("Metamod:Source could not load GameDLL: %s", dlerror());
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return false;
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} else {
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//Find its factory
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g_GameDll.factory = (CreateInterfaceFn)(dlsym(g_GameDll.lib, "CreateInterface"));
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if (!g_GameDll.factory)
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{
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Error("Metamod:Source could not find an entry point in GameDLL: %s", g_BinPath.c_str());
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dlclose(g_GameDll.lib);
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return false;
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}
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//Find the new IServerGameDLL pointer
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IServerGameDLL *serverDll;
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serverDll = (IServerGameDLL *)((g_GameDll.factory)(INTERFACEVERSION_SERVERGAMEDLL, NULL));
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if (!serverDll)
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{
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Error("Metamod:Source could not find %s in GameDLL: %s", INTERFACEVERSION_SERVERGAMEDLL, g_BinPath.c_str());
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dlclose(g_GameDll.lib);
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return false;
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}
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//Set this information early in case our wrappers are called somehow
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g_Engine.engineFactory = engineFactory;
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g_Engine.icvar = (ICvar *)(g_Engine.engineFactory)(VENGINE_CVAR_INTERFACE_VERSION, NULL);
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if (!g_Engine.icvar)
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{
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Error("Metamod:Source could not find %s in engine!", VENGINE_CVAR_INTERFACE_VERSION);
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dlclose(g_GameDll.lib);
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return false;
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}
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g_Engine.fileSystemFactory = fileSystemFactory;
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g_Engine.pGlobals = pGlobals;
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g_Engine.physicsFactory = physicsFactory;
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g_Engine.engine = ive;
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//Attempt to load the GameDLL
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// Note that nothing will be intercepting yet.
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// This is the one and only call that plugins have no chance of seeing.
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// Likewise, you won't be able to trick the Server DLL into loading random things.
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// Luckily, because of SourceHook, this really isn't a problem - you can change
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// the virtual interfaces in anything it requests.
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if (!serverDll->DLLInit(EngineFactory, PhysicsFactory, FileSystemFactory, pGlobals))
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{
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//For some reason, the GameDLL failed to load.
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Error("Metamod:Source: GameDLL %s refused to load.", g_BinPath.c_str());
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dlclose(g_GameDll.lib);
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return false;
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}
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//Retrieve the pointers we'll need from the GameDLL
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IServerGameEnts *serverEnts;
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IServerGameClients *serverClients;
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IHLTVDirector *serverHLTV;
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serverEnts = (IServerGameEnts *)((g_GameDll.factory)(INTERFACEVERSION_SERVERGAMEENTS, NULL));
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if (!serverEnts)
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{
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Error("Metamod:Source could not find %s in GameDLL: %s", INTERFACEVERSION_SERVERGAMEENTS, g_BinPath.c_str());
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dlclose(g_GameDll.lib);
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return false;
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}
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serverClients = (IServerGameClients *)((g_GameDll.factory)(INTERFACEVERSION_SERVERGAMECLIENTS, NULL));
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if (!serverClients)
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{
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Error("Metamod:Source could not find %s in GameDLL: %s", INTERFACEVERSION_SERVERGAMECLIENTS, g_BinPath.c_str());
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dlclose(g_GameDll.lib);
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return false;
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}
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serverHLTV = (IHLTVDirector *)((g_GameDll.factory)(INTERFACEVERSION_HLTVDIRECTOR, NULL));
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if (!serverHLTV)
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{
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Error("Metamod:Source could not find %s in GameDLL: %s", INTERFACEVERSION_HLTVDIRECTOR, g_BinPath.c_str());
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dlclose(g_GameDll.lib);
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return false;
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}
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// Now tell the global temp classes that they can call the original functions
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g_TempDirector.SetOrig(serverHLTV);
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g_TempGameClients.SetOrig(serverClients);
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g_TempGameEnts.SetOrig(serverEnts);
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g_TempGameDLL.SetOrig(serverDll);
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//Everything's done.
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g_GameDll.loaded = true;
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//Initialize our console hooks
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ConCommandBaseMgr::OneTimeInit(static_cast<IConCommandBaseAccessor *>(&g_SMConVarAccessor));
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//Now it's safe to load plugins.
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#if defined WIN32 || defined _WIN32
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snprintf(full_path, sizeof(full_path)-1, "%s\\addons\\metamod\\%s", g_ModPath.c_str(), "metaplugins.ini");
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#else
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snprintf(full_path, sizeof(full_path)-1, "%s/addons/metamod/%s", g_ModPath.c_str(), "metaplugins.ini");
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#endif
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LoadPluginsFromFile(full_path);
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//All plugins are now loaded.
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g_PluginMngr.SetAllLoaded();
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//Like metamod, reload plugins at the end of the map.
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//This is so plugins can hook everything on load, BUT, new plugins will be reloaded
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// if the server is shut down (silly, but rare case).
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bInFirstLevel = true;
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return true;
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}
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}
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//Somehow, the function got here. This should be impossible.
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Error("Metamod:Source fatal error - IServerGameDLL::DLLInit() called inappropriately");
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return false;
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}
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// The engine uses the DLL even after it has call DLLShutdown, so we unload it
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// when it unloads us
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#if defined _WIN32
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BOOL WINAPI DllMain(
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HINSTANCE hinstDLL,
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DWORD fdwReason,
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LPVOID lpvReserved
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)
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{
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if (fdwReason == DLL_PROCESS_DETACH)
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{
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if (g_GameDll.lib && g_GameDll.loaded)
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dlclose(g_GameDll.lib);
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memset(&g_GameDll, 0, sizeof(GameDllInfo));
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}
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return TRUE;
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}
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#elif defined __linux__
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void __attribute__ ((destructor)) app_fini(void)
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{
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if (g_GameDll.lib && g_GameDll.loaded)
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dlclose(g_GameDll.lib);
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memset(&g_GameDll, 0, sizeof(GameDllInfo));
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}
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#endif
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void CServerGameDLL::DLLShutdown()
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{
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//Call the original function
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m_pOrig->DLLShutdown();
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//Unload plugins
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g_PluginMngr.UnloadAll();
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// Shutdown sourcehook now
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g_SourceHook.CompleteShutdown();
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// Add the FCVAR_GAMEDLL flag to our cvars so the engine removes them properly
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g_SMConVarAccessor.MarkCommandsAsGameDLL();
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}
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int LoadPluginsFromFile(const char *file)
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{
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FILE *fp;
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int total = 0, skipped=0;
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PluginId id;
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bool already;
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fp = fopen(file, "rt");
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if (!fp)
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{
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LogMessage("[META] Could not open plugins file %s\n", file);
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return -1;
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}
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char buffer[255], error[255], full_path[128];
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const char *ptr, *ext;
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size_t length;
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while (!feof(fp))
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{
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buffer[0] = '\0';
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fgets(buffer, sizeof(buffer)-1, fp);
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length = strlen(buffer);
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if (!length)
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continue;
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if (buffer[length-1] == '\n')
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buffer[length-1] = '\0';
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if (buffer[0] == ';' || strncmp(buffer, "//", 2) == 0)
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continue;
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//First find if it's an absolute path or not...
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if (buffer[0] == '/' || strncmp(&(buffer[1]), ":\\", 2) == 0)
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{
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//If we're in an absolute path, ignore our normal heuristics
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id = g_PluginMngr.Load(buffer, Pl_File, already, error, sizeof(error)-1);
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if (id < Pl_MinId || g_PluginMngr.FindById(id)->m_Status < Pl_Paused)
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{
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LogMessage("[META] Failed to load plugin %s. %s", buffer, error);
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} else {
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if (already)
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skipped++;
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else
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total++;
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}
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} else {
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//Attempt to find a file extension
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ptr = UTIL_GetExtension(buffer);
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//Add an extension if there's none there
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if (!ptr)
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{
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#if defined WIN32 || defined _WIN32
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ext = ".dll";
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#else
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ext = "_i486.so";
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#endif
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} else {
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ext = "";
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}
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//Format the new path
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#if defined WIN32 || defined _WIN32
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snprintf(full_path, sizeof(full_path)-1, "%s\\%s%s", g_ModPath.c_str(), buffer, ext);
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#else
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snprintf(full_path, sizeof(full_path)-1, "%s/%s%s", g_ModPath.c_str(), buffer, ext);
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#endif
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id = g_PluginMngr.Load(full_path, Pl_File, already, error, sizeof(error)-1);
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if (id < Pl_MinId || g_PluginMngr.FindById(id)->m_Status < Pl_Paused)
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{
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LogMessage("[META] Failed to load plugin %s. %s", buffer, error);
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} else {
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if (already)
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skipped++;
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else
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total++;
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}
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}
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}
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fclose(fp);
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if (skipped)
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{
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LogMessage("[META] Loaded %d plugins from file (%d already loaded)", total, skipped);
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} else {
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LogMessage("[META] Loaded %d plugins from file.", total);
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}
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return total;
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}
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//Wrapper function. This is called when the GameDLL thinks it's using
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// the engine's real engineFactory.
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void *EngineFactory(const char *name, int *ret)
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{
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META_INTERFACE_MACRO(engine, g_Engine.engineFactory);
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}
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//Wrapper function. This is called when the GameDLL thinks it's using
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// the engine's real physicsFactory.
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void *PhysicsFactory(const char *name, int *ret)
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{
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META_INTERFACE_MACRO(physics, g_Engine.physicsFactory);
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}
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//Wrapper function. This is called when the GameDLL thinks it's using
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// the engine's real fileSystemFactory.
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void *FileSystemFactory(const char *name, int *ret)
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{
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META_INTERFACE_MACRO(fileSystem, g_Engine.fileSystemFactory);
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}
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void LogMessage(const char *msg, ...)
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{
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va_list ap;
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static char buffer[2048];
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buffer[0] = '\0';
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va_start(ap, msg);
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vsnprintf(buffer, sizeof(buffer)-5, msg, ap);
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strcat(buffer, "\n");
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va_end(ap);
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g_Engine.engine->LogPrint(buffer);
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}
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void CServerGameDLL::LevelShutdown(void)
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{
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LevelShutdown_handler();
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m_pOrig->LevelShutdown();
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}
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void LevelShutdown_handler(void)
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{
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if (!bInFirstLevel)
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{
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char full_path[255];
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#if defined WIN32 || defined _WIN32
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snprintf(full_path, sizeof(full_path)-1, "%s\\addons\\metamod\\%s", g_ModPath.c_str(), "metaplugins.ini");
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#else
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snprintf(full_path, sizeof(full_path)-1, "%s/addons/metamod/%s", g_ModPath.c_str(), "metaplugins.ini");
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#endif
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LoadPluginsFromFile(full_path);
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} else {
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bInFirstLevel = false;
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}
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}
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