mirror of
https://github.com/alliedmodders/metamod-source.git
synced 2024-11-29 11:24:19 +01:00
107 lines
2.6 KiB
C++
107 lines
2.6 KiB
C++
#include <assert.h>
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#include "sourcemm.h"
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#include "CPlugin.h"
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#include <loader_bridge.h>
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using namespace SourceMM;
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#define IFACE_MACRO(orig,nam) \
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CPluginManager::CPlugin *pl; \
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SourceHook::List<CPluginEventHandler>::iterator event; \
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IMetamodListener *api; \
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int mret = 0; \
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void *val = NULL; \
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for (PluginIter iter = g_PluginMngr._begin(); iter != g_PluginMngr._end(); iter++) { \
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pl = (*iter); \
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for (event=pl->m_Events.begin(); event!=pl->m_Events.end(); event++) { \
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api = (*event).event; \
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mret = IFACE_FAILED; \
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if ( (val=api->On##nam##Query(iface, &mret)) != NULL ) { \
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if (ret) *ret = mret; \
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return val; \
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} \
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} \
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} \
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return (orig)(iface, ret);
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class GameDllBridge : public IGameDllBridge
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{
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public:
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virtual bool DLLInit_Pre(const gamedll_bridge_info *info, char *buffer, size_t maxlength)
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{
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assert(!g_GameDll.loaded && !g_bIsBridgedAsVsp);
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LoadAsGameDLL(info);
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return true;
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}
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virtual void DLLInit_Post(int *isgdUnload)
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{
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SourceHook::MemFuncInfo mfi;
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mfi.isVirtual = false;
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SourceHook::GetFuncInfo(&IServerGameDLL::DLLShutdown, mfi);
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assert(mfi.isVirtual);
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assert(mfi.vtbloffs == 0);
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assert(mfi.thisptroffs == 0);
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*isgdUnload = mfi.vtblindex;
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g_PluginMngr.SetAllLoaded();
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}
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virtual void *QueryInterface(const char *iface, int *ret)
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{
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/* We use this interface for responding to the meta client command */
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if (strncmp(iface, "ServerGameClients", 17) == 0)
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{
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void *ptr = (g_GameDll.factory)(iface, ret);
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g_GameDll.pGameClients = static_cast<IServerGameClients *>(ptr);
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return ptr;
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}
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/* If we got here, there's definitely a GameDLL */
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IFACE_MACRO(g_GameDll.factory, GameDLL);
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}
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virtual void Unload()
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{
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UnloadMetamod(true);
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}
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};
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GameDllBridge mm14_gamedll_bridge;
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SMM_API IGameDllBridge *
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GetGameDllBridge()
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{
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return &mm14_gamedll_bridge;
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}
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void *ServerFactory(const char *name, int *code)
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{
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return mm14_gamedll_bridge.QueryInterface(name, code);
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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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*/
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void *EngineFactory(const char *iface, int *ret)
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{
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IFACE_MACRO(g_Engine.engineFactory, Engine);
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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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*/
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void *PhysicsFactory(const char *iface, int *ret)
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{
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IFACE_MACRO(g_Engine.physicsFactory, Physics);
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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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*/
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void *FileSystemFactory(const char *iface, int *ret)
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{
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IFACE_MACRO(g_Engine.fileSystemFactory, FileSystem);
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}
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