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HLMetaModOfficial/sourcemm/sourcemm.cpp
Scott Ehlert 563b890ba6 Fixed a bug where value of mm_pluginsfile cvar was being ignored. So much easier than I imagined.
--HG--
extra : convert_revision : svn%3Ac2935e3e-5518-0410-8daf-afa5dab7d4e3/trunk%40191
2006-04-21 01:58:22 +00:00

624 lines
17 KiB
C++

/* ======== 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 <interface.h>
#include <eiface.h>
#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);
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};
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<GameDllInfo *> gamedll_list;
SourceHook::CallClass<IServerGameDLL> *dllExec;
void ClearGamedllList();
//helper macro
#define IFACE_MACRO(orig,nam) \
CPluginManager::CPlugin *pl; \
SourceHook::List<IMetamodListener *>::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<IMetamodListener *>::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);
}
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<IConCommandBaseAccessor *>(&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];
g_SmmAPI.PathFormat(full_path, sizeof(full_path)-1, "%s/%s", g_ModPath.c_str(), g_Engine.icvar->GetCommandLineValue("mm_pluginsfile"));
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)
{
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<path_len; i++)
{
if (ptr[i] == '/' || ptr[i] == '\\')
{
if (i == 0)
{
Error("Could not detect GameDLL path! Metamod cannot load[3].");
return NULL;
} else {
ptr[i] = '\0';
path_len = i+1;
break;
}
}
}
//WE NOW HAVE A GUESS AT THE MOD DIR. OH MY GOD.
char temp_path[260];
snprintf(temp_path, sizeof(temp_path)-1,
"%s%s%s",
curpath,
PATH_SEP_STR,
ptr);
g_ModPath.assign(temp_path);
snprintf(temp_path, sizeof(temp_path)-1,
"%s%s%s",
g_ModPath.c_str(),
PATH_SEP_STR,
"gameinfo.txt");
FILE *fp = fopen(temp_path, "rt");
if (!fp)
{
Error("Unable to open gameinfo.txt! Metamod cannot load.");
return NULL;
}
char buffer[255];
char key[128], val[128];
size_t len = 0;
const char *gameinfo = "|gameinfo_path|";
size_t gameinfo_len = strlen(gameinfo);
bool search = false;
bool gamebin = false;
const char *lptr;
while (!feof(fp))
{
buffer[0] = '\0';
fgets(buffer, sizeof(buffer)-1, fp);
len = strlen(buffer);
if (buffer[len-1] == '\n')
buffer[--len] = '\0';
UTIL_TrimComments(buffer);
UTIL_TrimLeft(buffer);
UTIL_TrimRight(buffer);
if (stricmp(buffer, "SearchPaths") == 0)
search = true;
if (!search)
continue;
UTIL_KeySplit(buffer, key, sizeof(key)-1, val, sizeof(val)-1);
if (stricmp(key, "Game") == 0 || stricmp(key, "GameBin") == 0)
{
if (stricmp(key, "Game") == 0)
gamebin = false;
else
gamebin = true;
if (strncmp(val, gameinfo, gameinfo_len) == 0)
{
ptr = &(val[gameinfo_len]);
if (ptr[0] == '.')
ptr++;
lptr = g_ModPath.c_str();
} else {
lptr = curpath;
ptr = val;
}
size_t ptr_len = strlen(ptr);
if (ptr[ptr_len] == '/' || ptr[ptr_len] == '\\')
ptr[--ptr_len] = '\0';
//no need to append "bin"
if (gamebin)
{
g_SmmAPI.PathFormat(temp_path, sizeof(temp_path)-1, "%s/%s/%s", lptr, ptr, SERVER_DLL);
} else {
g_SmmAPI.PathFormat(temp_path, sizeof(temp_path)-1, "%s/%s/%s/%s", lptr, ptr, "bin", SERVER_DLL);
}
if (!UTIL_PathCmp(s_dllpath.c_str(), temp_path))
{
FILE *fp = fopen(temp_path, "rb");
if (!fp)
continue;
//:TODO: Optimize this a bit!
SourceHook::List<GameDllInfo *>::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(iface, str, len) == 0)
{
//This is the interface we want! Right now we support versions 3 and 4.
int version = atoi(&(iface[len]));
if (version < MIN_GAMEDLL_VERSION || version > MAX_GAMEDLL_VERSION)
{
Error("GameDLL version %d is not supported by Metamod!", version);
return NULL;
}
SourceHook::List<GameDllInfo *>::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<IServerGameDLL *>(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.
IFACE_MACRO(g_GameDll.factory, GameDLL);
}
void ClearGamedllList()
{
SourceHook::List<GameDllInfo *>::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
g_SmmAPI.PathFormat(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 *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)
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