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7284445d7e
--HG-- extra : convert_revision : svn%3Ac2935e3e-5518-0410-8daf-afa5dab7d4e3/trunk%4045
183 lines
7.7 KiB
C++
183 lines
7.7 KiB
C++
/* ======== sample_mm ========
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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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* ============================
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*/
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#include <oslink.h>
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#include "SamplePlugin.h"
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SamplePlugin g_SamplePlugin;
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PLUGIN_EXPOSE(SamplePlugin, g_SamplePlugin);
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//This has all of the necessary hook declarations. Read it!
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#include "meta_hooks.h"
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bool SamplePlugin::LevelInit(const char *pMapName, const char *pMapEntities, const char *pOldLevel, const char *pLandmarkName, bool loadGame, bool background)
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{
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META_LOG(g_PLAPI, "LevelInit() called: pMapName=%s", pMapName);
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RETURN_META_VALUE(MRES_IGNORED, true);
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}
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void SamplePlugin::ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
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{
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META_LOG(g_PLAPI, "ServerActivate() called: edictCount=%d, clientMax=%d", edictCount, clientMax);
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RETURN_META(MRES_IGNORED);
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}
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void SamplePlugin::GameFrame(bool simulating)
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{
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META_LOG(g_PLAPI, "GameFrame() called: simulating=%d", simulating);
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RETURN_META(MRES_IGNORED);
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}
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void SamplePlugin::LevelShutdown( void )
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{
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META_LOG(g_PLAPI, "LevelShutdown() called");
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RETURN_META(MRES_IGNORED);
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}
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void SamplePlugin::ClientActive(edict_t *pEntity, bool bLoadGame)
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{
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META_LOG(g_PLAPI, "ClientActive called: pEntity=%d", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0);
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RETURN_META(MRES_IGNORED);
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}
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void SamplePlugin::ClientDisconnect(edict_t *pEntity)
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{
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META_LOG(g_PLAPI, "ClientDisconnect called: pEntity=%d", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0);
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RETURN_META(MRES_IGNORED);
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}
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void SamplePlugin::ClientPutInServer(edict_t *pEntity, char const *playername)
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{
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META_LOG(g_PLAPI, "ClientPutInServer called: pEntity=%d, playername=%s", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, playername);
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RETURN_META(MRES_IGNORED);
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}
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void SamplePlugin::SetCommandClient(int index)
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{
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META_LOG(g_PLAPI, "SetCommandClient() called: index=%d", index);
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RETURN_META(MRES_IGNORED);
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}
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void SamplePlugin::ClientSettingsChanged(edict_t *pEdict)
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{
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META_LOG(g_PLAPI, "ClientSettingsChanged called: pEdict=%d", pEdict ? m_Engine->IndexOfEdict(pEdict) : 0);
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RETURN_META(MRES_IGNORED);
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}
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bool SamplePlugin::ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen)
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{
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META_LOG(g_PLAPI, "ClientConnect called: pEntity=%d, pszName=%s, pszAddress=%s", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, pszName, pszAddress);
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RETURN_META_VALUE(MRES_IGNORED, true);
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}
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void SamplePlugin::ClientCommand(edict_t *pEntity)
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{
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META_LOG(g_PLAPI, "ClientCommand called: pEntity=%d (commandString=%s)", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, m_Engine->Cmd_Args() ? m_Engine->Cmd_Args() : "");
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RETURN_META(MRES_IGNORED);
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}
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bool SamplePlugin::Load(PluginId id, ISmmAPI *ismm, factories *list, char *error, size_t maxlen)
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{
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PLUGIN_SAVEVARS();
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m_ServerDll = (IServerGameDLL *)((ismm->serverFactory())(INTERFACEVERSION_SERVERGAMEDLL, NULL));
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m_Engine = (IVEngineServer *)((ismm->engineFactory())(INTERFACEVERSION_VENGINESERVER, NULL));
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m_ServerClients = (IServerGameClients *)((ismm->serverFactory())(INTERFACEVERSION_SERVERGAMECLIENTS, NULL));
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if (!m_ServerDll)
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{
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snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_SERVERGAMEDLL);
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return false;
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}
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if (!m_Engine)
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{
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snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_VENGINESERVER);
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return false;
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}
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if (!m_ServerClients)
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{
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snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_SERVERGAMECLIENTS);
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return false;
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}
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META_LOG(g_PLAPI, "Starting plugin.\n");
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//We're hooking the following things as POST, in order to seem like Server Plugins.
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//However, I don't actually know if Valve has done server plugins as POST or not.
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//Change the last parameter to 'false' in order to change this to PRE.
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//SH_ADD_HOOK_MEMFUNC means "SourceHook, Add Hook, Member Function".
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//Hook LevelInit to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameDLL, LevelInit, m_ServerDll, &g_SamplePlugin, LevelInit, true);
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//Hook ServerActivate to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, m_ServerDll, &g_SamplePlugin, ServerActivate, true);
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//Hook GameFrame to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameDLL, GameFrame, m_ServerDll, &g_SamplePlugin, GameFrame, true);
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//Hook LevelShutdown to our function -- this makes more sense as pre I guess
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SH_ADD_HOOK_MEMFUNC(IServerGameDLL, LevelShutdown, m_ServerDll, &g_SamplePlugin, LevelShutdown, false);
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//Hook ClientActivate to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientActive, m_ServerClients, &g_SamplePlugin, ClientActive, true);
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//Hook ClientDisconnect to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, m_ServerClients, &g_SamplePlugin, ClientDisconnect, true);
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//Hook ClientPutInServer to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, m_ServerClients, &g_SamplePlugin, ClientPutInServer, true);
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//Hook SetCommandClient to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameClients, SetCommandClient, m_ServerClients, &g_SamplePlugin, SetCommandClient, true);
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//Hook ClientSettingsChanged to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, m_ServerClients, &g_SamplePlugin, ClientSettingsChanged, true);
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//The following functions are pre handled, because that's how they are in IServerPluginCallbacks
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//Hook ClientConnect to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientConnect, m_ServerClients, &g_SamplePlugin, ClientConnect, false);
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//Hook ClientCommand to our function
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SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientCommand, m_ServerClients, &g_SamplePlugin, ClientCommand, false);
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//Get the call class for IVServerEngine so we can safely call functions without
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// invoking their hooks (when needed).
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m_Engine_CC = SH_GET_CALLCLASS(m_Engine);
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SH_CALL(m_Engine_CC, &IVEngineServer::LogPrint)("All hooks started!\n");
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return true;
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}
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bool SamplePlugin::Unload(char *error, size_t maxlen)
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{
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//Make sure we remove any hooks we did... this may not be necessary since
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// SourceHook is capable of unloading plugins' hooks itself, but just to be safe.
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SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, LevelInit, m_ServerDll, &g_SamplePlugin, LevelInit, true);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, m_ServerDll, &g_SamplePlugin, ServerActivate, true);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, GameFrame, m_ServerDll, &g_SamplePlugin, GameFrame, true);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, LevelShutdown, m_ServerDll, &g_SamplePlugin, LevelShutdown, false);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientActive, m_ServerClients, &g_SamplePlugin, ClientActive, true);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, m_ServerClients, &g_SamplePlugin, ClientDisconnect, true);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, m_ServerClients, &g_SamplePlugin, ClientPutInServer, true);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, SetCommandClient, m_ServerClients, &g_SamplePlugin, SetCommandClient, true);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, m_ServerClients, &g_SamplePlugin, ClientSettingsChanged, true);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientConnect, m_ServerClients, &g_SamplePlugin, ClientConnect, false);
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SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientCommand, m_ServerClients, &g_SamplePlugin, ClientCommand, false);
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SH_RELEASE_CALLCLASS(m_Engine_CC);
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return true;
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}
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void SamplePlugin::AllPluginsLoaded()
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{
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//we don't really need this for anything other than interplugin communication
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//and that's not used in this plugin.
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//If we really wanted, we could override the factories so other plugins can request
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// interfaces we make. In this callback, the plugin could be assured that either
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// the interfaces it requires were either loaded in another plugin or not.
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}
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