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HLMetaModOfficial/sourcemm/sample_mm/SamplePlugin.cpp
David Anderson 7284445d7e committed new callclass code
--HG--
extra : convert_revision : svn%3Ac2935e3e-5518-0410-8daf-afa5dab7d4e3/trunk%4045
2005-04-30 18:45:41 +00:00

183 lines
7.7 KiB
C++

/* ======== sample_mm ========
* Copyright (C) 2004-2005 Metamod:Source Development Team
* No warranties of any kind
*
* License: zlib/libpng
*
* Author(s): David "BAILOPAN" Anderson
* ============================
*/
#include <oslink.h>
#include "SamplePlugin.h"
SamplePlugin g_SamplePlugin;
PLUGIN_EXPOSE(SamplePlugin, g_SamplePlugin);
//This has all of the necessary hook declarations. Read it!
#include "meta_hooks.h"
bool SamplePlugin::LevelInit(const char *pMapName, const char *pMapEntities, const char *pOldLevel, const char *pLandmarkName, bool loadGame, bool background)
{
META_LOG(g_PLAPI, "LevelInit() called: pMapName=%s", pMapName);
RETURN_META_VALUE(MRES_IGNORED, true);
}
void SamplePlugin::ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
{
META_LOG(g_PLAPI, "ServerActivate() called: edictCount=%d, clientMax=%d", edictCount, clientMax);
RETURN_META(MRES_IGNORED);
}
void SamplePlugin::GameFrame(bool simulating)
{
META_LOG(g_PLAPI, "GameFrame() called: simulating=%d", simulating);
RETURN_META(MRES_IGNORED);
}
void SamplePlugin::LevelShutdown( void )
{
META_LOG(g_PLAPI, "LevelShutdown() called");
RETURN_META(MRES_IGNORED);
}
void SamplePlugin::ClientActive(edict_t *pEntity, bool bLoadGame)
{
META_LOG(g_PLAPI, "ClientActive called: pEntity=%d", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0);
RETURN_META(MRES_IGNORED);
}
void SamplePlugin::ClientDisconnect(edict_t *pEntity)
{
META_LOG(g_PLAPI, "ClientDisconnect called: pEntity=%d", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0);
RETURN_META(MRES_IGNORED);
}
void SamplePlugin::ClientPutInServer(edict_t *pEntity, char const *playername)
{
META_LOG(g_PLAPI, "ClientPutInServer called: pEntity=%d, playername=%s", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, playername);
RETURN_META(MRES_IGNORED);
}
void SamplePlugin::SetCommandClient(int index)
{
META_LOG(g_PLAPI, "SetCommandClient() called: index=%d", index);
RETURN_META(MRES_IGNORED);
}
void SamplePlugin::ClientSettingsChanged(edict_t *pEdict)
{
META_LOG(g_PLAPI, "ClientSettingsChanged called: pEdict=%d", pEdict ? m_Engine->IndexOfEdict(pEdict) : 0);
RETURN_META(MRES_IGNORED);
}
bool SamplePlugin::ClientConnect(edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen)
{
META_LOG(g_PLAPI, "ClientConnect called: pEntity=%d, pszName=%s, pszAddress=%s", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, pszName, pszAddress);
RETURN_META_VALUE(MRES_IGNORED, true);
}
void SamplePlugin::ClientCommand(edict_t *pEntity)
{
META_LOG(g_PLAPI, "ClientCommand called: pEntity=%d (commandString=%s)", pEntity ? m_Engine->IndexOfEdict(pEntity) : 0, m_Engine->Cmd_Args() ? m_Engine->Cmd_Args() : "");
RETURN_META(MRES_IGNORED);
}
bool SamplePlugin::Load(PluginId id, ISmmAPI *ismm, factories *list, char *error, size_t maxlen)
{
PLUGIN_SAVEVARS();
m_ServerDll = (IServerGameDLL *)((ismm->serverFactory())(INTERFACEVERSION_SERVERGAMEDLL, NULL));
m_Engine = (IVEngineServer *)((ismm->engineFactory())(INTERFACEVERSION_VENGINESERVER, NULL));
m_ServerClients = (IServerGameClients *)((ismm->serverFactory())(INTERFACEVERSION_SERVERGAMECLIENTS, NULL));
if (!m_ServerDll)
{
snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_SERVERGAMEDLL);
return false;
}
if (!m_Engine)
{
snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_VENGINESERVER);
return false;
}
if (!m_ServerClients)
{
snprintf(error, maxlen, "Could not find interface %s", INTERFACEVERSION_SERVERGAMECLIENTS);
return false;
}
META_LOG(g_PLAPI, "Starting plugin.\n");
//We're hooking the following things as POST, in order to seem like Server Plugins.
//However, I don't actually know if Valve has done server plugins as POST or not.
//Change the last parameter to 'false' in order to change this to PRE.
//SH_ADD_HOOK_MEMFUNC means "SourceHook, Add Hook, Member Function".
//Hook LevelInit to our function
SH_ADD_HOOK_MEMFUNC(IServerGameDLL, LevelInit, m_ServerDll, &g_SamplePlugin, LevelInit, true);
//Hook ServerActivate to our function
SH_ADD_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, m_ServerDll, &g_SamplePlugin, ServerActivate, true);
//Hook GameFrame to our function
SH_ADD_HOOK_MEMFUNC(IServerGameDLL, GameFrame, m_ServerDll, &g_SamplePlugin, GameFrame, true);
//Hook LevelShutdown to our function -- this makes more sense as pre I guess
SH_ADD_HOOK_MEMFUNC(IServerGameDLL, LevelShutdown, m_ServerDll, &g_SamplePlugin, LevelShutdown, false);
//Hook ClientActivate to our function
SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientActive, m_ServerClients, &g_SamplePlugin, ClientActive, true);
//Hook ClientDisconnect to our function
SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, m_ServerClients, &g_SamplePlugin, ClientDisconnect, true);
//Hook ClientPutInServer to our function
SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, m_ServerClients, &g_SamplePlugin, ClientPutInServer, true);
//Hook SetCommandClient to our function
SH_ADD_HOOK_MEMFUNC(IServerGameClients, SetCommandClient, m_ServerClients, &g_SamplePlugin, SetCommandClient, true);
//Hook ClientSettingsChanged to our function
SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, m_ServerClients, &g_SamplePlugin, ClientSettingsChanged, true);
//The following functions are pre handled, because that's how they are in IServerPluginCallbacks
//Hook ClientConnect to our function
SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientConnect, m_ServerClients, &g_SamplePlugin, ClientConnect, false);
//Hook ClientCommand to our function
SH_ADD_HOOK_MEMFUNC(IServerGameClients, ClientCommand, m_ServerClients, &g_SamplePlugin, ClientCommand, false);
//Get the call class for IVServerEngine so we can safely call functions without
// invoking their hooks (when needed).
m_Engine_CC = SH_GET_CALLCLASS(m_Engine);
SH_CALL(m_Engine_CC, &IVEngineServer::LogPrint)("All hooks started!\n");
return true;
}
bool SamplePlugin::Unload(char *error, size_t maxlen)
{
//Make sure we remove any hooks we did... this may not be necessary since
// SourceHook is capable of unloading plugins' hooks itself, but just to be safe.
SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, LevelInit, m_ServerDll, &g_SamplePlugin, LevelInit, true);
SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, ServerActivate, m_ServerDll, &g_SamplePlugin, ServerActivate, true);
SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, GameFrame, m_ServerDll, &g_SamplePlugin, GameFrame, true);
SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, LevelShutdown, m_ServerDll, &g_SamplePlugin, LevelShutdown, false);
SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientActive, m_ServerClients, &g_SamplePlugin, ClientActive, true);
SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientDisconnect, m_ServerClients, &g_SamplePlugin, ClientDisconnect, true);
SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientPutInServer, m_ServerClients, &g_SamplePlugin, ClientPutInServer, true);
SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, SetCommandClient, m_ServerClients, &g_SamplePlugin, SetCommandClient, true);
SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientSettingsChanged, m_ServerClients, &g_SamplePlugin, ClientSettingsChanged, true);
SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientConnect, m_ServerClients, &g_SamplePlugin, ClientConnect, false);
SH_REMOVE_HOOK_MEMFUNC(IServerGameClients, ClientCommand, m_ServerClients, &g_SamplePlugin, ClientCommand, false);
SH_RELEASE_CALLCLASS(m_Engine_CC);
return true;
}
void SamplePlugin::AllPluginsLoaded()
{
//we don't really need this for anything other than interplugin communication
//and that's not used in this plugin.
//If we really wanted, we could override the factories so other plugins can request
// interfaces we make. In this callback, the plugin could be assured that either
// the interfaces it requires were either loaded in another plugin or not.
}