3453 lines
103 KiB
C++
3453 lines
103 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: encapsulates and implements all the accessing of the game dll from external
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// sources (only the engine at the time of writing)
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// This files ONLY contains functions and data necessary to build an interface
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// to external modules
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//===========================================================================//
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#include "cbase.h"
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#include "gamestringpool.h"
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#include "mapentities_shared.h"
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#include "game.h"
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#include "entityapi.h"
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#include "client.h"
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#include "saverestore.h"
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#include "entitylist.h"
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#include "gamerules.h"
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#include "soundent.h"
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#include "player.h"
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#include "server_class.h"
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#include "ai_node.h"
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#include "ai_link.h"
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#include "ai_saverestore.h"
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#include "ai_networkmanager.h"
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#include "ndebugoverlay.h"
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#include "ivoiceserver.h"
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#include <stdarg.h>
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#include "movehelper_server.h"
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#include "networkstringtable_gamedll.h"
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#include "filesystem.h"
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#include "func_areaportalwindow.h"
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#include "igamesystem.h"
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#include "init_factory.h"
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#include "vstdlib/random.h"
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#include "env_wind_shared.h"
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#include "engine/IEngineSound.h"
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#include "ispatialpartition.h"
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#include "textstatsmgr.h"
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#include "bitbuf.h"
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#include "saverestoretypes.h"
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#include "physics_saverestore.h"
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#include "achievement_saverestore.h"
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#include "tier0/vprof.h"
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#include "effect_dispatch_data.h"
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#include "engine/IStaticPropMgr.h"
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#include "TemplateEntities.h"
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#include "ai_speech.h"
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#include "soundenvelope.h"
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#include "usermessages.h"
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#include "physics.h"
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#include "igameevents.h"
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#include "EventLog.h"
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#include "datacache/idatacache.h"
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#include "engine/ivdebugoverlay.h"
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#include "shareddefs.h"
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#include "props.h"
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#include "timedeventmgr.h"
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#include "gameinterface.h"
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#include "eventqueue.h"
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#include "hltvdirector.h"
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#if defined( REPLAY_ENABLED )
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#include "replaydirector.h"
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#endif
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "nav_mesh.h"
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#include "AI_ResponseSystem.h"
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#include "saverestore_stringtable.h"
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#include "util.h"
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#include "tier0/icommandline.h"
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#include "datacache/imdlcache.h"
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#include "engine/iserverplugin.h"
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#include "env_debughistory.h"
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#include "util_shared.h"
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#include "player_voice_listener.h"
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#ifdef _WIN32
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#include "ienginevgui.h"
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#include "vgui_gamedll_int.h"
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#include "vgui_controls/AnimationController.h"
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#endif
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#include "ragdoll_shared.h"
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#include "toolframework/iserverenginetools.h"
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#include "sceneentity.h"
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#include "appframework/IAppSystemGroup.h"
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#include "scenefilecache/ISceneFileCache.h"
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#include "tier2/tier2.h"
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#include "particles/particles.h"
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#include "GameStats.h"
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#include "ixboxsystem.h"
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#include "matchmaking/imatchframework.h"
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#include "querycache.h"
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#include "particle_parse.h"
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#include "steam/steam_gameserver.h"
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#include "tier3/tier3.h"
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#include "serverbenchmark_base.h"
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#include "vscript/ivscript.h"
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#include "foundryhelpers_server.h"
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#include "entity_tools_server.h"
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#include "foundry/iserverfoundry.h"
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#include "point_template.h"
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#include "../../engine/iblackbox.h"
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#include "vstdlib/jobthread.h"
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#include "vscript_server.h"
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#include "tier2/tier2_logging.h"
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#include "fmtstr.h"
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#ifdef INFESTED_DLL
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#include "missionchooser/iasw_mission_chooser.h"
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#include "missionchooser/iasw_mission_chooser_source.h"
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#include "matchmaking/swarm/imatchext_swarm.h"
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#include "asw_gamerules.h"
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#endif
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#ifdef _WIN32
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#include "IGameUIFuncs.h"
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#endif
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extern IToolFrameworkServer *g_pToolFrameworkServer;
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extern IParticleSystemQuery *g_pParticleSystemQuery;
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extern ConVar commentary;
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// this context is not available on dedicated servers
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// WARNING! always check if interfaces are available before using
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#if !defined(NO_STEAM)
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static CSteamAPIContext s_SteamAPIContext;
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CSteamAPIContext *steamapicontext = &s_SteamAPIContext;
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// this context is not available on a pure client connected to a remote server.
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// WARNING! always check if interfaces are available before using
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static CSteamGameServerAPIContext s_SteamGameServerAPIContext;
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CSteamGameServerAPIContext *steamgameserverapicontext = &s_SteamGameServerAPIContext;
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#endif
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IUploadGameStats *gamestatsuploader = NULL;
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CTimedEventMgr g_NetworkPropertyEventMgr;
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ISaveRestoreBlockHandler *GetEventQueueSaveRestoreBlockHandler();
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ISaveRestoreBlockHandler *GetCommentarySaveRestoreBlockHandler();
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CUtlLinkedList<CMapEntityRef, unsigned short> g_MapEntityRefs;
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// Engine interfaces.
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IVEngineServer *engine = NULL;
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IVoiceServer *g_pVoiceServer = NULL;
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#if !defined(_STATIC_LINKED)
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IFileSystem *filesystem = NULL;
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#else
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extern IFileSystem *filesystem;
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#endif
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INetworkStringTableContainer *networkstringtable = NULL;
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IStaticPropMgrServer *staticpropmgr = NULL;
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IUniformRandomStream *random = NULL;
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IEngineSound *enginesound = NULL;
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ISpatialPartition *partition = NULL;
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IVModelInfo *modelinfo = NULL;
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IEngineTrace *enginetrace = NULL;
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IFileLoggingListener *filelogginglistener = NULL;
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IGameEventManager2 *gameeventmanager = NULL;
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IDataCache *datacache = NULL;
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IVDebugOverlay * debugoverlay = NULL;
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ISoundEmitterSystemBase *soundemitterbase = NULL;
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IServerPluginHelpers *serverpluginhelpers = NULL;
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#ifdef SERVER_USES_VGUI
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IEngineVGui *enginevgui = NULL;
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#endif // SERVER_USES_VGUI
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IServerEngineTools *serverenginetools = NULL;
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IServerFoundry *serverfoundry = NULL;
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ISceneFileCache *scenefilecache = NULL;
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#ifdef SERVER_USES_VGUI
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IGameUIFuncs *gameuifuncs = NULL;
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#endif // SERVER_USES_VGUI
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IXboxSystem *xboxsystem = NULL; // Xbox 360 only
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IScriptManager *scriptmanager = NULL;
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IBlackBox *blackboxrecorder = NULL;
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#ifdef INFESTED_DLL
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IASW_Mission_Chooser *missionchooser = NULL;
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IMatchExtSwarm *g_pMatchExtSwarm = NULL;
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#endif
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IGameSystem *SoundEmitterSystem();
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void SoundSystemPreloadSounds( void );
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bool ModelSoundsCacheInit();
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void ModelSoundsCacheShutdown();
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void SceneManager_ClientActive( CBasePlayer *player );
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class IMaterialSystem;
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class IStudioRender;
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#ifdef _DEBUG
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static ConVar s_UseNetworkVars( "UseNetworkVars", "1", FCVAR_CHEAT, "For profiling, toggle network vars." );
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#endif
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extern ConVar sv_noclipduringpause;
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ConVar sv_massreport( "sv_massreport", "0" );
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ConVar sv_force_transmit_ents( "sv_force_transmit_ents", "0", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Will transmit all entities to client, regardless of PVS conditions (will still skip based on transmit flags, however)." );
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ConVar sv_autosave( "sv_autosave", "1", 0, "Set to 1 to autosave game on level transition. Does not affect autosave triggers." );
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ConVar *sv_maxreplay = NULL;
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static ConVar *g_pcv_commentary = NULL;
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static ConVar *g_pcv_ThreadMode = NULL;
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#if !defined(NO_STEAM)
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//-----------------------------------------------------------------------------
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// Purpose: singleton accessor
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//-----------------------------------------------------------------------------
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static CSteam3Server s_Steam3Server;
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CSteam3Server &Steam3Server()
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{
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return s_Steam3Server;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CSteam3Server::CSteam3Server()
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{
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m_bInitialized = false;
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}
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#endif
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// String tables
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INetworkStringTable *g_pStringTableParticleEffectNames = NULL;
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INetworkStringTable *g_pStringTableEffectDispatch = NULL;
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INetworkStringTable *g_pStringTableVguiScreen = NULL;
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INetworkStringTable *g_pStringTableMaterials = NULL;
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INetworkStringTable *g_pStringTableInfoPanel = NULL;
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INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL;
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INetworkStringTable *g_pStringTableExtraParticleFiles = NULL;
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CStringTableSaveRestoreOps g_VguiScreenStringOps;
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// Holds global variables shared between engine and game.
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CGlobalVars *gpGlobals;
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static int g_nCommandClientIndex = 0;
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// The chapter number of the current
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static int g_nCurrentChapterIndex = -1;
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static ConVar sv_showhitboxes( "sv_showhitboxes", "-1", FCVAR_CHEAT, "Send server-side hitboxes for specified entity to client (NOTE: this uses lots of bandwidth, use on listen server only)." );
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static ClientPutInServerOverrideFn g_pClientPutInServerOverride = NULL;
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static void UpdateChapterRestrictions( const char *mapname );
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CSharedEdictChangeInfo *g_pSharedChangeInfo = NULL;
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IChangeInfoAccessor *CBaseEdict::GetChangeAccessor()
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{
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return engine->GetChangeAccessor( (const edict_t *)this );
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}
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const IChangeInfoAccessor *CBaseEdict::GetChangeAccessor() const
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{
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return engine->GetChangeAccessor( (const edict_t *)this );
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}
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const char *GetHintTypeDescription( CAI_Hint *pHint );
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void ClientPutInServerOverride( ClientPutInServerOverrideFn fn )
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{
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g_pClientPutInServerOverride = fn;
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}
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ConVar ai_post_frame_navigation( "ai_post_frame_navigation", "0" );
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class CPostFrameNavigationHook;
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extern CPostFrameNavigationHook *PostFrameNavigationSystem( void );
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static bool g_bHeadTrackingEnabled = false;
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bool IsHeadTrackingEnabled()
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{
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#if defined( HL2_DLL )
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return g_bHeadTrackingEnabled;
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#else
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return false;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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int UTIL_GetCommandClientIndex( void )
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{
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// -1 == unknown,dedicated server console
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// 0 == player 1
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// Convert to 1 based offset
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return (g_nCommandClientIndex+1);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : CBasePlayer
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//-----------------------------------------------------------------------------
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CBasePlayer *UTIL_GetCommandClient( void )
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{
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int idx = UTIL_GetCommandClientIndex();
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if ( idx > 0 )
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{
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return UTIL_PlayerByIndex( idx );
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}
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// HLDS console issued command
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return NULL;
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}
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extern void InitializeCvars( void );
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float GetFloorZ(const Vector &origin);
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void UpdateAllClientData( void );
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void DrawMessageEntities();
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#include "ai_network.h"
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// For now just using one big AI network
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extern ConVar think_limit;
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#if 0
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//-----------------------------------------------------------------------------
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// Purpose: Draw output overlays for any measure sections
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// Input :
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//-----------------------------------------------------------------------------
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void DrawMeasuredSections(void)
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{
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int row = 1;
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float rowheight = 0.025;
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CMeasureSection *p = CMeasureSection::GetList();
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while ( p )
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{
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char str[256];
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Q_snprintf(str,sizeof(str),"%s",p->GetName());
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NDebugOverlay::ScreenText( 0.01,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
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Q_snprintf(str,sizeof(str),"%5.2f\n",p->GetTime().GetMillisecondsF());
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//Q_snprintf(str,sizeof(str),"%3.3f\n",p->GetTime().GetSeconds() * 100.0 / Plat_FloatTime());
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NDebugOverlay::ScreenText( 0.28,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
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Q_snprintf(str,sizeof(str),"%5.2f\n",p->GetMaxTime().GetMillisecondsF());
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//Q_snprintf(str,sizeof(str),"%3.3f\n",p->GetTime().GetSeconds() * 100.0 / Plat_FloatTime());
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NDebugOverlay::ScreenText( 0.34,0.51+(row*rowheight),str, 255,255,255,255, 0.0 );
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row++;
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p = p->GetNext();
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}
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bool sort_reset = false;
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// Time to redo sort?
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if ( measure_resort.GetFloat() > 0.0 &&
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Plat_FloatTime() >= CMeasureSection::m_dNextResort )
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{
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// Redo it
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CMeasureSection::SortSections();
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// Set next time
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CMeasureSection::m_dNextResort = Plat_FloatTime() + measure_resort.GetFloat();
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// Flag to reset sort accumulator, too
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sort_reset = true;
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}
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// Iterate through the sections now
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p = CMeasureSection::GetList();
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while ( p )
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{
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// Update max
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p->UpdateMax();
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// Reset regular accum.
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p->Reset();
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// Reset sort accum less often
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if ( sort_reset )
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{
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p->SortReset();
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}
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p = p->GetNext();
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}
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DrawAllDebugOverlays( void )
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{
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NDebugOverlay::PurgeTextOverlays();
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// If in debug select mode print the selection entities name or classname
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if (CBaseEntity::m_bInDebugSelect)
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{
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CBasePlayer* pPlayer = UTIL_PlayerByIndex( CBaseEntity::m_nDebugPlayer );
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if (pPlayer)
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{
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// First try to trace a hull to an entity
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CBaseEntity *pEntity = pPlayer->FindPickerEntity();
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if ( pEntity )
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{
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pEntity->DrawDebugTextOverlays();
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pEntity->DrawBBoxOverlay();
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pEntity->SendDebugPivotOverlay();
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}
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}
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}
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// --------------------------------------------------------
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// Draw debug overlay lines
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// --------------------------------------------------------
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UTIL_DrawOverlayLines();
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// ------------------------------------------------------------------------
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// If in wc_edit mode draw a box to highlight which node I'm looking at
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// ------------------------------------------------------------------------
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if (engine->IsInEditMode())
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{
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CBasePlayer* pPlayer = UTIL_PlayerByIndex( CBaseEntity::m_nDebugPlayer );
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if (pPlayer)
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{
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if (g_pAINetworkManager->GetEditOps()->m_bLinkEditMode)
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{
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CAI_Link* pAILink = pPlayer->FindPickerAILink();
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if (pAILink)
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{
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// For now just using one big AI network
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Vector startPos = g_pBigAINet->GetNode(pAILink->m_iSrcID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
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Vector endPos = g_pBigAINet->GetNode(pAILink->m_iDestID)->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
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Vector linkDir = startPos-endPos;
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float linkLen = VectorNormalize( linkDir );
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// Draw in green if link that's been turned off
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if (pAILink->m_LinkInfo & bits_LINK_OFF)
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{
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NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 0,255,0,40,0);
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}
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// Draw in a pukey yellowish green if link that's "bashable", which is off to everyone but a special door basher
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else if (pAILink->m_LinkInfo & bits_LINK_ASW_BASHABLE)
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{
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NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 40,255,0,40,0);
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}
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else
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{
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NDebugOverlay::BoxDirection(startPos, Vector(-4,-4,-4), Vector(-linkLen,4,4), linkDir, 255,0,0,40,0);
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}
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}
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}
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else
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{
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CAI_Node* pAINode;
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if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode)
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{
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pAINode = pPlayer->FindPickerAINode(NODE_AIR);
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}
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else
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{
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pAINode = pPlayer->FindPickerAINode(NODE_GROUND);
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}
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if (pAINode)
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{
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Vector vecPos = pAINode->GetPosition(g_pAINetworkManager->GetEditOps()->m_iHullDrawNum);
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NDebugOverlay::Box( vecPos, Vector(-8,-8,-8), Vector(8,8,8), 255,0,0,40,0);
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if ( pAINode->GetHint() )
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{
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CBaseEntity *pEnt = (CBaseEntity *)pAINode->GetHint();
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if ( pEnt->GetEntityName() != NULL_STRING )
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{
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NDebugOverlay::Text( vecPos + Vector(0,0,6), STRING(pEnt->GetEntityName()), false, 0 );
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}
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NDebugOverlay::Text( vecPos, GetHintTypeDescription( pAINode->GetHint() ), false, 0 );
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}
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}
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}
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// ------------------------------------
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// If in air edit mode draw guide line
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// ------------------------------------
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if (g_pAINetworkManager->GetEditOps()->m_bAirEditMode)
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{
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UTIL_DrawPositioningOverlay(g_pAINetworkManager->GetEditOps()->m_flAirEditDistance);
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}
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else
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{
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NDebugOverlay::DrawGroundCrossHairOverlay();
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|
}
|
|
}
|
|
}
|
|
|
|
// For not just using one big AI Network
|
|
if ( g_pAINetworkManager )
|
|
{
|
|
g_pAINetworkManager->GetEditOps()->DrawAINetworkOverlay();
|
|
}
|
|
|
|
// PERFORMANCE: only do this in developer mode
|
|
if ( g_pDeveloper->GetInt() )
|
|
{
|
|
// iterate through all objects for debug overlays
|
|
const CEntInfo *pInfo = gEntList.FirstEntInfo();
|
|
|
|
for ( ;pInfo; pInfo = pInfo->m_pNext )
|
|
{
|
|
CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
|
|
// HACKHACK: to flag off these calls
|
|
if ( ent->m_debugOverlays || ent->m_pTimedOverlay )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
ent->DrawDebugGeometryOverlays();
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( sv_massreport.GetInt() )
|
|
{
|
|
// iterate through all objects for debug overlays
|
|
const CEntInfo *pInfo = gEntList.FirstEntInfo();
|
|
|
|
for ( ;pInfo; pInfo = pInfo->m_pNext )
|
|
{
|
|
CBaseEntity *ent = (CBaseEntity *)pInfo->m_pEntity;
|
|
if (!ent->VPhysicsGetObject())
|
|
continue;
|
|
|
|
char tempstr[512];
|
|
Q_snprintf(tempstr, sizeof(tempstr),"%s: Mass: %.2f kg / %.2f lb (%s)",
|
|
STRING(ent->GetModelName()), ent->VPhysicsGetObject()->GetMass(),
|
|
kg2lbs(ent->VPhysicsGetObject()->GetMass()),
|
|
GetMassEquivalent(ent->VPhysicsGetObject()->GetMass()));
|
|
ent->EntityText(0, tempstr, 0);
|
|
}
|
|
}
|
|
|
|
// A hack to draw point_message entities w/o developer required
|
|
DrawMessageEntities();
|
|
}
|
|
|
|
// enable threading of init functions on x360
|
|
static ConVar sv_threaded_init("sv_threaded_init", IsX360() ? "1" : "0");
|
|
|
|
static bool InitGameSystems( CreateInterfaceFn appSystemFactory )
|
|
{
|
|
// The string system must init first + shutdown last
|
|
IGameSystem::Add( GameStringSystem() );
|
|
|
|
// Physics must occur before the sound envelope manager
|
|
IGameSystem::Add( PhysicsGameSystem() );
|
|
|
|
// Precache system must be next (requires physics game system)
|
|
IGameSystem::Add( g_pPrecacheRegister );
|
|
|
|
// Used to service deferred navigation queries for NPCs
|
|
IGameSystem::Add( (IGameSystem *) PostFrameNavigationSystem() );
|
|
|
|
// Add game log system
|
|
IGameSystem::Add( GameLogSystem() );
|
|
|
|
// Add HLTV director
|
|
IGameSystem::Add( HLTVDirectorSystem() );
|
|
|
|
#if defined( REPLAY_ENABLED )
|
|
// Add Replay director
|
|
IGameSystem::Add( ReplayDirectorSystem() );
|
|
#endif
|
|
|
|
// Add sound emitter
|
|
IGameSystem::Add( SoundEmitterSystem() );
|
|
|
|
#ifdef SERVER_USES_VGUI
|
|
// Startup vgui
|
|
if ( enginevgui )
|
|
{
|
|
if(!VGui_Startup( appSystemFactory ))
|
|
return false;
|
|
}
|
|
#endif // SERVER_USES_VGUI
|
|
|
|
// load Mod specific game events ( MUST be before InitAllSystems() so it can pickup the mod specific events)
|
|
gameeventmanager->LoadEventsFromFile("resource/ModEvents.res");
|
|
|
|
|
|
|
|
if ( !IGameSystem::InitAllSystems() )
|
|
return false;
|
|
|
|
// Due to dependencies, these are not autogamesystems
|
|
if ( !ModelSoundsCacheInit() )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Parse the particle manifest file & register the effects within it
|
|
// ParseParticleEffects( false );
|
|
|
|
InvalidateQueryCache();
|
|
|
|
// create the Navigation Mesh interface
|
|
TheNavMesh = NavMeshFactory();
|
|
|
|
// init the gamestatsupload connection
|
|
gamestatsuploader->InitConnection();
|
|
|
|
return true;
|
|
}
|
|
|
|
CServerGameDLL g_ServerGameDLL;
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameDLL, IServerGameDLL, INTERFACEVERSION_SERVERGAMEDLL, g_ServerGameDLL);
|
|
|
|
bool CServerGameDLL::DLLInit( CreateInterfaceFn appSystemFactory,
|
|
CreateInterfaceFn physicsFactory, CreateInterfaceFn fileSystemFactory,
|
|
CGlobalVars *pGlobals)
|
|
{
|
|
|
|
COM_TimestampedLog( "ConnectTier1/2/3Libraries - Start" );
|
|
|
|
ConnectTier1Libraries( &appSystemFactory, 1 );
|
|
ConnectTier2Libraries( &appSystemFactory, 1 );
|
|
ConnectTier3Libraries( &appSystemFactory, 1 );
|
|
|
|
COM_TimestampedLog( "ConnectTier1/2/3Libraries - Finish" );
|
|
|
|
// Connected in ConnectTier1Libraries
|
|
if ( cvar == NULL )
|
|
return false;
|
|
|
|
#if !defined( SWDS ) && !defined(NO_STEAM)
|
|
SteamAPI_InitSafe();
|
|
s_SteamAPIContext.Init();
|
|
#endif
|
|
#if !defined(NO_STEAM)
|
|
s_SteamGameServerAPIContext.Init();
|
|
#endif
|
|
|
|
COM_TimestampedLog( "Factories - Start" );
|
|
|
|
// init each (seperated for ease of debugging)
|
|
if ( (engine = (IVEngineServer*)appSystemFactory(INTERFACEVERSION_VENGINESERVER, NULL)) == NULL )
|
|
return false;
|
|
if ( (g_pVoiceServer = (IVoiceServer*)appSystemFactory(INTERFACEVERSION_VOICESERVER, NULL)) == NULL )
|
|
return false;
|
|
if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLESERVER,NULL)) == NULL )
|
|
return false;
|
|
if ( (staticpropmgr = (IStaticPropMgrServer *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_SERVER,NULL)) == NULL )
|
|
return false;
|
|
if ( (random = (IUniformRandomStream *)appSystemFactory(VENGINE_SERVER_RANDOM_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_SERVER_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) == NULL )
|
|
return false;
|
|
if ( (modelinfo = (IVModelInfo *)appSystemFactory(VMODELINFO_SERVER_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (enginetrace = (IEngineTrace *)appSystemFactory(INTERFACEVERSION_ENGINETRACE_SERVER,NULL)) == NULL )
|
|
return false;
|
|
if ( (filelogginglistener = (IFileLoggingListener *)appSystemFactory(FILELOGGINGLISTENER_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (filesystem = (IFileSystem *)fileSystemFactory(FILESYSTEM_INTERFACE_VERSION,NULL)) == NULL )
|
|
return false;
|
|
if ( (gameeventmanager = (IGameEventManager2 *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2,NULL)) == NULL )
|
|
return false;
|
|
if ( (datacache = (IDataCache*)appSystemFactory(DATACACHE_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (soundemitterbase = (ISoundEmitterSystemBase *)appSystemFactory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL )
|
|
return false;
|
|
if ( !mdlcache )
|
|
return false;
|
|
if ( (serverpluginhelpers = (IServerPluginHelpers *)appSystemFactory(INTERFACEVERSION_ISERVERPLUGINHELPERS, NULL)) == NULL )
|
|
return false;
|
|
if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (blackboxrecorder = (IBlackBox *)appSystemFactory(BLACKBOX_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
|
|
if ( !CommandLine()->CheckParm( "-noscripting") )
|
|
{
|
|
scriptmanager = (IScriptManager *)appSystemFactory( VSCRIPT_INTERFACE_VERSION, NULL );
|
|
}
|
|
|
|
|
|
#ifdef SERVER_USES_VGUI
|
|
// If not running dedicated, grab the engine vgui interface
|
|
if ( !engine->IsDedicatedServer() )
|
|
{
|
|
#ifdef _WIN32
|
|
if ( ( enginevgui = ( IEngineVGui * )appSystemFactory(VENGINE_VGUI_VERSION, NULL)) == NULL )
|
|
return false;
|
|
|
|
// This interface is optional, and is only valid when running with -tools
|
|
serverenginetools = ( IServerEngineTools * )appSystemFactory( VSERVERENGINETOOLS_INTERFACE_VERSION, NULL );
|
|
|
|
gameuifuncs = (IGameUIFuncs * )appSystemFactory( VENGINE_GAMEUIFUNCS_VERSION, NULL );
|
|
#endif
|
|
}
|
|
#endif // SERVER_USES_VGUI
|
|
|
|
#ifdef INFESTED_DLL
|
|
if ( (missionchooser = (IASW_Mission_Chooser *)appSystemFactory(ASW_MISSION_CHOOSER_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (g_pMatchExtSwarm = (IMatchExtSwarm *)appSystemFactory(IMATCHEXT_SWARM_INTERFACE, NULL)) == NULL )
|
|
return false;
|
|
#endif
|
|
|
|
if ( !g_pMatchFramework )
|
|
return false;
|
|
if ( IMatchExtensions *pIMatchExtensions = g_pMatchFramework->GetMatchExtensions() )
|
|
pIMatchExtensions->RegisterExtensionInterface(
|
|
INTERFACEVERSION_SERVERGAMEDLL, static_cast< IServerGameDLL * >( this ) );
|
|
|
|
COM_TimestampedLog( "Factories - Finish" );
|
|
|
|
COM_TimestampedLog( "soundemitterbase->Connect" );
|
|
|
|
// Yes, both the client and game .dlls will try to Connect, the soundemittersystem.dll will handle this gracefully
|
|
if ( !soundemitterbase->Connect( appSystemFactory ) )
|
|
return false;
|
|
|
|
if ( CommandLine()->FindParm( "-headtracking" ) )
|
|
g_bHeadTrackingEnabled = true;
|
|
|
|
// cache the globals
|
|
gpGlobals = pGlobals;
|
|
|
|
g_pSharedChangeInfo = engine->GetSharedEdictChangeInfo();
|
|
|
|
COM_TimestampedLog( "MathLib_Init" );
|
|
|
|
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
|
|
|
|
// save these in case other system inits need them
|
|
factorylist_t factories;
|
|
factories.engineFactory = appSystemFactory;
|
|
factories.fileSystemFactory = fileSystemFactory;
|
|
factories.physicsFactory = physicsFactory;
|
|
FactoryList_Store( factories );
|
|
|
|
COM_TimestampedLog( "gameeventmanager->LoadEventsFromFile" );
|
|
// load used game events
|
|
gameeventmanager->LoadEventsFromFile("resource/gameevents.res");
|
|
|
|
COM_TimestampedLog( "InitializeCvars" );
|
|
// init the cvar list first in case inits want to reference them
|
|
InitializeCvars();
|
|
|
|
COM_TimestampedLog( "g_pParticleSystemMgr->Init" );
|
|
// Initialize the particle system
|
|
bool bPrecacheParticles = IsPC() && !engine->IsCreatingXboxReslist();
|
|
if ( !g_pParticleSystemMgr->Init( g_pParticleSystemQuery, bPrecacheParticles ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
sv_cheats = g_pCVar->FindVar( "sv_cheats" );
|
|
if ( !sv_cheats )
|
|
return false;
|
|
|
|
g_pcv_commentary = g_pCVar->FindVar( "commentary" );
|
|
g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" );
|
|
|
|
sv_maxreplay = g_pCVar->FindVar( "sv_maxreplay" );
|
|
|
|
COM_TimestampedLog( "g_pGameSaveRestoreBlockSet" );
|
|
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetAISaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetTemplateSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetDefaultResponseSystemSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetCommentarySaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEventQueueSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetAchievementSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetVScriptSaveRestoreBlockHandler() );
|
|
|
|
|
|
|
|
bool bInitSuccess = false;
|
|
if ( sv_threaded_init.GetBool() )
|
|
{
|
|
CFunctorJob *pGameJob = new CFunctorJob( CreateFunctor( ParseParticleEffects, false ) );
|
|
g_pThreadPool->AddJob( pGameJob );
|
|
bInitSuccess = InitGameSystems( appSystemFactory );
|
|
|
|
// FIXME: This method is a bit of a hack.
|
|
// Try to update the screen every .06 seconds while waiting.
|
|
float flLastUpdateTime = -1.0f;
|
|
|
|
while( !pGameJob->IsFinished() )
|
|
{
|
|
float flTime = Plat_FloatTime();
|
|
|
|
if ( flTime - flLastUpdateTime > .06f )
|
|
{
|
|
flLastUpdateTime = flTime;
|
|
engine->RefreshScreenIfNecessary();
|
|
}
|
|
|
|
ThreadSleep( 0 );
|
|
}
|
|
pGameJob->Release();
|
|
}
|
|
else
|
|
{
|
|
COM_TimestampedLog( "ParseParticleEffects" );
|
|
ParseParticleEffects( false );
|
|
COM_TimestampedLog( "InitGameSystems - Start" );
|
|
bInitSuccess = InitGameSystems( appSystemFactory );
|
|
COM_TimestampedLog( "InitGameSystems - Finish" );
|
|
}
|
|
// try to get debug overlay, may be NULL if on HLDS
|
|
debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL );
|
|
|
|
// init the gamestatsupload connection
|
|
gamestatsuploader->InitConnection();
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
void CServerGameDLL::PostInit()
|
|
{
|
|
IGameSystem::PostInitAllSystems();
|
|
|
|
#ifdef SERVER_USES_VGUI
|
|
if ( !engine->IsDedicatedServer() && enginevgui )
|
|
{
|
|
if ( VGui_PostInit() )
|
|
{
|
|
// all good
|
|
}
|
|
}
|
|
#endif // SERVER_USES_VGUI
|
|
}
|
|
|
|
void CServerGameDLL::PostToolsInit()
|
|
{
|
|
if ( serverenginetools )
|
|
{
|
|
serverfoundry = ( IServerFoundry * )serverenginetools->QueryInterface( VSERVERFOUNDRY_INTERFACE_VERSION );
|
|
}
|
|
}
|
|
|
|
void CServerGameDLL::DLLShutdown( void )
|
|
{
|
|
|
|
// Due to dependencies, these are not autogamesystems
|
|
ModelSoundsCacheShutdown();
|
|
|
|
|
|
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetVScriptSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetAchievementSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetCommentarySaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEventQueueSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetDefaultResponseSystemSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetTemplateSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetAISaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() );
|
|
|
|
|
|
char *pFilename = g_TextStatsMgr.GetStatsFilename();
|
|
if ( !pFilename || !pFilename[0] )
|
|
{
|
|
g_TextStatsMgr.SetStatsFilename( "stats.txt" );
|
|
}
|
|
g_TextStatsMgr.WriteFile( filesystem );
|
|
|
|
IGameSystem::ShutdownAllSystems();
|
|
|
|
#ifdef SERVER_USES_VGUI
|
|
if ( enginevgui )
|
|
{
|
|
VGui_Shutdown();
|
|
}
|
|
#endif // SERVER_USES_VGUI
|
|
|
|
|
|
|
|
|
|
// destroy the Navigation Mesh interface
|
|
if (TheNavMesh)
|
|
{
|
|
delete TheNavMesh;
|
|
TheNavMesh = NULL;
|
|
}
|
|
|
|
#if !defined(NO_STEAM)
|
|
s_SteamAPIContext.Clear(); // Steam API context shutdown
|
|
s_SteamGameServerAPIContext.Clear();
|
|
// SteamAPI_Shutdown(); << Steam shutdown is controlled by engine
|
|
#endif
|
|
|
|
DisconnectTier3Libraries();
|
|
DisconnectTier2Libraries();
|
|
ConVar_Unregister();
|
|
DisconnectTier1Libraries();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: See shareddefs.h for redefining this. Don't even think about it, though, for HL2. Or you will pay. ywb 9/22/03
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
float CServerGameDLL::GetTickInterval( void ) const
|
|
{
|
|
float tickinterval = DEFAULT_TICK_INTERVAL;
|
|
|
|
|
|
|
|
|
|
// override if tick rate specified in command line
|
|
if ( CommandLine()->CheckParm( "-tickrate" ) )
|
|
{
|
|
float tickrate = CommandLine()->ParmValue( "-tickrate", 0 );
|
|
if ( tickrate > 10 )
|
|
tickinterval = 1.0f / tickrate;
|
|
}
|
|
|
|
|
|
return tickinterval;
|
|
}
|
|
|
|
// This is called when a new game is started. (restart, map)
|
|
bool CServerGameDLL::GameInit( void )
|
|
{
|
|
ResetGlobalState();
|
|
engine->ServerCommand( "exec game.cfg\n" );
|
|
engine->ServerExecute( );
|
|
CBaseEntity::sm_bAccurateTriggerBboxChecks = true;
|
|
|
|
IGameEvent *event = gameeventmanager->CreateEvent( "game_init" );
|
|
if ( event )
|
|
{
|
|
gameeventmanager->FireEvent( event );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// This is called when a game ends (server disconnect, death, restart, load)
|
|
// NOT on level transitions within a game
|
|
void CServerGameDLL::GameShutdown( void )
|
|
{
|
|
ResetGlobalState();
|
|
}
|
|
|
|
static bool g_OneWayTransition = false;
|
|
void Game_SetOneWayTransition( void )
|
|
{
|
|
g_OneWayTransition = true;
|
|
}
|
|
|
|
static CUtlVector<EHANDLE> g_RestoredEntities;
|
|
// just for debugging, assert that this is the only time this function is called
|
|
static bool g_InRestore = false;
|
|
|
|
void AddRestoredEntity( CBaseEntity *pEntity )
|
|
{
|
|
Assert(g_InRestore);
|
|
if ( !pEntity )
|
|
return;
|
|
|
|
g_RestoredEntities.AddToTail( EHANDLE(pEntity) );
|
|
}
|
|
|
|
void EndRestoreEntities()
|
|
{
|
|
if ( !g_InRestore )
|
|
return;
|
|
|
|
// The entire hierarchy is restored, so we can call GetAbsOrigin again.
|
|
//CBaseEntity::SetAbsQueriesValid( true );
|
|
|
|
// Call all entities' OnRestore handlers
|
|
for ( int i = g_RestoredEntities.Count()-1; i >=0; --i )
|
|
{
|
|
CBaseEntity *pEntity = g_RestoredEntities[i].Get();
|
|
if ( pEntity && !pEntity->IsDormant() )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
pEntity->OnRestore();
|
|
}
|
|
}
|
|
|
|
g_RestoredEntities.Purge();
|
|
|
|
IGameSystem::OnRestoreAllSystems();
|
|
|
|
g_InRestore = false;
|
|
gEntList.CleanupDeleteList();
|
|
|
|
// HACKHACK: UNDONE: We need to redesign the main loop with respect to save/load/server activate
|
|
g_ServerGameDLL.ServerActivate( NULL, 0, 0 );
|
|
CBaseEntity::SetAllowPrecache( false );
|
|
}
|
|
|
|
void BeginRestoreEntities()
|
|
{
|
|
if ( g_InRestore )
|
|
{
|
|
DevMsg( "BeginRestoreEntities without previous EndRestoreEntities.\n" );
|
|
gEntList.CleanupDeleteList();
|
|
}
|
|
g_RestoredEntities.Purge();
|
|
g_InRestore = true;
|
|
|
|
CBaseEntity::SetAllowPrecache( true );
|
|
|
|
// No calls to GetAbsOrigin until the entire hierarchy is restored!
|
|
//CBaseEntity::SetAbsQueriesValid( false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This prevents sv.tickcount/gpGlobals->tickcount from advancing during restore which
|
|
// would cause a lot of the NPCs to fast forward their think times to the same
|
|
// tick due to some ticks being elapsed during restore where there was no simulation going on
|
|
//-----------------------------------------------------------------------------
|
|
bool CServerGameDLL::IsRestoring()
|
|
{
|
|
return g_InRestore;
|
|
}
|
|
|
|
bool CServerGameDLL::SupportsSaveRestore()
|
|
{
|
|
#ifdef INFESTED_DLL
|
|
return false;
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
// Called any time a new level is started (after GameInit() also on level transitions within a game)
|
|
bool CServerGameDLL::LevelInit( const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background )
|
|
{
|
|
VPROF("CServerGameDLL::LevelInit");
|
|
ResetWindspeed();
|
|
UpdateChapterRestrictions( pMapName );
|
|
|
|
// IGameSystem::LevelInitPreEntityAllSystems() is called when the world is precached
|
|
// That happens either in LoadGameState() or in MapEntity_ParseAllEntities()
|
|
if ( loadGame )
|
|
{
|
|
if ( pOldLevel )
|
|
{
|
|
gpGlobals->eLoadType = MapLoad_Transition;
|
|
}
|
|
else
|
|
{
|
|
gpGlobals->eLoadType = MapLoad_LoadGame;
|
|
}
|
|
|
|
BeginRestoreEntities();
|
|
if ( !engine->LoadGameState( pMapName, 1 ) )
|
|
{
|
|
if ( pOldLevel )
|
|
{
|
|
MapEntity_ParseAllEntities( pMapEntities );
|
|
}
|
|
else
|
|
{
|
|
// Regular save load case
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( pOldLevel )
|
|
{
|
|
engine->LoadAdjacentEnts( pOldLevel, pLandmarkName );
|
|
}
|
|
|
|
if ( g_OneWayTransition )
|
|
{
|
|
engine->ClearSaveDirAfterClientLoad();
|
|
}
|
|
|
|
if ( pOldLevel && sv_autosave.GetBool() == true && gpGlobals->maxClients == 1 )
|
|
{
|
|
// This is a single-player style level transition.
|
|
// Queue up an autosave one second into the level
|
|
CBaseEntity *pAutosave = CBaseEntity::Create( "logic_autosave", vec3_origin, vec3_angle, NULL );
|
|
if ( pAutosave )
|
|
{
|
|
g_EventQueue.AddEvent( pAutosave, "Save", 1.0, NULL, NULL );
|
|
g_EventQueue.AddEvent( pAutosave, "Kill", 1.1, NULL, NULL );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( background )
|
|
{
|
|
gpGlobals->eLoadType = MapLoad_Background;
|
|
}
|
|
else
|
|
{
|
|
gpGlobals->eLoadType = MapLoad_NewGame;
|
|
}
|
|
|
|
// Clear out entity references, and parse the entities into it.
|
|
g_MapEntityRefs.Purge();
|
|
CMapLoadEntityFilter filter;
|
|
MapEntity_ParseAllEntities( pMapEntities, &filter );
|
|
|
|
g_pServerBenchmark->StartBenchmark();
|
|
|
|
// Now call the mod specific parse
|
|
LevelInit_ParseAllEntities( pMapEntities );
|
|
}
|
|
|
|
// Check low violence settings for this map
|
|
g_RagdollLVManager.SetLowViolence( pMapName );
|
|
|
|
// Now that all of the active entities have been loaded in, precache any entities who need point_template parameters
|
|
// to be parsed (the above code has loaded all point_template entities)
|
|
PrecachePointTemplates();
|
|
|
|
// load MOTD from file into stringtable
|
|
LoadMessageOfTheDay();
|
|
|
|
// Sometimes an ent will Remove() itself during its precache, so RemoveImmediate won't happen.
|
|
// This makes sure those ents get cleaned up.
|
|
gEntList.CleanupDeleteList();
|
|
|
|
g_AIFriendliesTalkSemaphore.Release();
|
|
g_AIFoesTalkSemaphore.Release();
|
|
g_OneWayTransition = false;
|
|
|
|
// clear any pending autosavedangerous
|
|
m_fAutoSaveDangerousTime = 0.0f;
|
|
m_fAutoSaveDangerousMinHealthToCommit = 0.0f;
|
|
|
|
// ask for the latest game rules
|
|
GameRules()->UpdateGameplayStatsFromSteam();
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called after every level change and load game, iterates through all the
|
|
// active entities and gives them a chance to fix up their state
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef DEBUG
|
|
bool g_bReceivedChainedActivate;
|
|
bool g_bCheckForChainedActivate;
|
|
#define BeginCheckChainedActivate() if (0) ; else { g_bCheckForChainedActivate = true; g_bReceivedChainedActivate = false; }
|
|
#define EndCheckChainedActivate( bCheck ) \
|
|
if (0) ; else \
|
|
{ \
|
|
if ( bCheck ) \
|
|
{ \
|
|
char msg[ 1024 ]; \
|
|
Q_snprintf( msg, sizeof( msg ), "Entity (%i/%s/%s) failed to call base class Activate()\n", pClass->entindex(), pClass->GetClassname(), STRING( pClass->GetEntityName() ) ); \
|
|
AssertMsg( g_bReceivedChainedActivate == true, msg ); \
|
|
} \
|
|
g_bCheckForChainedActivate = false; \
|
|
}
|
|
#else
|
|
#define BeginCheckChainedActivate() ((void)0)
|
|
#define EndCheckChainedActivate( bCheck ) ((void)0)
|
|
#endif
|
|
|
|
void CServerGameDLL::ServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
|
|
{
|
|
// HACKHACK: UNDONE: We need to redesign the main loop with respect to save/load/server activate
|
|
if ( g_InRestore )
|
|
return;
|
|
|
|
if ( gEntList.ResetDeleteList() != 0 )
|
|
{
|
|
Msg( "ERROR: Entity delete queue not empty on level start!\n" );
|
|
}
|
|
|
|
for ( CBaseEntity *pClass = gEntList.FirstEnt(); pClass != NULL; pClass = gEntList.NextEnt(pClass) )
|
|
{
|
|
if ( pClass && !pClass->IsDormant() )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
BeginCheckChainedActivate();
|
|
pClass->Activate();
|
|
|
|
// We don't care if it finished activating if it decided to remove itself.
|
|
EndCheckChainedActivate( !( pClass->GetEFlags() & EFL_KILLME ) );
|
|
}
|
|
}
|
|
|
|
IGameSystem::LevelInitPostEntityAllSystems();
|
|
// No more precaching after PostEntityAllSystems!!!
|
|
CBaseEntity::SetAllowPrecache( false );
|
|
|
|
// only display the think limit when the game is run with "developer" mode set
|
|
if ( !g_pDeveloper->GetInt() )
|
|
{
|
|
think_limit.SetValue( 0 );
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
// load the Navigation Mesh for this map
|
|
TheNavMesh->Load();
|
|
#endif
|
|
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called after the steam API has been activated post-level startup
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameDLL::GameServerSteamAPIActivated( void )
|
|
{
|
|
#if !defined( NO_STEAM )
|
|
steamgameserverapicontext->Init();
|
|
#endif
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called at the start of every game frame
|
|
//-----------------------------------------------------------------------------
|
|
ConVar trace_report( "trace_report", "0" );
|
|
|
|
void CServerGameDLL::GameFrame( bool simulating )
|
|
{
|
|
VPROF( "CServerGameDLL::GameFrame" );
|
|
|
|
// Don't run frames until fully restored
|
|
if ( g_InRestore )
|
|
return;
|
|
|
|
#ifndef NO_STEAM
|
|
// All the calls to us from the engine prior to gameframe (like LevelInit & ServerActivate)
|
|
// are done before the engine has got the Steam API connected, so we have to wait until now to connect ourselves.
|
|
if ( Steam3Server().CheckInitialized() )
|
|
{
|
|
GameRules()->UpdateGameplayStatsFromSteam();
|
|
}
|
|
#endif
|
|
|
|
g_bIsLogging = engine->IsLogEnabled();
|
|
if ( CBaseEntity::IsSimulatingOnAlternateTicks() )
|
|
{
|
|
// only run simulation on even numbered ticks
|
|
if ( gpGlobals->tickcount & 1 )
|
|
{
|
|
UpdateAllClientData();
|
|
return;
|
|
}
|
|
// If we're skipping frames, then the frametime is 2x the normal tick
|
|
gpGlobals->frametime *= 2.0f;
|
|
}
|
|
|
|
float oldframetime = gpGlobals->frametime;
|
|
|
|
#ifdef _DEBUG
|
|
// For profiling.. let them enable/disable the networkvar manual mode stuff.
|
|
g_bUseNetworkVars = s_UseNetworkVars.GetBool();
|
|
#endif
|
|
|
|
extern void GameStartFrame( void );
|
|
extern void ServiceEventQueue( void );
|
|
extern void Physics_RunThinkFunctions( bool simulating );
|
|
|
|
// Delete anything that was marked for deletion
|
|
// outside of server frameloop (e.g., in response to concommand)
|
|
gEntList.CleanupDeleteList();
|
|
HandleFoundryEntitySpawnRecords();
|
|
|
|
IGameSystem::FrameUpdatePreEntityThinkAllSystems();
|
|
GameStartFrame();
|
|
|
|
|
|
TheNavMesh->Update();
|
|
|
|
{
|
|
VPROF( "gamestatsuploader->UpdateConnection" );
|
|
gamestatsuploader->UpdateConnection();
|
|
}
|
|
{
|
|
VPROF( "UpdateQueryCache" );
|
|
UpdateQueryCache();
|
|
}
|
|
|
|
{
|
|
VPROF( "g_pServerBenchmark->UpdateBenchmark" );
|
|
g_pServerBenchmark->UpdateBenchmark();
|
|
}
|
|
|
|
|
|
Physics_RunThinkFunctions( simulating );
|
|
|
|
IGameSystem::FrameUpdatePostEntityThinkAllSystems();
|
|
|
|
// UNDONE: Make these systems IGameSystems and move these calls into FrameUpdatePostEntityThink()
|
|
// service event queue, firing off any actions whos time has come
|
|
ServiceEventQueue();
|
|
|
|
// free all ents marked in think functions
|
|
gEntList.CleanupDeleteList();
|
|
|
|
// FIXME: Should this only occur on the final tick?
|
|
UpdateAllClientData();
|
|
|
|
if ( g_pGameRules )
|
|
{
|
|
VPROF( "g_pGameRules->EndGameFrame" );
|
|
g_pGameRules->EndGameFrame();
|
|
}
|
|
|
|
if ( trace_report.GetBool() )
|
|
{
|
|
int total = 0, totals[3];
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
totals[i] = enginetrace->GetStatByIndex( i, true );
|
|
if ( totals[i] > 0 )
|
|
{
|
|
total += totals[i];
|
|
}
|
|
}
|
|
|
|
if ( total )
|
|
{
|
|
Msg("Trace: %d, contents %d, enumerate %d\n", totals[0], totals[1], totals[2] );
|
|
}
|
|
}
|
|
|
|
// Any entities that detect network state changes on a timer do it here.
|
|
g_NetworkPropertyEventMgr.FireEvents();
|
|
|
|
gpGlobals->frametime = oldframetime;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called every frame even if not ticking
|
|
// Input : simulating -
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameDLL::PreClientUpdate( bool simulating )
|
|
{
|
|
if ( !simulating )
|
|
return;
|
|
|
|
/*
|
|
if (game_speeds.GetInt())
|
|
{
|
|
DrawMeasuredSections();
|
|
}
|
|
*/
|
|
|
|
//#ifdef _DEBUG - allow this in release for now
|
|
DrawAllDebugOverlays();
|
|
//#endif
|
|
|
|
IGameSystem::PreClientUpdateAllSystems();
|
|
|
|
if ( sv_showhitboxes.GetInt() == -1 )
|
|
return;
|
|
|
|
if ( sv_showhitboxes.GetInt() == 0 )
|
|
{
|
|
// assume it's text
|
|
CBaseEntity *pEntity = NULL;
|
|
|
|
while (1)
|
|
{
|
|
pEntity = gEntList.FindEntityByName( pEntity, sv_showhitboxes.GetString() );
|
|
if ( !pEntity )
|
|
break;
|
|
|
|
CBaseAnimating *anim = dynamic_cast< CBaseAnimating * >( pEntity );
|
|
|
|
if (anim)
|
|
{
|
|
anim->DrawServerHitboxes();
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
CBaseAnimating *anim = dynamic_cast< CBaseAnimating * >( CBaseEntity::Instance( INDEXENT( sv_showhitboxes.GetInt() ) ) );
|
|
if ( !anim )
|
|
return;
|
|
|
|
anim->DrawServerHitboxes();
|
|
}
|
|
|
|
void CServerGameDLL::Think( bool finalTick )
|
|
{
|
|
if ( m_fAutoSaveDangerousTime != 0.0f && m_fAutoSaveDangerousTime < gpGlobals->curtime )
|
|
{
|
|
// The safety timer for a dangerous auto save has expired
|
|
CBasePlayer *pPlayer = UTIL_PlayerByIndex( 1 );
|
|
|
|
if ( pPlayer && ( pPlayer->GetDeathTime() == 0.0f || pPlayer->GetDeathTime() > gpGlobals->curtime )
|
|
&& !pPlayer->IsSinglePlayerGameEnding()
|
|
)
|
|
{
|
|
if( pPlayer->GetHealth() >= m_fAutoSaveDangerousMinHealthToCommit )
|
|
{
|
|
// The player isn't dead, so make the dangerous auto save safe
|
|
engine->ServerCommand( "autosavedangerousissafe\n" );
|
|
}
|
|
}
|
|
|
|
m_fAutoSaveDangerousTime = 0.0f;
|
|
m_fAutoSaveDangerousMinHealthToCommit = 0.0f;
|
|
}
|
|
}
|
|
|
|
void CServerGameDLL::OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue )
|
|
{
|
|
}
|
|
|
|
// Called when a level is shutdown (including changing levels)
|
|
void CServerGameDLL::LevelShutdown( void )
|
|
{
|
|
#if !defined( NO_STEAM )
|
|
steamgameserverapicontext->Clear();
|
|
#endif
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
IGameSystem::LevelShutdownPreEntityAllSystems();
|
|
|
|
// YWB:
|
|
// This entity pointer is going away now and is corrupting memory on level transitions/restarts
|
|
CSoundEnt::ShutdownSoundEnt();
|
|
|
|
ClearDebugHistory();
|
|
|
|
gEntList.Clear();
|
|
|
|
InvalidateQueryCache();
|
|
|
|
|
|
IGameSystem::LevelShutdownPostEntityAllSystems();
|
|
|
|
// In case we quit out during initial load
|
|
CBaseEntity::SetAllowPrecache( false );
|
|
|
|
TheNavMesh->Reset();
|
|
|
|
g_nCurrentChapterIndex = -1;
|
|
CStudioHdr::CActivityToSequenceMapping::ResetMappings();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input :
|
|
// Output : ServerClass*
|
|
//-----------------------------------------------------------------------------
|
|
ServerClass* CServerGameDLL::GetAllServerClasses()
|
|
{
|
|
return g_pServerClassHead;
|
|
}
|
|
|
|
|
|
const char *CServerGameDLL::GetGameDescription( void )
|
|
{
|
|
return ::GetGameDescription();
|
|
}
|
|
|
|
void CServerGameDLL::CreateNetworkStringTables( void )
|
|
{
|
|
// Create any shared string tables here (and only here!)
|
|
// E.g.: xxx = networkstringtable->CreateStringTable( "SceneStrings", 512 );
|
|
g_pStringTableExtraParticleFiles = networkstringtable->CreateStringTable( "ExtraParticleFilesTable", MAX_PARTICLESYSTEMS_STRINGS, 0, 0, NSF_DICTIONARY_ENABLED );
|
|
g_pStringTableParticleEffectNames = networkstringtable->CreateStringTable( "ParticleEffectNames", MAX_PARTICLESYSTEMS_STRINGS, 0, 0, NSF_DICTIONARY_ENABLED );
|
|
g_pStringTableEffectDispatch = networkstringtable->CreateStringTable( "EffectDispatch", MAX_EFFECT_DISPATCH_STRINGS );
|
|
g_pStringTableVguiScreen = networkstringtable->CreateStringTable( "VguiScreen", MAX_VGUI_SCREEN_STRINGS );
|
|
g_pStringTableMaterials = networkstringtable->CreateStringTable( "Materials", MAX_MATERIAL_STRINGS, 0, 0, NSF_DICTIONARY_ENABLED );
|
|
g_pStringTableInfoPanel = networkstringtable->CreateStringTable( "InfoPanel", MAX_INFOPANEL_STRINGS );
|
|
g_pStringTableClientSideChoreoScenes = networkstringtable->CreateStringTable( "Scenes", MAX_CHOREO_SCENES_STRINGS, 0, 0, NSF_DICTIONARY_ENABLED );
|
|
|
|
Assert( g_pStringTableParticleEffectNames &&
|
|
g_pStringTableEffectDispatch &&
|
|
g_pStringTableVguiScreen &&
|
|
g_pStringTableMaterials &&
|
|
g_pStringTableInfoPanel &&
|
|
g_pStringTableClientSideChoreoScenes &&
|
|
g_pStringTableExtraParticleFiles );
|
|
|
|
// Need this so we have the error material always handy
|
|
PrecacheMaterial( "debug/debugempty" );
|
|
Assert( GetMaterialIndex( "debug/debugempty" ) == 0 );
|
|
|
|
PrecacheParticleSystem( "error" ); // ensure error particle system is handy
|
|
Assert( GetParticleSystemIndex( "error" ) == 0 );
|
|
|
|
PrecacheEffect( "error" ); // ensure error effect is handy
|
|
Assert( GetEffectIndex( "error" ) == 0 );
|
|
|
|
CreateNetworkStringTables_GameRules();
|
|
|
|
// Set up save/load utilities for string tables
|
|
g_VguiScreenStringOps.Init( g_pStringTableVguiScreen );
|
|
}
|
|
|
|
CSaveRestoreData *CServerGameDLL::SaveInit( int size )
|
|
{
|
|
return ::SaveInit(size);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Saves data from a struct into a saverestore object, to be saved to disk
|
|
// Input : *pSaveData - the saverestore object
|
|
// char *pname - the name of the data to write
|
|
// *pBaseData - the struct into which the data is to be read
|
|
// *pFields - pointer to an array of data field descriptions
|
|
// fieldCount - the size of the array (number of field descriptions)
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameDLL::SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
|
|
{
|
|
CSave saveHelper( pSaveData );
|
|
saveHelper.WriteFields( pname, pBaseData, pMap, pFields, fieldCount );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Reads data from a save/restore block into a structure
|
|
// Input : *pSaveData - the saverestore object
|
|
// char *pname - the name of the data to extract from
|
|
// *pBaseData - the struct into which the data is to be restored
|
|
// *pFields - pointer to an array of data field descriptions
|
|
// fieldCount - the size of the array (number of field descriptions)
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CServerGameDLL::SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
|
|
{
|
|
CRestore restoreHelper( pSaveData );
|
|
restoreHelper.ReadFields( pname, pBaseData, pMap, pFields, fieldCount );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CServerGameDLL::SaveGlobalState( CSaveRestoreData *s )
|
|
{
|
|
::SaveGlobalState(s);
|
|
}
|
|
|
|
void CServerGameDLL::RestoreGlobalState(CSaveRestoreData *s)
|
|
{
|
|
::RestoreGlobalState(s);
|
|
}
|
|
|
|
void CServerGameDLL::Save( CSaveRestoreData *s )
|
|
{
|
|
CSave saveHelper( s );
|
|
g_pGameSaveRestoreBlockSet->Save( &saveHelper );
|
|
}
|
|
|
|
void CServerGameDLL::Restore( CSaveRestoreData *s, bool b)
|
|
{
|
|
if ( engine->IsOverrideLoadGameEntsOn() )
|
|
FoundryHelpers_ClearEntityHighlightEffects();
|
|
|
|
CRestore restore(s);
|
|
g_pGameSaveRestoreBlockSet->Restore( &restore, b );
|
|
g_pGameSaveRestoreBlockSet->PostRestore();
|
|
|
|
if ( serverfoundry && engine->IsOverrideLoadGameEntsOn() )
|
|
serverfoundry->OnFinishedRestoreSavegame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : msg_type -
|
|
// *name -
|
|
// size -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CServerGameDLL::GetUserMessageInfo( int msg_type, char *name, int maxnamelength, int& size )
|
|
{
|
|
if ( !usermessages->IsValidIndex( msg_type ) )
|
|
return false;
|
|
|
|
Q_strncpy( name, usermessages->GetUserMessageName( msg_type ), maxnamelength );
|
|
size = usermessages->GetUserMessageSize( msg_type );
|
|
return true;
|
|
}
|
|
|
|
CStandardSendProxies* CServerGameDLL::GetStandardSendProxies()
|
|
{
|
|
return &g_StandardSendProxies;
|
|
}
|
|
|
|
int CServerGameDLL::CreateEntityTransitionList( CSaveRestoreData *s, int a)
|
|
{
|
|
CRestore restoreHelper( s );
|
|
// save off file base
|
|
int base = restoreHelper.GetReadPos();
|
|
|
|
int movedCount = ::CreateEntityTransitionList(s, a);
|
|
if ( movedCount )
|
|
{
|
|
g_pGameSaveRestoreBlockSet->CallBlockHandlerRestore( GetPhysSaveRestoreBlockHandler(), base, &restoreHelper, false );
|
|
g_pGameSaveRestoreBlockSet->CallBlockHandlerRestore( GetAISaveRestoreBlockHandler(), base, &restoreHelper, false );
|
|
}
|
|
|
|
GetPhysSaveRestoreBlockHandler()->PostRestore();
|
|
GetAISaveRestoreBlockHandler()->PostRestore();
|
|
|
|
return movedCount;
|
|
}
|
|
|
|
void CServerGameDLL::PreSave( CSaveRestoreData *s )
|
|
{
|
|
g_pGameSaveRestoreBlockSet->PreSave( s );
|
|
}
|
|
|
|
#include "client_textmessage.h"
|
|
|
|
// This little hack lets me marry BSP names to messages in titles.txt
|
|
typedef struct
|
|
{
|
|
char *pBSPName;
|
|
char *pTitleName;
|
|
} TITLECOMMENT;
|
|
|
|
// this list gets searched for the first partial match, so some are out of order
|
|
static TITLECOMMENT gTitleComments[] =
|
|
{
|
|
|
|
{ "intro", "#HL2_Chapter1_Title" },
|
|
|
|
{ "d1_trainstation_05", "#HL2_Chapter2_Title" },
|
|
{ "d1_trainstation_06", "#HL2_Chapter2_Title" },
|
|
|
|
{ "d1_trainstation_", "#HL2_Chapter1_Title" },
|
|
|
|
{ "d1_canals_06", "#HL2_Chapter4_Title" },
|
|
{ "d1_canals_07", "#HL2_Chapter4_Title" },
|
|
{ "d1_canals_08", "#HL2_Chapter4_Title" },
|
|
{ "d1_canals_09", "#HL2_Chapter4_Title" },
|
|
{ "d1_canals_1", "#HL2_Chapter4_Title" },
|
|
|
|
{ "d1_canals_0", "#HL2_Chapter3_Title" },
|
|
|
|
{ "d1_eli_", "#HL2_Chapter5_Title" },
|
|
|
|
{ "d1_town_", "#HL2_Chapter6_Title" },
|
|
|
|
{ "d2_coast_09", "#HL2_Chapter8_Title" },
|
|
{ "d2_coast_1", "#HL2_Chapter8_Title" },
|
|
{ "d2_prison_01", "#HL2_Chapter8_Title" },
|
|
|
|
{ "d2_coast_", "#HL2_Chapter7_Title" },
|
|
|
|
{ "d2_prison_06", "#HL2_Chapter9a_Title" },
|
|
{ "d2_prison_07", "#HL2_Chapter9a_Title" },
|
|
{ "d2_prison_08", "#HL2_Chapter9a_Title" },
|
|
|
|
{ "d2_prison_", "#HL2_Chapter9_Title" },
|
|
|
|
{ "d3_c17_01", "#HL2_Chapter9a_Title" },
|
|
{ "d3_c17_09", "#HL2_Chapter11_Title" },
|
|
{ "d3_c17_1", "#HL2_Chapter11_Title" },
|
|
|
|
{ "d3_c17_", "#HL2_Chapter10_Title" },
|
|
|
|
{ "d3_citadel_", "#HL2_Chapter12_Title" },
|
|
|
|
{ "d3_breen_", "#HL2_Chapter13_Title" },
|
|
{ "credits", "#HL2_Chapter14_Title" },
|
|
|
|
{ "ep1_citadel_00", "#episodic_Chapter1_Title" },
|
|
{ "ep1_citadel_01", "#episodic_Chapter1_Title" },
|
|
{ "ep1_citadel_02b", "#episodic_Chapter1_Title" },
|
|
{ "ep1_citadel_02", "#episodic_Chapter1_Title" },
|
|
{ "ep1_citadel_03", "#episodic_Chapter2_Title" },
|
|
{ "ep1_citadel_04", "#episodic_Chapter2_Title" },
|
|
{ "ep1_c17_00a", "#episodic_Chapter3_Title" },
|
|
{ "ep1_c17_00", "#episodic_Chapter3_Title" },
|
|
{ "ep1_c17_01", "#episodic_Chapter4_Title" },
|
|
{ "ep1_c17_02b", "#episodic_Chapter4_Title" },
|
|
{ "ep1_c17_02", "#episodic_Chapter4_Title" },
|
|
{ "ep1_c17_05", "#episodic_Chapter5_Title" },
|
|
{ "ep1_c17_06", "#episodic_Chapter5_Title" },
|
|
|
|
{ "ep2_outland_01a", "#ep2_Chapter1_Title" },
|
|
{ "ep2_outland_01", "#ep2_Chapter1_Title" },
|
|
{ "ep2_outland_02", "#ep2_Chapter2_Title" },
|
|
{ "ep2_outland_03", "#ep2_Chapter2_Title" },
|
|
{ "ep2_outland_04", "#ep2_Chapter2_Title" },
|
|
{ "ep2_outland_05", "#ep2_Chapter3_Title" },
|
|
|
|
{ "ep2_outland_06a", "#ep2_Chapter4_Title" },
|
|
{ "ep2_outland_06", "#ep2_Chapter3_Title" },
|
|
|
|
{ "ep2_outland_07", "#ep2_Chapter4_Title" },
|
|
{ "ep2_outland_08", "#ep2_Chapter4_Title" },
|
|
{ "ep2_outland_09", "#ep2_Chapter5_Title" },
|
|
|
|
{ "ep2_outland_10a", "#ep2_Chapter5_Title" },
|
|
{ "ep2_outland_10", "#ep2_Chapter5_Title" },
|
|
|
|
{ "ep2_outland_11a", "#ep2_Chapter6_Title" },
|
|
{ "ep2_outland_11", "#ep2_Chapter6_Title" },
|
|
|
|
{ "ep2_outland_12a", "#ep2_Chapter7_Title" },
|
|
{ "ep2_outland_12", "#ep2_Chapter6_Title" },
|
|
|
|
};
|
|
|
|
void CServerGameDLL::GetSaveComment( char *text, int maxlength, float flMinutes, float flSeconds, bool bNoTime )
|
|
{
|
|
char comment[64];
|
|
const char *pName;
|
|
int i;
|
|
|
|
char const *mapname = STRING( gpGlobals->mapname );
|
|
|
|
pName = NULL;
|
|
|
|
// Try to find a matching title comment for this mapname
|
|
for ( i = 0; i < ARRAYSIZE(gTitleComments) && !pName; i++ )
|
|
{
|
|
if ( !Q_strnicmp( mapname, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) )
|
|
{
|
|
// found one
|
|
int j;
|
|
|
|
// Got a message, post-process it to be save name friendly
|
|
Q_strncpy( comment, gTitleComments[i].pTitleName, sizeof( comment ) );
|
|
pName = comment;
|
|
j = 0;
|
|
// Strip out CRs
|
|
while ( j < 64 && comment[j] )
|
|
{
|
|
if ( comment[j] == '\n' || comment[j] == '\r' )
|
|
comment[j] = 0;
|
|
else
|
|
j++;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If we didn't get one, use the designer's map name, or the BSP name itself
|
|
if ( !pName )
|
|
{
|
|
pName = mapname;
|
|
}
|
|
|
|
if ( bNoTime )
|
|
{
|
|
Q_snprintf( text, maxlength, "%-64.64s", pName );
|
|
}
|
|
else
|
|
{
|
|
int minutes = flMinutes;
|
|
int seconds = flSeconds;
|
|
|
|
// Wow, this guy/gal must suck...!
|
|
if ( minutes >= 1000 )
|
|
{
|
|
minutes = 999;
|
|
seconds = 59;
|
|
}
|
|
|
|
int minutesAdd = ( seconds / 60 );
|
|
seconds %= 60;
|
|
|
|
// add the elapsed time at the end of the comment, for the ui to parse out
|
|
Q_snprintf( text, maxlength, "%-64.64s %03d:%02d", pName, (minutes + minutesAdd), seconds );
|
|
}
|
|
}
|
|
|
|
void CServerGameDLL::WriteSaveHeaders( CSaveRestoreData *s )
|
|
{
|
|
CSave saveHelper( s );
|
|
g_pGameSaveRestoreBlockSet->WriteSaveHeaders( &saveHelper );
|
|
g_pGameSaveRestoreBlockSet->PostSave();
|
|
}
|
|
|
|
void CServerGameDLL::ReadRestoreHeaders( CSaveRestoreData *s )
|
|
{
|
|
CRestore restoreHelper( s );
|
|
g_pGameSaveRestoreBlockSet->PreRestore();
|
|
g_pGameSaveRestoreBlockSet->ReadRestoreHeaders( &restoreHelper );
|
|
}
|
|
|
|
void CServerGameDLL::PreSaveGameLoaded( char const *pSaveName, bool bInGame )
|
|
{
|
|
gamestats->Event_PreSaveGameLoaded( pSaveName, bInGame );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if the game DLL wants the server not to be made public.
|
|
// Used by commentary system to hide multiplayer commentary servers from the master.
|
|
//-----------------------------------------------------------------------------
|
|
bool CServerGameDLL::ShouldHideServer( void )
|
|
{
|
|
if ( g_pcv_commentary && g_pcv_commentary->GetBool() )
|
|
return true;
|
|
|
|
if ( gpGlobals && gpGlobals->eLoadType == MapLoad_Background )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameDLL::InvalidateMdlCache()
|
|
{
|
|
CBaseAnimating *pAnimating;
|
|
for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) )
|
|
{
|
|
pAnimating = dynamic_cast<CBaseAnimating *>(pEntity);
|
|
if ( pAnimating )
|
|
{
|
|
pAnimating->InvalidateMdlCache();
|
|
}
|
|
}
|
|
CStudioHdr::CActivityToSequenceMapping::ResetMappings();
|
|
}
|
|
|
|
KeyValues * CServerGameDLL::FindLaunchOptionByValue( KeyValues *pLaunchOptions, char const *szLaunchOption )
|
|
{
|
|
if ( !pLaunchOptions || !szLaunchOption || !*szLaunchOption )
|
|
return NULL;
|
|
|
|
for ( KeyValues *val = pLaunchOptions->GetFirstSubKey(); val; val = val->GetNextKey() )
|
|
{
|
|
char const *szValue = val->GetString();
|
|
if ( szValue && *szValue && !Q_stricmp( szValue, szLaunchOption ) )
|
|
return val;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
bool CServerGameDLL::ShouldPreferSteamAuth()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool CServerGameDLL::SupportsRandomMaps()
|
|
{
|
|
#ifdef INFESTED_DLL
|
|
return true;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
// return true to disconnect client due to timeout (used to do stricter timeouts when the game is sure the client isn't loading a map)
|
|
bool CServerGameDLL::ShouldTimeoutClient( int nUserID, float flTimeSinceLastReceived )
|
|
{
|
|
if ( !g_pGameRules )
|
|
return false;
|
|
|
|
return g_pGameRules->ShouldTimeoutClient( nUserID, flTimeSinceLastReceived );
|
|
}
|
|
|
|
void CServerGameDLL::GetMatchmakingTags( char *buf, size_t bufSize )
|
|
{
|
|
#ifdef TERROR
|
|
// Additional "tags" that L4D matchmaking wants to know about
|
|
// static ConVarRef mp_gamemode( "mp_gamemode" );
|
|
extern ConVar mp_gamemode;
|
|
|
|
if ( g_pMatchExtL4D )
|
|
{
|
|
char const *szBaseGameMode = g_pMatchExtL4D->GetGameModeInfo( mp_gamemode.GetString() )->GetString( "base", mp_gamemode.GetString() );
|
|
if ( szBaseGameMode && szBaseGameMode[0] )
|
|
{
|
|
Q_strncpy( buf, szBaseGameMode, bufSize );
|
|
return;
|
|
}
|
|
}
|
|
|
|
Q_strncpy( buf, mp_gamemode.GetString(), bufSize );
|
|
#endif
|
|
|
|
#ifdef INFESTED_DLL
|
|
extern ConVar asw_marine_ff_absorption;
|
|
extern ConVar asw_sentry_friendly_fire_scale;
|
|
extern ConVar asw_skill;
|
|
|
|
char * const bufBase = buf;
|
|
int len = 0;
|
|
|
|
// hardcore friendly fire
|
|
if ( asw_marine_ff_absorption.GetInt() != 1 || asw_sentry_friendly_fire_scale.GetFloat() != 0.0f )
|
|
{
|
|
Q_strncpy( buf, "HardcoreFF,", bufSize );
|
|
len = strlen( buf );
|
|
buf += len;
|
|
bufSize -= len;
|
|
}
|
|
|
|
// difficulty level
|
|
const char *szSkill = "Normal,";
|
|
switch( asw_skill.GetInt() )
|
|
{
|
|
case 1: szSkill = "Easy,"; break;
|
|
case 3: szSkill = "Hard,"; break;
|
|
case 4: szSkill = "Insane,"; break;
|
|
}
|
|
Q_strncpy( buf, szSkill, bufSize );
|
|
len = strlen( buf );
|
|
buf += len;
|
|
bufSize -= len;
|
|
|
|
if ( ASWGameRules() && ASWGameRules()->GetGameState() == ASW_GS_BRIEFING )
|
|
{
|
|
Q_strncpy( buf, "Briefing,", bufSize );
|
|
len = strlen( buf );
|
|
buf += len;
|
|
bufSize -= len;
|
|
}
|
|
|
|
// Trim the last comma if anything was written
|
|
if ( buf > bufBase )
|
|
buf[ -1 ] = 0;
|
|
#endif
|
|
}
|
|
|
|
void CServerGameDLL::GetMatchmakingGameData( char *buf, size_t bufSize )
|
|
{
|
|
char * const bufBase = buf;
|
|
|
|
#ifdef TERROR
|
|
int len = 0;
|
|
|
|
// Put the game key
|
|
Q_snprintf( buf, bufSize, "g:l4d2," );
|
|
len = strlen( buf );
|
|
buf += len;
|
|
bufSize -= len;
|
|
|
|
// Supported l4d2 game types
|
|
static ConVarRef sv_gametypes( "sv_gametypes" );
|
|
if ( sv_gametypes.IsValid() && sv_gametypes.GetString()[0] )
|
|
{
|
|
Q_snprintf( buf, bufSize, "%s,", sv_gametypes.GetString() );
|
|
len = strlen( buf );
|
|
buf += len;
|
|
bufSize -= len;
|
|
}
|
|
|
|
// Additional "game data" that L4D matchmaking wants to know about
|
|
KeyValues *pAllMissions = g_pMatchExtL4D->GetAllMissions();
|
|
|
|
// Build a list of missions
|
|
int numMissions = 0;
|
|
for ( KeyValues *pMission = pAllMissions ? pAllMissions->GetFirstTrueSubKey() : NULL;
|
|
pMission;
|
|
pMission = pMission->GetNextTrueSubKey() )
|
|
{
|
|
if ( pMission->GetInt( "BuiltIn" ) )
|
|
continue;
|
|
|
|
char const *szMission = pMission->GetString( "CfgTag" );
|
|
int len = strlen( szMission );
|
|
|
|
if ( bufSize <= len + 1 )
|
|
{
|
|
Warning( "GameData: Too many missions installed, not advertising for mission \"%s\"\n", pMission->GetString( "Name" ) );
|
|
continue;
|
|
}
|
|
|
|
Q_strncpy( buf, szMission, len + 1 );
|
|
buf += len;
|
|
*( buf ++ ) = ',';
|
|
bufSize -= len + 1;
|
|
|
|
++ numMissions;
|
|
}
|
|
#endif
|
|
|
|
// Trim the last comma if anything was written
|
|
if ( buf > bufBase )
|
|
buf[ -1 ] = 0;
|
|
}
|
|
|
|
void CServerGameDLL::ServerHibernationUpdate( bool bHibernating )
|
|
{
|
|
m_bIsHibernating = bHibernating;
|
|
|
|
#ifdef INFESTED_DLL
|
|
if ( engine && engine->IsDedicatedServer() && m_bIsHibernating && ASWGameRules() )
|
|
{
|
|
ASWGameRules()->OnServerHibernating();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called during a transition, to build a map adjacency list
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameDLL::BuildAdjacentMapList( void )
|
|
{
|
|
// retrieve the pointer to the save data
|
|
CSaveRestoreData *pSaveData = gpGlobals->pSaveData;
|
|
|
|
if ( pSaveData )
|
|
pSaveData->levelInfo.connectionCount = BuildChangeList( pSaveData->levelInfo.levelList, MAX_LEVEL_CONNECTIONS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sanity-check to verify that a path is a relative path inside the game dir
|
|
// Taken From: engine/cmd.cpp
|
|
//-----------------------------------------------------------------------------
|
|
static bool IsValidPath( const char *pszFilename )
|
|
{
|
|
if ( !pszFilename )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( Q_strlen( pszFilename ) <= 0 ||
|
|
Q_IsAbsolutePath( pszFilename ) || // to protect absolute paths
|
|
Q_strstr( pszFilename, ".." ) ) // to protect relative paths
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void ValidateMOTDFilename( IConVar *pConVar, const char *oldValue, float flOldValue )
|
|
{
|
|
ConVarRef var( pConVar );
|
|
if ( !IsValidPath( var.GetString() ) )
|
|
{
|
|
var.SetValue( var.GetDefault() );
|
|
}
|
|
}
|
|
|
|
static ConVar motdfile( "motdfile", "motd.txt", FCVAR_RELEASE, "The MOTD file to load.", ValidateMOTDFilename );
|
|
static ConVar hostfile( "hostfile", "host.txt", FCVAR_RELEASE, "The HOST file to load.", ValidateMOTDFilename );
|
|
void LoadMOTDFile( const char *stringname, ConVar *pConvarFilename )
|
|
{
|
|
char data[2048];
|
|
|
|
int length = filesystem->Size( pConvarFilename->GetString(), "GAME" );
|
|
if ( length <= 0 || length >= (sizeof(data)-1) )
|
|
{
|
|
DevMsg("Invalid file size for %s\n", pConvarFilename->GetString() );
|
|
return;
|
|
}
|
|
|
|
FileHandle_t hFile = filesystem->Open( pConvarFilename->GetString(), "rb", "GAME" );
|
|
if ( hFile == FILESYSTEM_INVALID_HANDLE )
|
|
return;
|
|
|
|
filesystem->Read( data, length, hFile );
|
|
filesystem->Close( hFile );
|
|
|
|
data[length] = 0;
|
|
|
|
g_pStringTableInfoPanel->AddString( CBaseEntity::IsServer(), stringname, length+1, data );
|
|
}
|
|
|
|
void CServerGameDLL::LoadMessageOfTheDay()
|
|
{
|
|
LoadMOTDFile( "motd", &motdfile );
|
|
LoadMOTDFile( "hostfile", &hostfile );
|
|
}
|
|
|
|
// keeps track of which chapters the user has unlocked
|
|
ConVar sv_unlockedchapters( "sv_unlockedchapters", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Updates which chapters are unlocked
|
|
//-----------------------------------------------------------------------------
|
|
void UpdateChapterRestrictions( const char *mapname )
|
|
{
|
|
// look at the chapter for this map
|
|
char chapterTitle[64];
|
|
chapterTitle[0] = 0;
|
|
for ( int i = 0; i < ARRAYSIZE(gTitleComments); i++ )
|
|
{
|
|
if ( !Q_strnicmp( mapname, gTitleComments[i].pBSPName, strlen(gTitleComments[i].pBSPName) ) )
|
|
{
|
|
// found
|
|
Q_strncpy( chapterTitle, gTitleComments[i].pTitleName, sizeof( chapterTitle ) );
|
|
int j = 0;
|
|
while ( j < 64 && chapterTitle[j] )
|
|
{
|
|
if ( chapterTitle[j] == '\n' || chapterTitle[j] == '\r' )
|
|
chapterTitle[j] = 0;
|
|
else
|
|
j++;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( !chapterTitle[0] )
|
|
return;
|
|
|
|
// make sure the specified chapter title is unlocked
|
|
strlwr( chapterTitle );
|
|
|
|
// Get our active mod directory name
|
|
char modDir[MAX_PATH];
|
|
if ( UTIL_GetModDir( modDir, sizeof(modDir) ) == false )
|
|
return;
|
|
|
|
char chapterNumberPrefix[64];
|
|
Q_snprintf(chapterNumberPrefix, sizeof(chapterNumberPrefix), "#%s_chapter", modDir);
|
|
|
|
const char *newChapterNumber = strstr( chapterTitle, chapterNumberPrefix );
|
|
if ( newChapterNumber )
|
|
{
|
|
// cut off the front
|
|
newChapterNumber += strlen( chapterNumberPrefix );
|
|
char newChapter[32];
|
|
Q_strncpy( newChapter, newChapterNumber, sizeof(newChapter) );
|
|
|
|
// cut off the end
|
|
char *end = strstr( newChapter, "_title" );
|
|
if ( end )
|
|
{
|
|
*end = 0;
|
|
}
|
|
|
|
int nNewChapter = atoi( newChapter );
|
|
|
|
// HACK: HL2 added a zany chapter "9a" which wreaks
|
|
// havoc in this stupid atoi-based chapter code.
|
|
if ( !Q_stricmp( modDir, "hl2" ) )
|
|
{
|
|
if ( !Q_stricmp( newChapter, "9a" ) )
|
|
{
|
|
nNewChapter = 10;
|
|
}
|
|
else if ( nNewChapter > 9 )
|
|
{
|
|
nNewChapter++;
|
|
}
|
|
}
|
|
|
|
// ok we have the string, see if it's newer
|
|
const char *unlockedChapter = sv_unlockedchapters.GetString();
|
|
int nUnlockedChapter = atoi( unlockedChapter );
|
|
|
|
if ( nUnlockedChapter < nNewChapter )
|
|
{
|
|
// ok we're at a higher chapter, unlock
|
|
sv_unlockedchapters.SetValue( nNewChapter );
|
|
|
|
// HACK: Call up through a better function than this? 7/23/07 - jdw
|
|
if ( IsX360() )
|
|
{
|
|
engine->ServerCommand( "host_writeconfig\n" );
|
|
}
|
|
}
|
|
|
|
g_nCurrentChapterIndex = nNewChapter;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Precaches a vgui screen overlay material
|
|
//-----------------------------------------------------------------------------
|
|
void PrecacheMaterial( const char *pMaterialName )
|
|
{
|
|
Assert( pMaterialName && pMaterialName[0] );
|
|
g_pStringTableMaterials->AddString( CBaseEntity::IsServer(), pMaterialName );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a previously precached material into an index
|
|
//-----------------------------------------------------------------------------
|
|
int GetMaterialIndex( const char *pMaterialName )
|
|
{
|
|
if (pMaterialName)
|
|
{
|
|
int nIndex = g_pStringTableMaterials->FindStringIndex( pMaterialName );
|
|
|
|
if (nIndex != INVALID_STRING_INDEX )
|
|
{
|
|
return nIndex;
|
|
}
|
|
else
|
|
{
|
|
DevMsg("Warning! GetMaterialIndex: couldn't find material %s\n ", pMaterialName );
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// This is the invalid string index
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a previously precached material index into a string
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetMaterialNameFromIndex( int nMaterialIndex )
|
|
{
|
|
return g_pStringTableMaterials->GetString( nMaterialIndex );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Precaches a vgui screen overlay material
|
|
//-----------------------------------------------------------------------------
|
|
int PrecacheParticleSystem( const char *pParticleSystemName )
|
|
{
|
|
Assert( pParticleSystemName && pParticleSystemName[0] );
|
|
return g_pStringTableParticleEffectNames->AddString( CBaseEntity::IsServer(), pParticleSystemName );
|
|
}
|
|
|
|
void PrecacheParticleFileAndSystems( const char *pParticleSystemFile )
|
|
{
|
|
g_pParticleSystemMgr->ShouldLoadSheets( true );
|
|
g_pParticleSystemMgr->ReadParticleConfigFile( pParticleSystemFile, true, false );
|
|
g_pParticleSystemMgr->DecommitTempMemory();
|
|
|
|
Assert( pParticleSystemFile && pParticleSystemFile[0] );
|
|
g_pStringTableExtraParticleFiles->AddString( CBaseEntity::IsServer(), pParticleSystemFile );
|
|
|
|
CUtlVector<CUtlString> systems;
|
|
g_pParticleSystemMgr->GetParticleSystemsInFile( pParticleSystemFile, &systems );
|
|
|
|
int nCount = systems.Count();
|
|
for ( int i = 0; i < nCount; ++i )
|
|
{
|
|
PrecacheParticleSystem( systems[i] );
|
|
}
|
|
}
|
|
|
|
void PrecacheGameSoundsFile( const char *pSoundFile )
|
|
{
|
|
soundemitterbase->AddSoundsFromFile( pSoundFile, true );
|
|
SoundSystemPreloadSounds();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a previously precached material into an index
|
|
//-----------------------------------------------------------------------------
|
|
int GetParticleSystemIndex( const char *pParticleSystemName )
|
|
{
|
|
if ( pParticleSystemName )
|
|
{
|
|
int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName );
|
|
if (nIndex != INVALID_STRING_INDEX )
|
|
return nIndex;
|
|
|
|
DevWarning("Server: Missing precache for particle system \"%s\"!\n", pParticleSystemName );
|
|
}
|
|
|
|
// This is the invalid string index
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a previously precached material index into a string
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetParticleSystemNameFromIndex( int nMaterialIndex )
|
|
{
|
|
if ( nMaterialIndex < g_pStringTableParticleEffectNames->GetMaxStrings() )
|
|
return g_pStringTableParticleEffectNames->GetString( nMaterialIndex );
|
|
return "error";
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Precaches an effect (used by DispatchEffect)
|
|
//-----------------------------------------------------------------------------
|
|
void PrecacheEffect( const char *pEffectName )
|
|
{
|
|
Assert( pEffectName && pEffectName[0] );
|
|
g_pStringTableEffectDispatch->AddString( CBaseEntity::IsServer(), pEffectName );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a previously precached effect into an index
|
|
//-----------------------------------------------------------------------------
|
|
int GetEffectIndex( const char *pEffectName )
|
|
{
|
|
if ( pEffectName )
|
|
{
|
|
int nIndex = g_pStringTableEffectDispatch->FindStringIndex( pEffectName );
|
|
if (nIndex != INVALID_STRING_INDEX )
|
|
return nIndex;
|
|
|
|
DevWarning("Server: Missing precache for effect \"%s\"!\n", pEffectName );
|
|
}
|
|
|
|
// This is the invalid string index
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a previously precached effect index into a string
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetEffectNameFromIndex( int nEffectIndex )
|
|
{
|
|
if ( nEffectIndex < g_pStringTableEffectDispatch->GetMaxStrings() )
|
|
return g_pStringTableEffectDispatch->GetString( nEffectIndex );
|
|
return "error";
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode)
|
|
//-----------------------------------------------------------------------------
|
|
bool IsEngineThreaded()
|
|
{
|
|
if ( g_pcv_ThreadMode )
|
|
{
|
|
return g_pcv_ThreadMode->GetBool();
|
|
}
|
|
return false;
|
|
}
|
|
|
|
class CServerGameEnts : public IServerGameEnts
|
|
{
|
|
public:
|
|
virtual void MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 );
|
|
virtual void FreeContainingEntity( edict_t * );
|
|
virtual edict_t* BaseEntityToEdict( CBaseEntity *pEnt );
|
|
virtual CBaseEntity* EdictToBaseEntity( edict_t *pEdict );
|
|
virtual void CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts );
|
|
virtual void PrepareForFullUpdate( edict_t *pEdict );
|
|
};
|
|
EXPOSE_SINGLE_INTERFACE(CServerGameEnts, IServerGameEnts, INTERFACEVERSION_SERVERGAMEENTS);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Marks entities as touching
|
|
// Input : *e1 -
|
|
// *e2 -
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameEnts::MarkEntitiesAsTouching( edict_t *e1, edict_t *e2 )
|
|
{
|
|
CBaseEntity *entity = GetContainingEntity( e1 );
|
|
CBaseEntity *entityTouched = GetContainingEntity( e2 );
|
|
if ( entity && entityTouched )
|
|
{
|
|
// HACKHACK: UNDONE: Pass in the trace here??!?!?
|
|
trace_t tr;
|
|
UTIL_ClearTrace( tr );
|
|
tr.endpos = (entity->GetAbsOrigin() + entityTouched->GetAbsOrigin()) * 0.5;
|
|
entity->PhysicsMarkEntitiesAsTouching( entityTouched, tr );
|
|
}
|
|
}
|
|
|
|
void CServerGameEnts::FreeContainingEntity( edict_t *e )
|
|
{
|
|
::FreeContainingEntity(e);
|
|
}
|
|
|
|
edict_t* CServerGameEnts::BaseEntityToEdict( CBaseEntity *pEnt )
|
|
{
|
|
if ( pEnt )
|
|
return pEnt->edict();
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
CBaseEntity* CServerGameEnts::EdictToBaseEntity( edict_t *pEdict )
|
|
{
|
|
if ( pEdict )
|
|
return CBaseEntity::Instance( pEdict );
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/* Yuck.. ideally this would be in CServerNetworkProperty's header, but it requires CBaseEntity and
|
|
// inlining it gives a nice speedup.
|
|
inline void CServerNetworkProperty::CheckTransmit( CCheckTransmitInfo *pInfo )
|
|
{
|
|
// If we have a transmit proxy, let it hook our ShouldTransmit return value.
|
|
if ( m_pTransmitProxy )
|
|
{
|
|
nShouldTransmit = m_pTransmitProxy->ShouldTransmit( pInfo, nShouldTransmit );
|
|
}
|
|
|
|
if ( m_pOuter->ShouldTransmit( pInfo ) )
|
|
{
|
|
m_pOuter->SetTransmit( pInfo );
|
|
}
|
|
} */
|
|
|
|
void CServerGameEnts::CheckTransmit( CCheckTransmitInfo *pInfo, const unsigned short *pEdictIndices, int nEdicts )
|
|
{
|
|
// NOTE: for speed's sake, this assumes that all networkables are CBaseEntities and that the edict list
|
|
// is consecutive in memory. If either of these things change, then this routine needs to change, but
|
|
// ideally we won't be calling any virtual from this routine. This speedy routine was added as an
|
|
// optimization which would be nice to keep.
|
|
edict_t *pBaseEdict = gpGlobals->pEdicts;
|
|
|
|
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
|
|
Assert( pRecipientEntity && pRecipientEntity->IsPlayer() );
|
|
if ( !pRecipientEntity )
|
|
return;
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
CBasePlayer *pRecipientPlayer = static_cast<CBasePlayer*>( pRecipientEntity );
|
|
const int skyBoxArea = pRecipientPlayer->m_Local.m_skybox3d.area;
|
|
#ifndef _X360
|
|
const bool bIsHLTV = pRecipientPlayer->IsHLTV();
|
|
#if defined( REPLAY_ENABLED )
|
|
const bool bIsReplay = pRecipientPlayer->IsReplay();
|
|
#else
|
|
const bool bIsReplay = false;
|
|
#endif
|
|
|
|
// m_pTransmitAlways must be set if HLTV client
|
|
Assert( bIsHLTV == ( pInfo->m_pTransmitAlways != NULL) ||
|
|
bIsReplay == ( pInfo->m_pTransmitAlways != NULL) );
|
|
#endif
|
|
|
|
for ( int i=0; i < nEdicts; i++ )
|
|
{
|
|
int iEdict = pEdictIndices[i];
|
|
#if _X360
|
|
if ( i < nEdicts-1 )
|
|
{
|
|
PREFETCH360(&pBaseEdict[pEdictIndices[i+1]],0);
|
|
}
|
|
#endif
|
|
|
|
edict_t *pEdict = &pBaseEdict[iEdict];
|
|
int nFlags = pEdict->m_fStateFlags & (FL_EDICT_DONTSEND|FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_FULLCHECK);
|
|
|
|
// entity needs no transmit
|
|
if ( nFlags & FL_EDICT_DONTSEND )
|
|
continue;
|
|
PREFETCH360(pEdict->GetUnknown(),0);
|
|
|
|
// entity is already marked for sending
|
|
if ( pInfo->m_pTransmitEdict->Get( iEdict ) )
|
|
continue;
|
|
|
|
if ( nFlags & FL_EDICT_ALWAYS )
|
|
{
|
|
// FIXME: Hey! Shouldn't this be using SetTransmit so as
|
|
// to also force network down dependent entities?
|
|
while ( true )
|
|
{
|
|
// mark entity for sending
|
|
pInfo->m_pTransmitEdict->Set( iEdict );
|
|
|
|
#ifndef _X360
|
|
if ( bIsHLTV || bIsReplay )
|
|
{
|
|
pInfo->m_pTransmitAlways->Set( iEdict );
|
|
}
|
|
#endif
|
|
CServerNetworkProperty *pEnt = static_cast<CServerNetworkProperty*>( pEdict->GetNetworkable() );
|
|
if ( !pEnt )
|
|
break;
|
|
|
|
CServerNetworkProperty *pParent = pEnt->GetNetworkParent();
|
|
if ( !pParent )
|
|
break;
|
|
|
|
pEdict = pParent->edict();
|
|
iEdict = pParent->entindex();
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// FIXME: Would like to remove all dependencies
|
|
CBaseEntity *pEnt = ( CBaseEntity * )pEdict->GetUnknown();
|
|
Assert( dynamic_cast< CBaseEntity* >( pEdict->GetUnknown() ) == pEnt );
|
|
|
|
if ( nFlags == FL_EDICT_FULLCHECK )
|
|
{
|
|
// do a full ShouldTransmit() check, may return FL_EDICT_CHECKPVS
|
|
nFlags = pEnt->ShouldTransmit( pInfo );
|
|
|
|
Assert( !(nFlags & FL_EDICT_FULLCHECK) );
|
|
|
|
if ( nFlags & FL_EDICT_ALWAYS )
|
|
{
|
|
pEnt->SetTransmit( pInfo, true );
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// don't send this entity
|
|
if ( !( nFlags & FL_EDICT_PVSCHECK ) )
|
|
continue;
|
|
|
|
CServerNetworkProperty *netProp = static_cast<CServerNetworkProperty*>( pEdict->GetNetworkable() );
|
|
|
|
#ifndef _X360
|
|
if ( bIsHLTV || bIsReplay )
|
|
{
|
|
// for the HLTV/Replay we don't cull against PVS
|
|
if ( netProp->AreaNum() == skyBoxArea )
|
|
{
|
|
pEnt->SetTransmit( pInfo, true );
|
|
}
|
|
else
|
|
{
|
|
pEnt->SetTransmit( pInfo, false );
|
|
}
|
|
continue;
|
|
}
|
|
#endif
|
|
|
|
// Always send entities in the player's 3d skybox.
|
|
// Sidenote: call of AreaNum() ensures that PVS data is up to date for this entity
|
|
bool bSameAreaAsSky = netProp->AreaNum() == skyBoxArea;
|
|
if ( bSameAreaAsSky )
|
|
{
|
|
pEnt->SetTransmit( pInfo, true );
|
|
continue;
|
|
}
|
|
|
|
bool bInPVS = netProp->IsInPVS( pInfo );
|
|
if ( bInPVS || sv_force_transmit_ents.GetBool() )
|
|
{
|
|
// only send if entity is in PVS
|
|
pEnt->SetTransmit( pInfo, false );
|
|
continue;
|
|
}
|
|
|
|
// If the entity is marked "check PVS" but it's in hierarchy, walk up the hierarchy looking for the
|
|
// for any parent which is also in the PVS. If none are found, then we don't need to worry about sending ourself
|
|
CBaseEntity *orig = pEnt;
|
|
CServerNetworkProperty *check = netProp->GetNetworkParent();
|
|
|
|
// BUG BUG: I think it might be better to build up a list of edict indices which "depend" on other answers and then
|
|
// resolve them in a second pass. Not sure what happens if an entity has two parents who both request PVS check?
|
|
while ( check )
|
|
{
|
|
int checkIndex = check->entindex();
|
|
|
|
// Parent already being sent
|
|
if ( pInfo->m_pTransmitEdict->Get( checkIndex ) )
|
|
{
|
|
orig->SetTransmit( pInfo, true );
|
|
break;
|
|
}
|
|
|
|
edict_t *checkEdict = check->edict();
|
|
int checkFlags = checkEdict->m_fStateFlags & (FL_EDICT_DONTSEND|FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_FULLCHECK);
|
|
if ( checkFlags & FL_EDICT_DONTSEND )
|
|
break;
|
|
|
|
if ( checkFlags & FL_EDICT_ALWAYS )
|
|
{
|
|
orig->SetTransmit( pInfo, true );
|
|
break;
|
|
}
|
|
|
|
if ( checkFlags == FL_EDICT_FULLCHECK )
|
|
{
|
|
// do a full ShouldTransmit() check, may return FL_EDICT_CHECKPVS
|
|
CBaseEntity *pCheckEntity = check->GetBaseEntity();
|
|
nFlags = pCheckEntity->ShouldTransmit( pInfo );
|
|
Assert( !(nFlags & FL_EDICT_FULLCHECK) );
|
|
if ( nFlags & FL_EDICT_ALWAYS )
|
|
{
|
|
pCheckEntity->SetTransmit( pInfo, true );
|
|
orig->SetTransmit( pInfo, true );
|
|
}
|
|
break;
|
|
}
|
|
|
|
if ( checkFlags & FL_EDICT_PVSCHECK )
|
|
{
|
|
// Check pvs
|
|
check->RecomputePVSInformation();
|
|
bool bMoveParentInPVS = check->IsInPVS( pInfo );
|
|
if ( bMoveParentInPVS )
|
|
{
|
|
orig->SetTransmit( pInfo, true );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Continue up chain just in case the parent itself has a parent that's in the PVS...
|
|
check = check->GetNetworkParent();
|
|
}
|
|
}
|
|
|
|
// Msg("A:%i, N:%i, F: %i, P: %i\n", always, dontSend, fullCheck, PVS );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called before a full update, so the server can flush any custom PVS info, etc
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameEnts::PrepareForFullUpdate( edict_t *pEdict )
|
|
{
|
|
CBaseEntity *pEntity = CBaseEntity::Instance( pEdict );
|
|
|
|
Assert( pEntity && pEntity->IsPlayer() );
|
|
|
|
if ( !pEntity )
|
|
return;
|
|
|
|
CBasePlayer *pPlayer = static_cast<CBasePlayer*>( pEntity );
|
|
pPlayer->PrepareForFullUpdate();
|
|
}
|
|
|
|
|
|
CServerGameClients g_ServerGameClients;
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CServerGameClients, IServerGameClients, INTERFACEVERSION_SERVERGAMECLIENTS, g_ServerGameClients );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a player tries to connect to the server
|
|
// Input : *pEdict - the new player
|
|
// char *pszName - the players name
|
|
// char *pszAddress - the IP address of the player
|
|
// reject - output - fill in with the reason why
|
|
// maxrejectlen -- sizeof output buffer
|
|
// the player was not allowed to connect.
|
|
// Output : Returns TRUE if player is allowed to join, FALSE if connection is denied.
|
|
//-----------------------------------------------------------------------------
|
|
bool CServerGameClients::ClientConnect( edict_t *pEdict, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen )
|
|
{
|
|
return g_pGameRules->ClientConnected( pEdict, pszName, pszAddress, reject, maxrejectlen );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when a player is fully active (i.e. ready to receive messages)
|
|
// Input : *pEntity - the player
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameClients::ClientActive( edict_t *pEdict, bool bLoadGame )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
::ClientActive( pEdict, bLoadGame );
|
|
|
|
// If we just loaded from a save file, call OnRestore on valid entities
|
|
EndRestoreEntities();
|
|
|
|
if ( gpGlobals->eLoadType != MapLoad_LoadGame )
|
|
{
|
|
// notify all entities that the player is now in the game
|
|
for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) )
|
|
{
|
|
pEntity->PostClientActive();
|
|
}
|
|
}
|
|
|
|
// Tell the sound controller to check looping sounds
|
|
CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
|
|
CSoundEnvelopeController::GetController().CheckLoopingSoundsForPlayer( pPlayer );
|
|
SceneManager_ClientActive( pPlayer );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when a player is fully connect ( initial baseline entities have been received )
|
|
// Input : *pEntity - the player
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameClients::ClientFullyConnect( edict_t *pEdict )
|
|
{
|
|
::ClientFullyConnect( pEdict );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called when a player disconnects from a server
|
|
// Input : *pEdict - the player
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameClients::ClientDisconnect( edict_t *pEdict )
|
|
{
|
|
extern bool g_fGameOver;
|
|
|
|
CBasePlayer *player = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
|
|
if ( player )
|
|
{
|
|
if ( !g_fGameOver )
|
|
{
|
|
player->SetMaxSpeed( 0.0f );
|
|
|
|
CSound *pSound;
|
|
pSound = CSoundEnt::SoundPointerForIndex( CSoundEnt::ClientSoundIndex( pEdict ) );
|
|
{
|
|
// since this client isn't around to think anymore, reset their sound.
|
|
if ( pSound )
|
|
{
|
|
pSound->Reset();
|
|
}
|
|
}
|
|
|
|
// since the edict doesn't get deleted, fix it so it doesn't interfere.
|
|
player->RemoveFlag( FL_AIMTARGET ); // don't attract autoaim
|
|
player->AddFlag( FL_DONTTOUCH ); // stop it touching anything
|
|
player->AddFlag( FL_NOTARGET ); // stop NPCs noticing it
|
|
player->AddSolidFlags( FSOLID_NOT_SOLID ); // nonsolid
|
|
|
|
if ( g_pGameRules )
|
|
{
|
|
g_pGameRules->ClientDisconnected( pEdict );
|
|
gamestats->Event_PlayerDisconnected( player );
|
|
}
|
|
}
|
|
|
|
// Make sure all Untouch()'s are called for this client leaving
|
|
CBaseEntity::PhysicsRemoveTouchedList( player );
|
|
CBaseEntity::PhysicsRemoveGroundList( player );
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// Make sure anything we "own" is simulated by the server from now on
|
|
player->ClearPlayerSimulationList();
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void CServerGameClients::ClientPutInServer( edict_t *pEntity, const char *playername )
|
|
{
|
|
if ( g_pClientPutInServerOverride )
|
|
g_pClientPutInServerOverride( pEntity, playername );
|
|
else
|
|
::ClientPutInServer( pEntity, playername );
|
|
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetContainingEntity( pEntity ) );
|
|
if ( pPlayer )
|
|
{
|
|
bool bIsSplitScreenPlayer = engine->IsSplitScreenPlayer( pPlayer->entindex() );
|
|
CBasePlayer *pAttachedTo = NULL;
|
|
if ( bIsSplitScreenPlayer )
|
|
{
|
|
pAttachedTo = (CBasePlayer *)::GetContainingEntity( engine->GetSplitScreenPlayerAttachToEdict( pPlayer->entindex() ) );
|
|
}
|
|
|
|
pPlayer->SetSplitScreenPlayer( bIsSplitScreenPlayer, pAttachedTo );
|
|
}
|
|
}
|
|
|
|
void CServerGameClients::ClientCommand( edict_t *pEntity, const CCommand &args )
|
|
{
|
|
CBasePlayer *pPlayer = ToBasePlayer( GetContainingEntity( pEntity ) );
|
|
::ClientCommand( pPlayer, args );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: called after the player changes userinfo - gives dll a chance to modify
|
|
// it before it gets sent into the rest of the engine->
|
|
// Input : *pEdict - the player
|
|
// *infobuffer - their infobuffer
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameClients::ClientSettingsChanged( edict_t *pEdict )
|
|
{
|
|
// Is the client spawned yet?
|
|
if ( !pEdict->GetUnknown() )
|
|
return;
|
|
|
|
CBasePlayer *player = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
|
|
|
|
if ( !player )
|
|
return;
|
|
|
|
#define QUICKGETCVARVALUE(v) (engine->GetClientConVarValue( player->entindex(), v ))
|
|
|
|
// get network setting for prediction & lag compensation
|
|
|
|
// Unfortunately, we have to duplicate the code in cdll_bounded_cvars.cpp here because the client
|
|
// doesn't send the virtualized value up (because it has no way to know when the virtualized value
|
|
// changes). Possible todo: put the responsibility on the bounded cvar to notify the engine when
|
|
// its virtualized value has changed.
|
|
|
|
player->m_nUpdateRate = Q_atoi( QUICKGETCVARVALUE("cl_updaterate") );
|
|
static const ConVar *pMinUpdateRate = g_pCVar->FindVar( "sv_minupdaterate" );
|
|
static const ConVar *pMaxUpdateRate = g_pCVar->FindVar( "sv_maxupdaterate" );
|
|
if ( pMinUpdateRate && pMaxUpdateRate )
|
|
player->m_nUpdateRate = (int)clamp( player->m_nUpdateRate, pMinUpdateRate->GetFloat(), pMaxUpdateRate->GetFloat() );
|
|
|
|
bool useInterpolation = Q_atoi( QUICKGETCVARVALUE("cl_interpolate") ) != 0;
|
|
if ( useInterpolation )
|
|
{
|
|
float flLerpRatio = Q_atof( QUICKGETCVARVALUE("cl_interp_ratio") );
|
|
if ( flLerpRatio == 0 )
|
|
flLerpRatio = 1.0f;
|
|
float flLerpAmount = Q_atof( QUICKGETCVARVALUE("cl_interp") );
|
|
|
|
static const ConVar *pMin = g_pCVar->FindVar( "sv_client_min_interp_ratio" );
|
|
static const ConVar *pMax = g_pCVar->FindVar( "sv_client_max_interp_ratio" );
|
|
if ( pMin && pMax && pMin->GetFloat() != -1 )
|
|
{
|
|
flLerpRatio = clamp( flLerpRatio, pMin->GetFloat(), pMax->GetFloat() );
|
|
}
|
|
else
|
|
{
|
|
if ( flLerpRatio == 0 )
|
|
flLerpRatio = 1.0f;
|
|
}
|
|
// #define FIXME_INTERP_RATIO
|
|
player->m_fLerpTime = MAX( flLerpAmount, flLerpRatio / player->m_nUpdateRate );
|
|
}
|
|
else
|
|
{
|
|
player->m_fLerpTime = 0.0f;
|
|
}
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
bool usePrediction = Q_atoi( QUICKGETCVARVALUE("cl_predict")) != 0;
|
|
|
|
if ( usePrediction )
|
|
{
|
|
player->m_bPredictWeapons = Q_atoi( QUICKGETCVARVALUE("cl_predictweapons")) != 0;
|
|
player->m_bLagCompensation = Q_atoi( QUICKGETCVARVALUE("cl_lagcompensation")) != 0;
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
player->m_bPredictWeapons = false;
|
|
player->m_bLagCompensation = false;
|
|
}
|
|
|
|
|
|
#undef QUICKGETCVARVALUE
|
|
|
|
g_pGameRules->ClientSettingsChanged( player );
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A client can have a separate "view entity" indicating that his/her view should depend on the origin of that
|
|
// view entity. If that's the case, then pViewEntity will be non-NULL and will be used. Otherwise, the current
|
|
// entity's origin is used. Either is offset by the m_vecViewOffset to get the eye position.
|
|
// From the eye position, we set up the PAS and PVS to use for filtering network messages to the client. At this point, we could
|
|
// override the actual PAS or PVS values, or use a different origin.
|
|
// NOTE: Do not cache the values of pas and pvs, as they depend on reusable memory in the engine, they are only good for this one frame
|
|
// Input : *pViewEntity -
|
|
// *pClient -
|
|
// **pvs -
|
|
// **pas -
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameClients::ClientSetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char *pvs, int pvssize )
|
|
{
|
|
Vector org;
|
|
|
|
// Reset the PVS!!!
|
|
engine->ResetPVS( pvs, pvssize );
|
|
|
|
g_pToolFrameworkServer->PreSetupVisibility();
|
|
|
|
// Find the client's PVS
|
|
CBaseEntity *pVE = NULL;
|
|
if ( pViewEntity )
|
|
{
|
|
pVE = GetContainingEntity( pViewEntity );
|
|
// If we have a viewentity, it overrides the player's origin
|
|
if ( pVE )
|
|
{
|
|
org = pVE->EyePosition();
|
|
engine->AddOriginToPVS( org );
|
|
}
|
|
}
|
|
|
|
float fovDistanceAdjustFactor = 1;
|
|
|
|
CUtlVector< Vector > areaPortalOrigins;
|
|
|
|
CBasePlayer *pPlayer = ( CBasePlayer * )GetContainingEntity( pClient );
|
|
if ( pPlayer )
|
|
{
|
|
if ( !pVE )
|
|
{
|
|
org = pPlayer->EyePosition();
|
|
}
|
|
pPlayer->SetupVisibility( pVE, pvs, pvssize );
|
|
UTIL_SetClientVisibilityPVS( pClient, pvs, pvssize );
|
|
fovDistanceAdjustFactor = pPlayer->GetFOVDistanceAdjustFactorForNetworking();
|
|
|
|
areaPortalOrigins.AddToTail( org );
|
|
|
|
// Merge in areaportal "window" states from from split screen players by passing in the extra PVS origins!!!
|
|
for ( int i = 1; i < MAX_SPLITSCREEN_PLAYERS; ++i )
|
|
{
|
|
CBasePlayer *pl = (CBasePlayer *)ToBasePlayer( GetContainingEntity( engine->GetSplitScreenPlayerForEdict( pPlayer->entindex(), i ) ) );
|
|
if ( !pl )
|
|
continue;
|
|
org = pl->EyePosition();
|
|
areaPortalOrigins.AddToTail( org );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "ClientSetupVisibility: No entity for edict!\n" );
|
|
areaPortalOrigins.AddToTail( org );
|
|
}
|
|
|
|
unsigned char portalBits[MAX_AREA_PORTAL_STATE_BYTES];
|
|
memset( portalBits, 0, sizeof( portalBits ) );
|
|
|
|
int portalNums[512];
|
|
int isOpen[512];
|
|
int iOutPortal = 0;
|
|
|
|
for( unsigned short i = g_AreaPortals.Head(); i != g_AreaPortals.InvalidIndex(); i = g_AreaPortals.Next(i) )
|
|
{
|
|
CFuncAreaPortalBase *pCur = g_AreaPortals[i];
|
|
|
|
bool bIsOpenOnClient = true;
|
|
|
|
// Update our array of which portals are open and flush it if necessary.
|
|
portalNums[iOutPortal] = pCur->m_portalNumber;
|
|
isOpen[iOutPortal] = pCur->UpdateVisibility( areaPortalOrigins, fovDistanceAdjustFactor, bIsOpenOnClient );
|
|
|
|
|
|
|
|
++iOutPortal;
|
|
if ( iOutPortal >= ARRAYSIZE( portalNums ) )
|
|
{
|
|
engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal );
|
|
iOutPortal = 0;
|
|
}
|
|
|
|
// Version 0 portals (ie: shipping Half-Life 2 era) are always treated as open
|
|
// for purposes of the m_chAreaPortalBits array on the client.
|
|
if ( pCur->m_iPortalVersion == 0 )
|
|
bIsOpenOnClient = true;
|
|
|
|
if ( bIsOpenOnClient )
|
|
{
|
|
if ( pCur->m_portalNumber < 0 )
|
|
continue;
|
|
else if ( pCur->m_portalNumber >= sizeof( portalBits ) * 8 )
|
|
Error( "ClientSetupVisibility: portal number (%d) too large", pCur->m_portalNumber );
|
|
else
|
|
portalBits[pCur->m_portalNumber >> 3] |= (1 << (pCur->m_portalNumber & 7));
|
|
}
|
|
}
|
|
|
|
// Flush the remaining areaportal states.
|
|
engine->SetAreaPortalStates( portalNums, isOpen, iOutPortal );
|
|
|
|
// Update the area bits that get sent to the client.
|
|
Assert( pPlayer );
|
|
if ( pPlayer )
|
|
{
|
|
pPlayer->m_Local.UpdateAreaBits( pPlayer, portalBits );
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *player -
|
|
// *buf -
|
|
// numcmds -
|
|
// totalcmds -
|
|
// dropped_packets -
|
|
// ignore -
|
|
// paused -
|
|
// Output : float
|
|
//-----------------------------------------------------------------------------
|
|
#define CMD_MAXBACKUP 64
|
|
|
|
float CServerGameClients::ProcessUsercmds( edict_t *player, bf_read *buf, int numcmds, int totalcmds,
|
|
int dropped_packets, bool ignore, bool paused )
|
|
{
|
|
int i;
|
|
CUserCmd *from, *to;
|
|
|
|
// We track last three command in case we drop some
|
|
// packets but get them back.
|
|
CUserCmd cmds[ CMD_MAXBACKUP ];
|
|
|
|
CUserCmd cmdNull; // For delta compression
|
|
|
|
Assert( numcmds >= 0 );
|
|
Assert( ( totalcmds - numcmds ) >= 0 );
|
|
|
|
CBasePlayer *pPlayer = NULL;
|
|
CBaseEntity *pEnt = CBaseEntity::Instance(player);
|
|
if ( pEnt && pEnt->IsPlayer() )
|
|
{
|
|
pPlayer = static_cast< CBasePlayer * >( pEnt );
|
|
}
|
|
// Too many commands?
|
|
if ( totalcmds < 0 || totalcmds >= ( CMD_MAXBACKUP - 1 ) )
|
|
{
|
|
const char *name = "unknown";
|
|
if ( pPlayer )
|
|
{
|
|
name = pPlayer->GetPlayerName();
|
|
}
|
|
|
|
Msg("CBasePlayer::ProcessUsercmds: too many cmds %i sent for player %s\n", totalcmds, name );
|
|
// FIXME: Need a way to drop the client from here
|
|
//SV_DropClient ( host_client, false, "CMD_MAXBACKUP hit" );
|
|
buf->SetOverflowFlag();
|
|
return 0.0f;
|
|
}
|
|
|
|
// Initialize for reading delta compressed usercmds
|
|
cmdNull.Reset();
|
|
from = &cmdNull;
|
|
for ( i = totalcmds - 1; i >= 0; i-- )
|
|
{
|
|
to = &cmds[ i ];
|
|
ReadUsercmd( buf, to, from );
|
|
from = to;
|
|
}
|
|
|
|
// Client not fully connected or server has gone inactive or is paused, just ignore
|
|
if ( ignore || !pPlayer )
|
|
{
|
|
return 0.0f;
|
|
}
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
pPlayer->ProcessUsercmds( cmds, numcmds, totalcmds, dropped_packets, paused );
|
|
|
|
return TICK_INTERVAL;
|
|
}
|
|
|
|
|
|
void CServerGameClients::PostClientMessagesSent( void )
|
|
{
|
|
VPROF("CServerGameClients::PostClient");
|
|
gEntList.PostClientMessagesSent();
|
|
}
|
|
|
|
// Sets the client index for the client who typed the command into his/her console
|
|
void CServerGameClients::SetCommandClient( int index )
|
|
{
|
|
g_nCommandClientIndex = index;
|
|
}
|
|
|
|
int CServerGameClients::GetReplayDelay( edict_t *pEdict, int &entity )
|
|
{
|
|
CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
|
|
|
|
if ( !pPlayer )
|
|
return 0;
|
|
|
|
entity = pPlayer->GetReplayEntity();
|
|
|
|
return pPlayer->GetDelayTicks();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The client's userinfo data lump has changed
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameClients::ClientEarPosition( edict_t *pEdict, Vector *pEarOrigin )
|
|
{
|
|
CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
|
|
if (pPlayer)
|
|
{
|
|
*pEarOrigin = pPlayer->EarPosition();
|
|
}
|
|
else
|
|
{
|
|
// Shouldn't happen
|
|
Assert(0);
|
|
*pEarOrigin = vec3_origin;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *player -
|
|
// Output : CPlayerState
|
|
//-----------------------------------------------------------------------------
|
|
CPlayerState *CServerGameClients::GetPlayerState( edict_t *player )
|
|
{
|
|
// Is the client spawned yet?
|
|
if ( !player || !player->GetUnknown() )
|
|
return NULL;
|
|
|
|
CBasePlayer *pBasePlayer = ( CBasePlayer * )CBaseEntity::Instance( player );
|
|
if ( !pBasePlayer )
|
|
return NULL;
|
|
|
|
return &pBasePlayer->pl;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
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// Purpose: Anything this game .dll wants to add to the bug reporter text (e.g., the entity/model under the picker crosshair)
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// can be added here
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// Input : *buf -
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// buflen -
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//-----------------------------------------------------------------------------
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void CServerGameClients::GetBugReportInfo( char *buf, int buflen )
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{
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recentNPCSpeech_t speech[ SPEECH_LIST_MAX_SOUNDS ];
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int num;
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int i;
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buf[ 0 ] = 0;
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if ( gpGlobals->maxClients == 1 )
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{
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CBaseEntity *ent = UTIL_PlayerByIndex(1) ? UTIL_PlayerByIndex(1)->FindPickerEntity() : NULL;
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if ( ent )
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{
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Q_snprintf( buf, buflen, "Picker %i/%s - ent %s model %s\n",
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ent->entindex(),
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ent->GetClassname(),
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STRING( ent->GetEntityName() ),
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STRING(ent->GetModelName()) );
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}
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// get any sounds that were spoken by NPCs recently
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num = GetRecentNPCSpeech( speech );
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if ( num > 0 )
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{
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Q_snprintf( buf, buflen, "%sRecent NPC speech:\n", buf );
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for( i = 0; i < num; i++ )
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{
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Q_snprintf( buf, buflen, "%s time: %6.3f sound name: %s scene: %s\n", buf, speech[ i ].time, speech[ i ].name, speech[ i ].sceneName );
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}
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Q_snprintf( buf, buflen, "%sCurrent time: %6.3f\n", buf, gpGlobals->curtime );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: A player sent a voice packet
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//-----------------------------------------------------------------------------
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void CServerGameClients::ClientVoice( edict_t *pEdict )
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{
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CBasePlayer *pPlayer = ( CBasePlayer * )CBaseEntity::Instance( pEdict );
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if (pPlayer)
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{
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pPlayer->OnVoiceTransmit();
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// Notify the voice listener that we've spoken
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PlayerVoiceListener().AddPlayerSpeakTime( pPlayer );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: A user has had their network id setup and validated
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//-----------------------------------------------------------------------------
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void CServerGameClients::NetworkIDValidated( const char *pszUserName, const char *pszNetworkID )
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{
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}
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int CServerGameClients::GetMaxSplitscreenPlayers()
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{
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return MAX_SPLITSCREEN_PLAYERS;
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}
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int CServerGameClients::GetMaxHumanPlayers()
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{
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if ( g_pGameRules )
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{
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return g_pGameRules->GetMaxHumanPlayers();
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}
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return -1;
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}
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// The client has submitted a keyvalues command
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void CServerGameClients::ClientCommandKeyValues( edict_t *pEntity, KeyValues *pKeyValues )
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{
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if ( !pKeyValues )
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return;
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char const *szCommand = pKeyValues->GetName();
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if ( FStrEq( szCommand, "avatarinfo" ) )
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{
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// Player is communicating team and avatar setting
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//TheDirector->PlayerAvatarSet( pEntity, pKeyValues );
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}
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g_pGameRules->ClientCommandKeyValues( pEntity, pKeyValues );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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static bf_write *g_pMsgBuffer = NULL;
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void EntityMessageBegin( CBaseEntity * entity, bool reliable /*= false*/ )
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{
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Assert( !g_pMsgBuffer );
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Assert ( entity );
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g_pMsgBuffer = engine->EntityMessageBegin( entity->entindex(), entity->GetServerClass(), reliable );
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}
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void UserMessageBegin( IRecipientFilter& filter, const char *messagename )
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{
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Assert( !g_pMsgBuffer );
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Assert( messagename );
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int msg_type = usermessages->LookupUserMessage( messagename );
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if ( msg_type == -1 )
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{
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Error( "UserMessageBegin: Unregistered message '%s'\n", messagename );
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}
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g_pMsgBuffer = engine->UserMessageBegin( &filter, msg_type, messagename );
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}
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void MessageEnd( void )
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{
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Assert( g_pMsgBuffer );
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engine->MessageEnd();
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g_pMsgBuffer = NULL;
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}
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void MessageWriteByte( int iValue)
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{
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if (!g_pMsgBuffer)
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Error( "WRITE_BYTE called with no active message\n" );
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g_pMsgBuffer->WriteByte( iValue );
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}
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void MessageWriteChar( int iValue)
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{
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if (!g_pMsgBuffer)
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Error( "WRITE_CHAR called with no active message\n" );
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g_pMsgBuffer->WriteChar( iValue );
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}
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void MessageWriteShort( int iValue)
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{
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if (!g_pMsgBuffer)
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Error( "WRITE_SHORT called with no active message\n" );
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g_pMsgBuffer->WriteShort( iValue );
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}
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void MessageWriteWord( int iValue )
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{
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if (!g_pMsgBuffer)
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Error( "WRITE_WORD called with no active message\n" );
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g_pMsgBuffer->WriteWord( iValue );
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}
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void MessageWriteLong( int iValue)
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{
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if (!g_pMsgBuffer)
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Error( "WriteLong called with no active message\n" );
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g_pMsgBuffer->WriteLong( iValue );
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}
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void MessageWriteFloat( float flValue)
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{
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if (!g_pMsgBuffer)
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Error( "WriteFloat called with no active message\n" );
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g_pMsgBuffer->WriteFloat( flValue );
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}
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void MessageWriteAngle( float flValue)
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{
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if (!g_pMsgBuffer)
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Error( "WriteAngle called with no active message\n" );
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g_pMsgBuffer->WriteBitAngle( flValue, 8 );
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}
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void MessageWriteCoord( float flValue)
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{
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if (!g_pMsgBuffer)
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Error( "WriteCoord called with no active message\n" );
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g_pMsgBuffer->WriteBitCoord( flValue );
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}
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void MessageWriteVec3Coord( const Vector& rgflValue)
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{
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if (!g_pMsgBuffer)
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Error( "WriteVec3Coord called with no active message\n" );
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g_pMsgBuffer->WriteBitVec3Coord( rgflValue );
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}
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void MessageWriteVec3Normal( const Vector& rgflValue)
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{
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if (!g_pMsgBuffer)
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Error( "WriteVec3Normal called with no active message\n" );
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g_pMsgBuffer->WriteBitVec3Normal( rgflValue );
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}
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void MessageWriteBitVecIntegral( const Vector& vecValue )
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{
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if (!g_pMsgBuffer)
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Error( "MessageWriteBitVecIntegral called with no active message\n" );
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for ( int i = 0; i < 3; ++i )
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{
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g_pMsgBuffer->WriteBitCoordMP( vecValue[ i ], kCW_Integral );
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}
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}
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void MessageWriteAngles( const QAngle& rgflValue)
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{
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if (!g_pMsgBuffer)
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Error( "WriteVec3Normal called with no active message\n" );
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g_pMsgBuffer->WriteBitAngles( rgflValue );
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}
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void MessageWriteString( const char *sz )
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{
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if (!g_pMsgBuffer)
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Error( "WriteString called with no active message\n" );
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g_pMsgBuffer->WriteString( sz );
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}
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void MessageWriteEntity( int iValue)
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{
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if (!g_pMsgBuffer)
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Error( "WriteEntity called with no active message\n" );
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g_pMsgBuffer->WriteShort( iValue );
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}
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void MessageWriteEHandle( CBaseEntity *pEntity )
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{
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if (!g_pMsgBuffer)
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Error( "WriteEHandle called with no active message\n" );
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long iEncodedEHandle;
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if( pEntity )
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{
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EHANDLE hEnt = pEntity;
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int iSerialNum = hEnt.GetSerialNumber() & (1 << NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS) - 1;
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iEncodedEHandle = hEnt.GetEntryIndex() | (iSerialNum << MAX_EDICT_BITS);
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}
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else
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{
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iEncodedEHandle = INVALID_NETWORKED_EHANDLE_VALUE;
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}
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g_pMsgBuffer->WriteLong( iEncodedEHandle );
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}
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// bitwise
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void MessageWriteBool( bool bValue )
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{
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if (!g_pMsgBuffer)
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Error( "WriteBool called with no active message\n" );
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g_pMsgBuffer->WriteOneBit( bValue ? 1 : 0 );
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}
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void MessageWriteUBitLong( unsigned int data, int numbits )
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{
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if (!g_pMsgBuffer)
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Error( "WriteUBitLong called with no active message\n" );
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g_pMsgBuffer->WriteUBitLong( data, numbits );
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}
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void MessageWriteSBitLong( int data, int numbits )
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{
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if (!g_pMsgBuffer)
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Error( "WriteSBitLong called with no active message\n" );
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g_pMsgBuffer->WriteSBitLong( data, numbits );
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}
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void MessageWriteBits( const void *pIn, int nBits )
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{
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if (!g_pMsgBuffer)
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Error( "WriteBits called with no active message\n" );
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g_pMsgBuffer->WriteBits( pIn, nBits );
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}
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class CServerDLLSharedAppSystems : public IServerDLLSharedAppSystems
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{
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|
public:
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|
CServerDLLSharedAppSystems()
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|
{
|
|
AddAppSystem( "soundemittersystem", SOUNDEMITTERSYSTEM_INTERFACE_VERSION );
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AddAppSystem( "scenefilecache", SCENE_FILE_CACHE_INTERFACE_VERSION );
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#ifdef INFESTED_DLL
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AddAppSystem( "missionchooser", ASW_MISSION_CHOOSER_VERSION );
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#endif
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}
|
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virtual int Count()
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{
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return m_Systems.Count();
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}
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virtual char const *GetDllName( int idx )
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{
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return m_Systems[ idx ].m_pModuleName;
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}
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virtual char const *GetInterfaceName( int idx )
|
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{
|
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return m_Systems[ idx ].m_pInterfaceName;
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}
|
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private:
|
|
void AddAppSystem( char const *moduleName, char const *interfaceName )
|
|
{
|
|
AppSystemInfo_t sys;
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sys.m_pModuleName = moduleName;
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sys.m_pInterfaceName = interfaceName;
|
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m_Systems.AddToTail( sys );
|
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}
|
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|
|
CUtlVector< AppSystemInfo_t > m_Systems;
|
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};
|
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|
|
EXPOSE_SINGLE_INTERFACE( CServerDLLSharedAppSystems, IServerDLLSharedAppSystems, SERVER_DLL_SHARED_APPSYSTEMS );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
void CServerGameTags::GetTaggedConVarList( KeyValues *pCvarTagList )
|
|
{
|
|
if ( pCvarTagList && g_pGameRules )
|
|
{
|
|
g_pGameRules->GetTaggedConVarList( pCvarTagList );
|
|
}
|
|
}
|