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-rw-r--r--primedev/shared/misccommands.cpp391
1 files changed, 391 insertions, 0 deletions
diff --git a/primedev/shared/misccommands.cpp b/primedev/shared/misccommands.cpp
new file mode 100644
index 00000000..15da6767
--- /dev/null
+++ b/primedev/shared/misccommands.cpp
@@ -0,0 +1,391 @@
+#include "misccommands.h"
+#include "core/convar/concommand.h"
+#include "shared/playlist.h"
+#include "engine/r2engine.h"
+#include "client/r2client.h"
+#include "core/tier0.h"
+#include "engine/hoststate.h"
+#include "masterserver/masterserver.h"
+#include "mods/modmanager.h"
+#include "server/auth/serverauthentication.h"
+#include "squirrel/squirrel.h"
+
+void ConCommand_force_newgame(const CCommand& arg)
+{
+ if (arg.ArgC() < 2)
+ return;
+
+ g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME;
+ strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName));
+}
+
+void ConCommand_ns_start_reauth_and_leave_to_lobby(const CCommand& arg)
+{
+ // hack for special case where we're on a local server, so we erase our own newly created auth data on disconnect
+ g_pMasterServerManager->m_bNewgameAfterSelfAuth = true;
+ g_pMasterServerManager->AuthenticateWithOwnServer(g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken);
+}
+
+void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg)
+{
+ if (g_pServerAuthentication->m_RemoteAuthenticationData.size())
+ g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str());
+
+ // weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this
+ if (g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM)
+ {
+ g_pServerAuthentication->m_bNeedLocalAuthForNewgame = true;
+
+ // this won't set playlist correctly on remote clients, don't think they can set playlist until they've left which sorta
+ // fucks things should maybe set this in HostState_NewGame?
+ R2::SetCurrentPlaylist("tdm");
+ strcpy(g_pHostState->m_levelName, "mp_lobby");
+ g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME;
+ }
+}
+
+void ConCommand_cvar_setdefaultvalue(const CCommand& arg)
+{
+ if (arg.ArgC() < 3)
+ {
+ spdlog::info("usage: cvar_setdefaultvalue mp_gamemode tdm");
+ return;
+ }
+
+ ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
+ if (!pCvar)
+ {
+ spdlog::info("usage: cvar_setdefaultvalue mp_gamemode tdm");
+ return;
+ }
+
+ // unfortunately no way for us to not leak memory here, as default value might not be in writeable memory by default
+ int nLen = strlen(arg.Arg(2));
+ char* pBuf = new char[nLen + 1];
+ strncpy_s(pBuf, nLen + 1, arg.Arg(2), nLen);
+
+ pCvar->m_pszDefaultValue = pBuf;
+}
+
+void ConCommand_cvar_setvalueanddefaultvalue(const CCommand& arg)
+{
+ if (arg.ArgC() < 3)
+ {
+ spdlog::info("usage: cvar_setvalueanddefaultvalue mp_gamemode tdm");
+ return;
+ }
+
+ ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
+ if (!pCvar)
+ {
+ spdlog::info("usage: cvar_setvalueanddefaultvalue mp_gamemode tdm");
+ return;
+ }
+
+ // unfortunately no way for us to not leak memory here, as default value might not be in writeable memory by default
+ int nLen = strlen(arg.Arg(2));
+ char* pBuf = new char[nLen + 1];
+ strncpy_s(pBuf, nLen + 1, arg.Arg(2), nLen);
+
+ pCvar->m_pszDefaultValue = pBuf;
+ pCvar->SetValue(pCvar->m_pszDefaultValue);
+}
+
+void ConCommand_cvar_reset(const CCommand& arg)
+{
+ if (arg.ArgC() < 2)
+ {
+ spdlog::info("usage: cvar_reset mp_gamemode");
+ return;
+ }
+
+ ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1));
+ if (!pCvar)
+ {
+ spdlog::info("usage: cvar_reset mp_gamemode");
+ return;
+ }
+
+ // reset cvar
+ pCvar->SetValue(pCvar->m_pszDefaultValue);
+}
+
+void AddMiscConCommands()
+{
+ RegisterConCommand(
+ "force_newgame",
+ ConCommand_force_newgame,
+ "forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
+ FCVAR_NONE);
+
+ RegisterConCommand(
+ "ns_start_reauth_and_leave_to_lobby",
+ ConCommand_ns_start_reauth_and_leave_to_lobby,
+ "called by the server, used to reauth and return the player to lobby when leaving a game",
+ FCVAR_SERVER_CAN_EXECUTE);
+
+ // this is a concommand because we make a deferred call to it from another thread
+ RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE);
+
+ RegisterConCommand(
+ "cvar_setdefaultvalue",
+ ConCommand_cvar_setdefaultvalue,
+ "overwrites the default value of a cvar, for use with script and cvar_reset",
+ FCVAR_NONE);
+ RegisterConCommand(
+ "cvar_setvalueanddefaultvalue",
+ ConCommand_cvar_setvalueanddefaultvalue,
+ "overwrites the current value and default value of a cvar, for use with script and cvar_reset",
+ FCVAR_NONE);
+ RegisterConCommand("cvar_reset", ConCommand_cvar_reset, "resets a cvar's value to its default value", FCVAR_NONE);
+}
+
+// fixes up various cvar flags to have more sane values
+void FixupCvarFlags()
+{
+ if (CommandLine()->CheckParm("-allowdevcvars"))
+ {
+ // strip hidden and devonly cvar flags
+ int iNumCvarsAltered = 0;
+ for (auto& pair : g_pCVar->DumpToMap())
+ {
+ // strip flags
+ int flags = pair.second->GetFlags();
+ if (flags & FCVAR_DEVELOPMENTONLY)
+ {
+ flags &= ~FCVAR_DEVELOPMENTONLY;
+ iNumCvarsAltered++;
+ }
+
+ if (flags & FCVAR_HIDDEN)
+ {
+ flags &= ~FCVAR_HIDDEN;
+ iNumCvarsAltered++;
+ }
+
+ pair.second->m_nFlags = flags;
+ }
+
+ spdlog::info("Removed {} hidden/devonly cvar flags", iNumCvarsAltered);
+ }
+
+ // make all engine client commands FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS
+ // these are usually checked through CGameClient::IsEngineClientCommand, but we get more control over this if we just do it through
+ // cvar flags
+ const char** ppEngineClientCommands = CModule("engine.dll").Offset(0x7C5EF0).RCast<const char**>();
+
+ int i = 0;
+ do
+ {
+ ConCommandBase* pCommand = g_pCVar->FindCommandBase(ppEngineClientCommands[i]);
+ if (pCommand) // not all the commands in this array actually exist in respawn source
+ pCommand->m_nFlags |= FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS;
+ } while (ppEngineClientCommands[++i]);
+
+ // array of cvars and the flags we want to add to them
+ const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_ADD_FLAGS = {
+ // system commands (i.e. necessary for proper functionality)
+ // servers need to be able to disconnect
+ {"disconnect", FCVAR_SERVER_CAN_EXECUTE},
+
+ // cheat commands
+ {"give", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"give_server", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"givecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"takecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ {"switchclass", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"set", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"_setClassVarServer", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ {"ent_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_throw", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_setname", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_teleport", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_remove", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_remove_all", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"ent_fire", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ {"particle_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"particle_recreate", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"particle_kill", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ {"test_setteam", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"melee_lunge_ent", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ // fcvars that should be cheats
+ {"net_ignoreAllSnapshots", FCVAR_CHEAT},
+ {"highlight_draw", FCVAR_CHEAT},
+ // these should potentially be replicated rather than cheat, like sv_footsteps is
+ // however they're defined on client, so can't make replicated atm sadly
+ {"cl_footstep_event_max_dist", FCVAR_CHEAT},
+ {"cl_footstep_event_max_dist_titan", FCVAR_CHEAT},
+ };
+
+ // array of cvars and the flags we want to remove from them
+ const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_REMOVE_FLAGS = {
+ // unsure how this command works, not even sure it's used on retail servers, deffo shouldn't be used on northstar
+ {"migrateme", FCVAR_SERVER_CAN_EXECUTE | FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"recheck", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // we don't need this on northstar servers, it's for communities
+
+ // unsure how these work exactly (rpt system likely somewhat stripped?), removing anyway since they won't be used
+ {"rpt_client_enable", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+ {"rpt_password", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS},
+
+ // these are devonly by default but should be modifyable
+ // NOTE: not all of these may actually do anything or work properly in practice
+ // network settings
+ {"cl_updaterate_mp", FCVAR_DEVELOPMENTONLY},
+ {"cl_updaterate_sp", FCVAR_DEVELOPMENTONLY},
+ {"clock_bias_sp", FCVAR_DEVELOPMENTONLY},
+ {"clock_bias_mp", FCVAR_DEVELOPMENTONLY},
+ {"cl_interpolate", FCVAR_DEVELOPMENTONLY}, // super duper ultra fucks anims if changed
+ {"cl_interpolateSoAllAnimsLoop", FCVAR_DEVELOPMENTONLY},
+ {"cl_cmdrate", FCVAR_DEVELOPMENTONLY},
+ {"cl_cmdbackup", FCVAR_DEVELOPMENTONLY},
+ {"rate", FCVAR_DEVELOPMENTONLY},
+ {"net_minroutable", FCVAR_DEVELOPMENTONLY},
+ {"net_maxroutable", FCVAR_DEVELOPMENTONLY},
+ {"net_lerpFields", FCVAR_DEVELOPMENTONLY},
+ {"net_ignoreAllSnapshots", FCVAR_DEVELOPMENTONLY},
+ {"net_chokeloop", FCVAR_DEVELOPMENTONLY},
+ {"sv_unlag", FCVAR_DEVELOPMENTONLY},
+ {"sv_maxunlag", FCVAR_DEVELOPMENTONLY},
+ {"sv_lagpushticks", FCVAR_DEVELOPMENTONLY},
+ {"sv_instancebaselines", FCVAR_DEVELOPMENTONLY},
+ {"sv_voiceEcho", FCVAR_DEVELOPMENTONLY},
+ {"net_compresspackets", FCVAR_DEVELOPMENTONLY},
+ {"net_compresspackets_minsize", FCVAR_DEVELOPMENTONLY},
+ {"net_verifyEncryption", FCVAR_DEVELOPMENTONLY}, // unsure if functional in retail
+
+ // gameplay settings
+ {"vel_samples", FCVAR_DEVELOPMENTONLY},
+ {"vel_sampleFrequency", FCVAR_DEVELOPMENTONLY},
+ {"sv_friction", FCVAR_DEVELOPMENTONLY},
+ {"sv_stopspeed", FCVAR_DEVELOPMENTONLY},
+ {"sv_airaccelerate", FCVAR_DEVELOPMENTONLY},
+ {"sv_forceGrapplesToFail", FCVAR_DEVELOPMENTONLY},
+ {"sv_maxvelocity", FCVAR_DEVELOPMENTONLY},
+ {"sv_footsteps", FCVAR_DEVELOPMENTONLY},
+ // these 2 are flagged as CHEAT above, could be made REPLICATED later potentially
+ {"cl_footstep_event_max_dist", FCVAR_DEVELOPMENTONLY},
+ {"cl_footstep_event_max_dist_titan", FCVAR_DEVELOPMENTONLY},
+ {"sv_balanceTeams", FCVAR_DEVELOPMENTONLY},
+ {"rodeo_enable", FCVAR_DEVELOPMENTONLY},
+ {"sv_forceRodeoToFail", FCVAR_DEVELOPMENTONLY},
+ {"player_find_rodeo_target_per_cmd", FCVAR_DEVELOPMENTONLY}, // todo test before merge
+ {"hud_takesshots", FCVAR_DEVELOPMENTONLY}, // very likely does not work but would be cool if it did
+
+ {"cam_collision", FCVAR_DEVELOPMENTONLY},
+ {"cam_idealdelta", FCVAR_DEVELOPMENTONLY},
+ {"cam_ideallag", FCVAR_DEVELOPMENTONLY},
+
+ // graphics/visual settings
+ {"mat_colorcorrection", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoRadius", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoDepthMax", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoBlurSharpness", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoIntensity", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoBias", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoDistanceLerp", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoBlurRadius", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoExponent", FCVAR_DEVELOPMENTONLY},
+ {"r_hbaoDepthFadePctDefault", FCVAR_DEVELOPMENTONLY},
+ {"r_drawscreenspaceparticles", FCVAR_DEVELOPMENTONLY},
+ {"ui_loadingscreen_fadeout_time", FCVAR_DEVELOPMENTONLY},
+ {"ui_loadingscreen_fadein_time", FCVAR_DEVELOPMENTONLY},
+ {"ui_loadingscreen_transition_time", FCVAR_DEVELOPMENTONLY},
+ {"ui_loadingscreen_mintransition_time", FCVAR_DEVELOPMENTONLY},
+ // these 2 could be FCVAR_CHEAT, i guess?
+ {"cl_draw_player_model", FCVAR_DEVELOPMENTONLY},
+ {"cl_always_draw_3p_player", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_neutral", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_ally", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_ally_cb1", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_ally_cb2", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_ally_cb3", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_enemy", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_enemy_cb1", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_enemy_cb2", FCVAR_DEVELOPMENTONLY},
+ {"idcolor_enemy_cb3", FCVAR_DEVELOPMENTONLY},
+ {"playerListPartyColorR", FCVAR_DEVELOPMENTONLY},
+ {"playerListPartyColorG", FCVAR_DEVELOPMENTONLY},
+ {"playerListPartyColorB", FCVAR_DEVELOPMENTONLY},
+ {"playerListUseFriendColor", FCVAR_DEVELOPMENTONLY},
+ {"fx_impact_neutral", FCVAR_DEVELOPMENTONLY},
+ {"fx_impact_ally", FCVAR_DEVELOPMENTONLY},
+ {"fx_impact_enemy", FCVAR_DEVELOPMENTONLY},
+ {"hitch_alert_color", FCVAR_DEVELOPMENTONLY},
+ {"particles_cull_all", FCVAR_DEVELOPMENTONLY},
+ {"particles_cull_dlights", FCVAR_DEVELOPMENTONLY},
+ {"map_settings_override", FCVAR_DEVELOPMENTONLY},
+ {"highlight_draw", FCVAR_DEVELOPMENTONLY},
+
+ // sys/engine settings
+ {"sleep_when_meeting_framerate", FCVAR_DEVELOPMENTONLY},
+ {"sleep_when_meeting_framerate_headroom_ms", FCVAR_DEVELOPMENTONLY},
+ {"not_focus_sleep", FCVAR_DEVELOPMENTONLY},
+ {"sp_not_focus_pause", FCVAR_DEVELOPMENTONLY},
+ {"joy_requireFocus", FCVAR_DEVELOPMENTONLY},
+
+ {"host_thread_mode", FCVAR_DEVELOPMENTONLY},
+ {"phys_enable_simd_optimizations", FCVAR_DEVELOPMENTONLY},
+ {"phys_enable_experimental_optimizations", FCVAR_DEVELOPMENTONLY},
+
+ {"community_frame_run", FCVAR_DEVELOPMENTONLY},
+ {"sv_single_core_dedi", FCVAR_DEVELOPMENTONLY},
+ {"sv_stressbots", FCVAR_DEVELOPMENTONLY},
+
+ {"fatal_script_errors", FCVAR_DEVELOPMENTONLY},
+ {"fatal_script_errors_client", FCVAR_DEVELOPMENTONLY},
+ {"fatal_script_errors_server", FCVAR_DEVELOPMENTONLY},
+ {"script_error_on_midgame_load", FCVAR_DEVELOPMENTONLY}, // idk what this is
+
+ {"ai_ainRebuildOnMapStart", FCVAR_DEVELOPMENTONLY},
+
+ {"save_enable", FCVAR_DEVELOPMENTONLY},
+
+ // cheat commands
+ {"switchclass", FCVAR_DEVELOPMENTONLY},
+ {"set", FCVAR_DEVELOPMENTONLY},
+ {"_setClassVarServer", FCVAR_DEVELOPMENTONLY},
+
+ // reparse commands
+ {"aisettings_reparse", FCVAR_DEVELOPMENTONLY},
+ {"aisettings_reparse_client", FCVAR_DEVELOPMENTONLY},
+ {"damagedefs_reparse", FCVAR_DEVELOPMENTONLY},
+ {"damagedefs_reparse_client", FCVAR_DEVELOPMENTONLY},
+ {"playerSettings_reparse", FCVAR_DEVELOPMENTONLY},
+ {"_playerSettings_reparse_Server", FCVAR_DEVELOPMENTONLY},
+
+ };
+
+ const std::vector<std::tuple<const char*, const char*>> CVAR_FIXUP_DEFAULT_VALUES = {
+ {"sv_stressbots", "0"}, // not currently used but this is probably a bad default if we get bots working
+ {"cl_pred_optimize", "0"} // fixes issues with animation prediction in thirdperson
+ };
+
+ for (auto& fixup : CVAR_FIXUP_ADD_FLAGS)
+ {
+ ConCommandBase* command = g_pCVar->FindCommandBase(std::get<0>(fixup));
+ if (command)
+ command->m_nFlags |= std::get<1>(fixup);
+ }
+
+ for (auto& fixup : CVAR_FIXUP_REMOVE_FLAGS)
+ {
+ ConCommandBase* command = g_pCVar->FindCommandBase(std::get<0>(fixup));
+ if (command)
+ command->m_nFlags &= ~std::get<1>(fixup);
+ }
+
+ for (auto& fixup : CVAR_FIXUP_DEFAULT_VALUES)
+ {
+ ConVar* cvar = g_pCVar->FindVar(std::get<0>(fixup));
+ if (cvar && !strcmp(cvar->GetString(), cvar->m_pszDefaultValue))
+ {
+ cvar->SetValue(std::get<1>(fixup));
+ cvar->m_pszDefaultValue = std::get<1>(fixup);
+ }
+ }
+}