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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-10-17 23:26:07 +0100 |
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committer | GitHub <noreply@github.com> | 2022-10-17 23:26:07 +0100 |
commit | 841881af9ea6ec73b1d505d5a8f7c1f766273724 (patch) | |
tree | 91feb40fe810984b59d2d2da440e289370b0a137 /NorthstarDLL/misccommands.cpp | |
parent | dc0934d29caacc8da1e7df8b775d24b4e99c381c (diff) | |
download | NorthstarLauncher-841881af9ea6ec73b1d505d5a8f7c1f766273724.tar.gz NorthstarLauncher-841881af9ea6ec73b1d505d5a8f7c1f766273724.zip |
big refactor (#171)v1.10.0-rc1
* use in-file macros rather than global funcs for registering dll load callbacks
* move more things to macros
* fix debug crashes
* move sqvm funcs to sq managers
* get rid of context file
* refactor some squirrel stuff and ingame compilation error message
* move tier0 and playlist funcs to namespaces
* uiscript_reset concommand: don't loop forever if compilation fails
* improve showing console for ui script compile errors
* standardise concommand func naming in c++
* use lambdas for dll load callbacks so intellisense shits itself less
* use cvar change callbacks for unescaping ns_server_name and ns_server_desc
* add proper helpstrings to masterserver cvars
* add cvar help and find
* allow parsing of convar flags from string
* normalise mod fs paths to be lowercase
* move hoststate to its own file and add host_init hooks
* better IsFlagSet def
* replace files in ReadFromCache
* rename g_ModManager to g_pModManager
* formatting changes
* make cvar print work on dedi, move demo fix stuff, add findflags
* add proper map autocompletes and maps command
* formatting changes
* separate gameutils into multiple r2 headers
* Update keyvalues.cpp
* move sqvm funcs into wrappers in the manager class
* remove unnecessary header files
* lots of cleanup and starting moving to new hooking macros
* update more stuff to new hook macros
* rename project folder (:tf: commit log)
* fix up postbuild commands to use relative dir
* almost fully replaced hooking lib
* completely remove old hooking
* add nsprefix because i forgot to include it
* move exploit prevention and limits code out of serverauthentication, and have actual defs for CBasePlayer
* use modular ServerPresence system for registering servers
* add new memory lib
* accidentally pushed broke code oops
* lots of stuff idk
* implement some more prs
* improve rpakfilesystem
* fix line endings on vcxproj
* Revert "fix line endings on vcxproj"
This reverts commit 4ff7d022d2602c2dba37beba8b8df735cf5cd7d9.
* add more prs
* i swear i committed these how are they not there
* Add ability to load Datatables from files (#238)
* first version of kinda working custom datatables
* Fix copy error
* Finish custom datatables
* Fix Merge
* Fix line endings
* Add fallback to rpak when ns_prefere_datatable_from_disk is true
* fix typo
* Bug fixess
* Fix Function Registration hook
* Set convar value
* Fix Client and Ui VM
* enable server auth with ms agian
* Add Filters
* FIx unused import
* Merge remote-tracking branch 'upsteam/bobs-big-refactor-pr' into datatables
Co-authored-by: RoyalBlue1 <realEmail@veryRealURL.com>
* Add some changes from main to refactor (#243)
* Add PR template
* Update CI folder location
* Delete startup args txt files
* Fix line endings (hopefully) (#244)
* Fix line endings (hopefully)
* Fix more line endings
* Update refactor (#250)
* Add PR template
* Update CI folder location
* Delete startup args txt files
* Add editorconfig file (#246)
* Add editorconfig file
It's a cross-editor compatible config file that defines certain editor
behaviour (e.g. adding/removing newline at end of file)
It is supported by major editors like Visual Studio (Code) and by
version control providers like GitHub.
Should end the constant adding/removing of final newline in PRs
* More settings
- unicode by default
- trim newlines
- use tabs for indentation (ugh)
* Ignore folder rename (#245)
* Hot reload banlist on player join (#233)
* added banlist hotreload
* fix formatting
* didnt append, cleared whole file oopsie
* unfuckedunban not rewriting file
* fixed not checking for new line
Co-authored-by: ScureX <47725553+ScureX@users.noreply.github.com>
* Refactor cleanup (#256)
* Fix indentation
* Fix path in clang-format command in readme
* Refactor cleanup (some formatting fixes) (#257)
* Fix some formatting
* More formatting fixes
* add scriptdatatable.cpp rewrite
* Some formatting fixes (#260)
* More formatting stuff (#261)
* various formatting changes and fixes
* Fix changed icon (#264)
* clang format, fix issues with server registration and rpak loading
* fix more formatting
* update postbuild step
* set launcher directory and error on fail creating log files
* change some stuff in exploitfixes
* only unrestrict dev commands when commandline flag is present
* fix issues with cvar flag commit
* fixup command flags better and reformat
* bring up to date with main
* fixup formatting
* improve cvar flag fixup and remove temp thing from findflags
* set serverfilter better
* avoid ptr decay when setting auth token
* add more entity functions
* Fix the MS server registration issues. (#285)
* Port ms presence reporter to std::async
* Fix crash due to std::optional being assigned nullptr.
* Fix formatting.
* Wait 20 seconds if MS returns DUPLICATE_SERVER.
* Change PERSISTENCE_MAX_SIZE to fix player authentication (#287)
The size check added in the refactor was incorrect:
- 56306: expected pdata size based on the pdef
- 512: allowance for trailing junk (r2 adds 137 bytes of trailing junk)
- 100: for some wiggle room
Co-Authored-By: pg9182 <96569817+pg9182@users.noreply.github.com>
* change miscserverscript to use actual entity arguments rather than
player index jank
* Fix token clearing hook (#290)
A certain someone forgot to put an `0x` in front of their hex number, meaning the offset is wrong.
This would cause token to be leaked again
Co-authored-by: Maya <malte.hoermeyer@web.de>
Co-authored-by: RoyalBlue1 <realEmail@veryRealURL.com>
Co-authored-by: GeckoEidechse <40122905+GeckoEidechse@users.noreply.github.com>
Co-authored-by: ScureX <47725553+ScureX@users.noreply.github.com>
Co-authored-by: Erlite <ys.aameziane@gmail.com>
Co-authored-by: Emma Miler <emma.pi@protonmail.com>
Co-authored-by: pg9182 <96569817+pg9182@users.noreply.github.com>
Diffstat (limited to 'NorthstarDLL/misccommands.cpp')
-rw-r--r-- | NorthstarDLL/misccommands.cpp | 180 |
1 files changed, 141 insertions, 39 deletions
diff --git a/NorthstarDLL/misccommands.cpp b/NorthstarDLL/misccommands.cpp index a05435b7..ea832de6 100644 --- a/NorthstarDLL/misccommands.cpp +++ b/NorthstarDLL/misccommands.cpp @@ -1,60 +1,162 @@ #include "pch.h" #include "misccommands.h" #include "concommand.h" -#include "gameutils.h" +#include "playlist.h" +#include "r2engine.h" +#include "r2client.h" +#include "tier0.h" +#include "hoststate.h" #include "masterserver.h" +#include "modmanager.h" #include "serverauthentication.h" #include "squirrel.h" +void ConCommand_force_newgame(const CCommand& arg) +{ + if (arg.ArgC() < 2) + return; + + R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME; + strncpy(R2::g_pHostState->m_levelName, arg.Arg(1), sizeof(R2::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(R2::g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken); +} + +void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg) +{ + if (g_pServerAuthentication->m_RemoteAuthenticationData.size()) + R2::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(R2::g_pHostState->m_levelName, "mp_lobby"); + R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME; + } +} + void AddMiscConCommands() { - MAKE_CONCMD( + RegisterConCommand( "force_newgame", + ConCommand_force_newgame, "forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME", - FCVAR_NONE, - [](const CCommand& arg) - { - if (arg.ArgC() < 2) - return; + FCVAR_NONE); - g_pHostState->m_iNextState = HS_NEW_GAME; - strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName)); - }); - - MAKE_CONCMD( + 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, - [](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_MasterServerManager->m_bNewgameAfterSelfAuth = true; - g_MasterServerManager->AuthenticateWithOwnServer(g_LocalPlayerUserID, g_MasterServerManager->m_sOwnClientAuthToken); - }); + FCVAR_SERVER_CAN_EXECUTE); // this is a concommand because we make a deferred call to it from another thread - MAKE_CONCMD( - "ns_end_reauth_and_leave_to_lobby", - "", - FCVAR_NONE, - [](const CCommand& arg) + RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE); +} + +// fixes up various cvar flags to have more sane values +void FixupCvarFlags() +{ + if (Tier0::CommandLine()->CheckParm("-allowdevcvars")) + { + // strip hidden and devonly cvar flags + int iNumCvarsAltered = 0; + for (auto& pair : R2::g_pCVar->DumpToMap()) { - Cbuf_AddText( - Cbuf_GetCurrentPlayer(), - fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(), - cmd_source_t::kCommandSrcCode); - Cbuf_Execute(); - - // weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this - if (g_ClientSquirrelManager->sqvm) + // strip flags + int flags = pair.second->GetFlags(); + if (flags & FCVAR_DEVELOPMENTONLY) { - g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame = true; + flags &= ~FCVAR_DEVELOPMENTONLY; + iNumCvarsAltered++; + } - // 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? - SetCurrentPlaylist("tdm"); - strcpy(g_pHostState->m_levelName, "mp_lobby"); - g_pHostState->m_iNextState = HS_NEW_GAME; + 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).As<const char**>(); + + int i = 0; + do + { + ConCommandBase* pCommand = R2::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}}; + + // 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}}; + + for (auto& fixup : CVAR_FIXUP_ADD_FLAGS) + { + ConCommandBase* command = R2::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 = R2::g_pCVar->FindCommandBase(std::get<0>(fixup)); + if (command) + command->m_nFlags &= ~std::get<1>(fixup); + } } |