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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-05-27 01:13:14 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-05-27 01:13:14 +0100 |
commit | 0de847bb4832c201233c87fa37867b9d89f0e8c8 (patch) | |
tree | f05add722b788d32aae40663e7748234452a3443 /NorthstarDLL/misccommands.cpp | |
parent | 2171d95e1221442081bade7929c05b82ca0f2a08 (diff) | |
download | NorthstarLauncher-0de847bb4832c201233c87fa37867b9d89f0e8c8.tar.gz NorthstarLauncher-0de847bb4832c201233c87fa37867b9d89f0e8c8.zip |
rename project folder (:tf: commit log)
Diffstat (limited to 'NorthstarDLL/misccommands.cpp')
-rw-r--r-- | NorthstarDLL/misccommands.cpp | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/NorthstarDLL/misccommands.cpp b/NorthstarDLL/misccommands.cpp new file mode 100644 index 00000000..5a77a4f9 --- /dev/null +++ b/NorthstarDLL/misccommands.cpp @@ -0,0 +1,65 @@ +#include "pch.h" +#include "misccommands.h" +#include "concommand.h" +#include "playlist.h" +#include "r2engine.h" +#include "r2client.h" +#include "hoststate.h" +#include "masterserver.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_MasterServerManager->m_bNewgameAfterSelfAuth = true; + g_MasterServerManager->AuthenticateWithOwnServer(R2::g_pLocalPlayerUserID, g_MasterServerManager->m_sOwnClientAuthToken); +} + +void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg) +{ + R2::Cbuf_AddText( + R2::Cbuf_GetCurrentPlayer(), + fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(), + R2::cmd_source_t::kCommandSrcCode); + R2::Cbuf_Execute(); + + // weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this + if (g_pClientSquirrel->sqvm) + { + g_ServerAuthenticationManager->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() +{ + 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); +}
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