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authorBobTheBob9 <for.oliver.kirkham@gmail.com>2022-08-16 01:12:59 +0100
committerBobTheBob9 <for.oliver.kirkham@gmail.com>2022-08-16 01:12:59 +0100
commit082f3893215797268d7ac8c1000ebe371f276af7 (patch)
treeb5cc677a49635a9244559e235d4915c064c9f6c4 /NorthstarDLL/plugins.cpp
parentb30a385fc25dad05e568ae8538f5aa3656c5c8d4 (diff)
downloadNorthstarLauncher-082f3893215797268d7ac8c1000ebe371f276af7.tar.gz
NorthstarLauncher-082f3893215797268d7ac8c1000ebe371f276af7.zip
lots of stuff idk
Diffstat (limited to 'NorthstarDLL/plugins.cpp')
-rw-r--r--NorthstarDLL/plugins.cpp844
1 files changed, 422 insertions, 422 deletions
diff --git a/NorthstarDLL/plugins.cpp b/NorthstarDLL/plugins.cpp
index 221981e7..5bdf6fa1 100644
--- a/NorthstarDLL/plugins.cpp
+++ b/NorthstarDLL/plugins.cpp
@@ -1,422 +1,422 @@
-#include "pch.h"
-#include "squirrel.h"
-#include "plugins.h"
-#include "masterserver.h"
-#include "convar.h"
-#include "serverpresence.h"
-
-#include <chrono>
-#include <windows.h>
-
-/// <summary>
-/// The data is split into two different representations: one for internal, and one for plugins, for thread safety reasons
-/// The struct exposed to plugins contains getter functions for the various data types.
-/// We can safely use C++ types like std::string here since these are only ever handled by Northstar internally
-/// </summary>
-struct InternalGameState
-{
- int ourScore;
- int secondHighestScore;
- int highestScore;
-
- bool connected;
- bool loading;
- std::string map;
- std::string mapDisplayName;
- std::string playlist;
- std::string playlistDisplayName;
- int players;
-};
-struct InternalServerInfo
-{
- std::string id;
- std::string name;
- std::string description;
- std::string password;
- int maxPlayers;
- bool roundBased;
- int scoreLimit;
- int endTime;
-};
-// TODO: need to extend this to include current player data like loadouts
-struct InternalPlayerInfo
-{
- int uid;
-};
-
-InternalGameState gameState;
-InternalServerInfo serverInfo;
-InternalPlayerInfo playerInfo;
-
-GameState gameStateExport;
-ServerInfo serverInfoExport;
-PlayerInfo playerInfoExport;
-
-/// <summary>
-/// We use SRW Locks because plugins will often be running their own thread
-/// To ensure thread safety, and to make it difficult to fuck up, we force them to use *our* functions to get data
-/// </summary>
-static SRWLOCK gameStateLock;
-static SRWLOCK serverInfoLock;
-static SRWLOCK playerInfoLock;
-
-void* getPluginObject(PluginObject var)
-{
- switch (var)
- {
- case PluginObject::GAMESTATE:
- return &gameStateExport;
- case PluginObject::SERVERINFO:
- return &serverInfoExport;
- case PluginObject::PLAYERINFO:
- return &playerInfoExport;
- default:
- return (void*)-1;
- }
-}
-
-void initGameState()
-{
- // Initalize the Slim Reader / Writer locks
- InitializeSRWLock(&gameStateLock);
- InitializeSRWLock(&serverInfoLock);
- InitializeSRWLock(&playerInfoLock);
-
- gameStateExport.getGameStateChar = &getGameStateChar;
- gameStateExport.getGameStateInt = &getGameStateInt;
- gameStateExport.getGameStateBool = &getGameStateBool;
-
- serverInfoExport.getServerInfoChar = &getServerInfoChar;
- serverInfoExport.getServerInfoInt = &getServerInfoInt;
- serverInfoExport.getServerInfoBool = &getServerInfoBool;
-
- playerInfoExport.getPlayerInfoChar = &getPlayerInfoChar;
- playerInfoExport.getPlayerInfoInt = &getPlayerInfoInt;
- playerInfoExport.getPlayerInfoBool = &getPlayerInfoBool;
-
- serverInfo.id = "";
- serverInfo.name = "";
- serverInfo.description = "";
- serverInfo.password = "";
- serverInfo.maxPlayers = 0;
- gameState.connected = false;
- gameState.loading = false;
- gameState.map = "";
- gameState.mapDisplayName = "";
- gameState.playlist = "";
- gameState.playlistDisplayName = "";
- gameState.players = 0;
-
- playerInfo.uid = 123;
-}
-
-// string gamemode, string gamemodeName, string map, string mapName, bool connected, bool loading
-SQRESULT SQ_UpdateGameStateUI(void* sqvm)
-{
- AcquireSRWLockExclusive(&gameStateLock);
- gameState.map = g_pUISquirrel->getstring(sqvm, 1);
- gameState.mapDisplayName = g_pUISquirrel->getstring(sqvm, 2);
- gameState.playlist = g_pUISquirrel->getstring(sqvm, 3);
- gameState.playlistDisplayName = g_pUISquirrel->getstring(sqvm, 4);
- gameState.connected = g_pUISquirrel->getbool(sqvm, 5);
- gameState.loading = g_pUISquirrel->getbool(sqvm, 6);
- ReleaseSRWLockExclusive(&gameStateLock);
- return SQRESULT_NOTNULL;
-}
-
-// int playerCount, int outScore, int secondHighestScore, int highestScore, bool roundBased, int scoreLimit
-SQRESULT SQ_UpdateGameStateClient(void* sqvm)
-{
- AcquireSRWLockExclusive(&gameStateLock);
- AcquireSRWLockExclusive(&serverInfoLock);
- gameState.players = g_pClientSquirrel->getinteger(sqvm, 1);
- serverInfo.maxPlayers = g_pClientSquirrel->getinteger(sqvm, 2);
- gameState.ourScore = g_pClientSquirrel->getinteger(sqvm, 3);
- gameState.secondHighestScore = g_pClientSquirrel->getinteger(sqvm, 4);
- gameState.highestScore = g_pClientSquirrel->getinteger(sqvm, 5);
- serverInfo.roundBased = g_pClientSquirrel->getbool(sqvm, 6);
- serverInfo.scoreLimit = g_pClientSquirrel->getbool(sqvm, 7);
- ReleaseSRWLockExclusive(&gameStateLock);
- ReleaseSRWLockExclusive(&serverInfoLock);
- return SQRESULT_NOTNULL;
-}
-
-// string id, string name, string password, int players, int maxPlayers, string map, string mapDisplayName, string playlist, string
-// playlistDisplayName
-SQRESULT SQ_UpdateServerInfo(void* sqvm)
-{
- AcquireSRWLockExclusive(&gameStateLock);
- AcquireSRWLockExclusive(&serverInfoLock);
- serverInfo.id = g_pUISquirrel->getstring(sqvm, 1);
- serverInfo.name = g_pUISquirrel->getstring(sqvm, 2);
- serverInfo.password = g_pUISquirrel->getstring(sqvm, 3);
- gameState.players = g_pUISquirrel->getinteger(sqvm, 4);
- serverInfo.maxPlayers = g_pUISquirrel->getinteger(sqvm, 5);
- gameState.map = g_pUISquirrel->getstring(sqvm, 6);
- gameState.mapDisplayName = g_pUISquirrel->getstring(sqvm, 7);
- gameState.playlist = g_pUISquirrel->getstring(sqvm, 8);
- gameState.playlistDisplayName = g_pUISquirrel->getstring(sqvm, 9);
- ReleaseSRWLockExclusive(&gameStateLock);
- ReleaseSRWLockExclusive(&serverInfoLock);
- return SQRESULT_NOTNULL;
-}
-
-// int maxPlayers
-SQRESULT SQ_UpdateServerInfoBetweenRounds(void* sqvm)
-{
- AcquireSRWLockExclusive(&serverInfoLock);
- serverInfo.id = g_pClientSquirrel->getstring(sqvm, 1);
- serverInfo.name = g_pClientSquirrel->getstring(sqvm, 2);
- serverInfo.password = g_pClientSquirrel->getstring(sqvm, 3);
- serverInfo.maxPlayers = g_pClientSquirrel->getinteger(sqvm, 4);
- ReleaseSRWLockExclusive(&serverInfoLock);
- return SQRESULT_NOTNULL;
-}
-
-// float timeInFuture
-SQRESULT SQ_UpdateTimeInfo(void* sqvm)
-{
- AcquireSRWLockExclusive(&serverInfoLock);
- serverInfo.endTime = ceil(g_pClientSquirrel->getfloat(sqvm, 1));
- ReleaseSRWLockExclusive(&serverInfoLock);
- return SQRESULT_NOTNULL;
-}
-
-// bool loading
-SQRESULT SQ_SetConnected(void* sqvm)
-{
- AcquireSRWLockExclusive(&gameStateLock);
- gameState.loading = g_pUISquirrel->getbool(sqvm, 1);
- ReleaseSRWLockExclusive(&gameStateLock);
- return SQRESULT_NOTNULL;
-}
-
-SQRESULT SQ_UpdateListenServer(void* sqvm)
-{
- AcquireSRWLockExclusive(&serverInfoLock);
- serverInfo.id = g_pMasterServerManager->m_sOwnServerId;
- serverInfo.password = "";// g_pServerPresence->Cvar_ns_server_password->GetString(); todo this fr
- ReleaseSRWLockExclusive(&serverInfoLock);
- return SQRESULT_NOTNULL;
-}
-
-int getServerInfoChar(char* out_buf, size_t out_buf_len, ServerInfoType var)
-{
- AcquireSRWLockShared(&serverInfoLock);
- int n = 0;
- switch (var)
- {
- case ServerInfoType::id:
- strncpy(out_buf, serverInfo.id.c_str(), out_buf_len);
- break;
- case ServerInfoType::name:
- strncpy(out_buf, serverInfo.name.c_str(), out_buf_len);
- break;
- case ServerInfoType::description:
- strncpy(out_buf, serverInfo.id.c_str(), out_buf_len);
- break;
- case ServerInfoType::password:
- strncpy(out_buf, serverInfo.password.c_str(), out_buf_len);
- break;
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&serverInfoLock);
-
- return n;
-}
-int getServerInfoInt(int* out_ptr, ServerInfoType var)
-{
- AcquireSRWLockShared(&serverInfoLock);
- int n = 0;
- switch (var)
- {
- case ServerInfoType::maxPlayers:
- *out_ptr = serverInfo.maxPlayers;
- break;
- case ServerInfoType::scoreLimit:
- *out_ptr = serverInfo.scoreLimit;
- break;
- case ServerInfoType::endTime:
- *out_ptr = serverInfo.endTime;
- break;
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&serverInfoLock);
-
- return n;
-}
-int getServerInfoBool(bool* out_ptr, ServerInfoType var)
-{
- AcquireSRWLockShared(&serverInfoLock);
- int n = 0;
- switch (var)
- {
- case ServerInfoType::roundBased:
- *out_ptr = serverInfo.roundBased;
- break;
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&serverInfoLock);
-
- return n;
-}
-
-int getGameStateChar(char* out_buf, size_t out_buf_len, GameStateInfoType var)
-{
- AcquireSRWLockShared(&gameStateLock);
- int n = 0;
- switch (var)
- {
- case GameStateInfoType::map:
- strncpy(out_buf, gameState.map.c_str(), out_buf_len);
- break;
- case GameStateInfoType::mapDisplayName:
- strncpy(out_buf, gameState.mapDisplayName.c_str(), out_buf_len);
- break;
- case GameStateInfoType::playlist:
- strncpy(out_buf, gameState.playlist.c_str(), out_buf_len);
- break;
- case GameStateInfoType::playlistDisplayName:
- strncpy(out_buf, gameState.playlistDisplayName.c_str(), out_buf_len);
- break;
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&gameStateLock);
-
- return n;
-}
-int getGameStateInt(int* out_ptr, GameStateInfoType var)
-{
- AcquireSRWLockShared(&gameStateLock);
- int n = 0;
- switch (var)
- {
- case GameStateInfoType::ourScore:
- *out_ptr = gameState.ourScore;
- break;
- case GameStateInfoType::secondHighestScore:
- *out_ptr = gameState.secondHighestScore;
- break;
- case GameStateInfoType::highestScore:
- *out_ptr = gameState.highestScore;
- break;
- case GameStateInfoType::players:
- *out_ptr = gameState.players;
- break;
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&gameStateLock);
-
- return n;
-}
-int getGameStateBool(bool* out_ptr, GameStateInfoType var)
-{
- AcquireSRWLockShared(&gameStateLock);
- int n = 0;
- switch (var)
- {
- case GameStateInfoType::connected:
- *out_ptr = gameState.connected;
- break;
- case GameStateInfoType::loading:
- *out_ptr = gameState.loading;
- break;
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&gameStateLock);
-
- return n;
-}
-
-int getPlayerInfoChar(char* out_buf, size_t out_buf_len, PlayerInfoType var)
-{
- AcquireSRWLockShared(&playerInfoLock);
- int n = 0;
- switch (var)
- {
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&playerInfoLock);
-
- return n;
-}
-int getPlayerInfoInt(int* out_ptr, PlayerInfoType var)
-{
- AcquireSRWLockShared(&playerInfoLock);
- int n = 0;
- switch (var)
- {
- case PlayerInfoType::uid:
- *out_ptr = playerInfo.uid;
- break;
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&playerInfoLock);
-
- return n;
-}
-int getPlayerInfoBool(bool* out_ptr, PlayerInfoType var)
-{
- AcquireSRWLockShared(&playerInfoLock);
- int n = 0;
- switch (var)
- {
- default:
- n = -1;
- }
-
- ReleaseSRWLockShared(&playerInfoLock);
-
- return n;
-}
-
-ON_DLL_LOAD_CLIENT_RELIESON("client.dll", PluginCommands, ClientSquirrel, (CModule module))
-{
- // i swear there's a way to make this not have be run in 2 contexts but i can't figure it out
- // some funcs i need are just not available in UI or CLIENT
-
- if (g_pUISquirrel && g_pClientSquirrel)
- {
- g_pUISquirrel->AddFuncRegistration(
- "void",
- "NSUpdateGameStateUI",
- "string gamemode, string gamemodeName, string map, string mapName, bool connected, bool loading",
- "",
- SQ_UpdateGameStateUI);
- g_pClientSquirrel->AddFuncRegistration(
- "void",
- "NSUpdateGameStateClient",
- "int playerCount, int maxPlayers, int outScore, int secondHighestScore, int highestScore, bool roundBased, int scoreLimit",
- "",
- SQ_UpdateGameStateClient);
- g_pUISquirrel->AddFuncRegistration(
- "void",
- "NSUpdateServerInfo",
- "string id, string name, string password, int players, int maxPlayers, string map, string mapDisplayName, string playlist, "
- "string "
- "playlistDisplayName",
- "",
- SQ_UpdateServerInfo);
- g_pClientSquirrel->AddFuncRegistration(
- "void", "NSUpdateServerInfoReload", "int maxPlayers", "", SQ_UpdateServerInfoBetweenRounds);
- g_pClientSquirrel->AddFuncRegistration("void", "NSUpdateTimeInfo", "float timeInFuture", "", SQ_UpdateTimeInfo);
- g_pUISquirrel->AddFuncRegistration("void", "NSSetLoading", "bool loading", "", SQ_SetConnected);
- g_pUISquirrel->AddFuncRegistration("void", "NSUpdateListenServer", "", "", SQ_UpdateListenServer);
- }
-} \ No newline at end of file
+#include "pch.h"
+#include "squirrel.h"
+#include "plugins.h"
+#include "masterserver.h"
+#include "convar.h"
+#include "serverpresence.h"
+
+#include <chrono>
+#include <windows.h>
+
+/// <summary>
+/// The data is split into two different representations: one for internal, and one for plugins, for thread safety reasons
+/// The struct exposed to plugins contains getter functions for the various data types.
+/// We can safely use C++ types like std::string here since these are only ever handled by Northstar internally
+/// </summary>
+struct InternalGameState
+{
+ int ourScore;
+ int secondHighestScore;
+ int highestScore;
+
+ bool connected;
+ bool loading;
+ std::string map;
+ std::string mapDisplayName;
+ std::string playlist;
+ std::string playlistDisplayName;
+ int players;
+};
+struct InternalServerInfo
+{
+ std::string id;
+ std::string name;
+ std::string description;
+ std::string password;
+ int maxPlayers;
+ bool roundBased;
+ int scoreLimit;
+ int endTime;
+};
+// TODO: need to extend this to include current player data like loadouts
+struct InternalPlayerInfo
+{
+ int uid;
+};
+
+InternalGameState gameState;
+InternalServerInfo serverInfo;
+InternalPlayerInfo playerInfo;
+
+GameState gameStateExport;
+ServerInfo serverInfoExport;
+PlayerInfo playerInfoExport;
+
+/// <summary>
+/// We use SRW Locks because plugins will often be running their own thread
+/// To ensure thread safety, and to make it difficult to fuck up, we force them to use *our* functions to get data
+/// </summary>
+static SRWLOCK gameStateLock;
+static SRWLOCK serverInfoLock;
+static SRWLOCK playerInfoLock;
+
+void* getPluginObject(PluginObject var)
+{
+ switch (var)
+ {
+ case PluginObject::GAMESTATE:
+ return &gameStateExport;
+ case PluginObject::SERVERINFO:
+ return &serverInfoExport;
+ case PluginObject::PLAYERINFO:
+ return &playerInfoExport;
+ default:
+ return (void*)-1;
+ }
+}
+
+void initGameState()
+{
+ // Initalize the Slim Reader / Writer locks
+ InitializeSRWLock(&gameStateLock);
+ InitializeSRWLock(&serverInfoLock);
+ InitializeSRWLock(&playerInfoLock);
+
+ gameStateExport.getGameStateChar = &getGameStateChar;
+ gameStateExport.getGameStateInt = &getGameStateInt;
+ gameStateExport.getGameStateBool = &getGameStateBool;
+
+ serverInfoExport.getServerInfoChar = &getServerInfoChar;
+ serverInfoExport.getServerInfoInt = &getServerInfoInt;
+ serverInfoExport.getServerInfoBool = &getServerInfoBool;
+
+ playerInfoExport.getPlayerInfoChar = &getPlayerInfoChar;
+ playerInfoExport.getPlayerInfoInt = &getPlayerInfoInt;
+ playerInfoExport.getPlayerInfoBool = &getPlayerInfoBool;
+
+ serverInfo.id = "";
+ serverInfo.name = "";
+ serverInfo.description = "";
+ serverInfo.password = "";
+ serverInfo.maxPlayers = 0;
+ gameState.connected = false;
+ gameState.loading = false;
+ gameState.map = "";
+ gameState.mapDisplayName = "";
+ gameState.playlist = "";
+ gameState.playlistDisplayName = "";
+ gameState.players = 0;
+
+ playerInfo.uid = 123;
+}
+
+// string gamemode, string gamemodeName, string map, string mapName, bool connected, bool loading
+SQRESULT SQ_UpdateGameStateUI(void* sqvm)
+{
+ AcquireSRWLockExclusive(&gameStateLock);
+ gameState.map = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 1);
+ gameState.mapDisplayName = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 2);
+ gameState.playlist = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 3);
+ gameState.playlistDisplayName = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 4);
+ gameState.connected = g_pSquirrel<ScriptContext::UI>->getbool(sqvm, 5);
+ gameState.loading = g_pSquirrel<ScriptContext::UI>->getbool(sqvm, 6);
+ ReleaseSRWLockExclusive(&gameStateLock);
+ return SQRESULT_NOTNULL;
+}
+
+// int playerCount, int outScore, int secondHighestScore, int highestScore, bool roundBased, int scoreLimit
+SQRESULT SQ_UpdateGameStateClient(void* sqvm)
+{
+ AcquireSRWLockExclusive(&gameStateLock);
+ AcquireSRWLockExclusive(&serverInfoLock);
+ gameState.players = g_pSquirrel<ScriptContext::CLIENT>->getinteger(sqvm, 1);
+ serverInfo.maxPlayers = g_pSquirrel<ScriptContext::CLIENT>->getinteger(sqvm, 2);
+ gameState.ourScore = g_pSquirrel<ScriptContext::CLIENT>->getinteger(sqvm, 3);
+ gameState.secondHighestScore = g_pSquirrel<ScriptContext::CLIENT>->getinteger(sqvm, 4);
+ gameState.highestScore = g_pSquirrel<ScriptContext::CLIENT>->getinteger(sqvm, 5);
+ serverInfo.roundBased = g_pSquirrel<ScriptContext::CLIENT>->getbool(sqvm, 6);
+ serverInfo.scoreLimit = g_pSquirrel<ScriptContext::CLIENT>->getbool(sqvm, 7);
+ ReleaseSRWLockExclusive(&gameStateLock);
+ ReleaseSRWLockExclusive(&serverInfoLock);
+ return SQRESULT_NOTNULL;
+}
+
+// string id, string name, string password, int players, int maxPlayers, string map, string mapDisplayName, string playlist, string
+// playlistDisplayName
+SQRESULT SQ_UpdateServerInfo(void* sqvm)
+{
+ AcquireSRWLockExclusive(&gameStateLock);
+ AcquireSRWLockExclusive(&serverInfoLock);
+ serverInfo.id = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 1);
+ serverInfo.name = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 2);
+ serverInfo.password = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 3);
+ gameState.players = g_pSquirrel<ScriptContext::UI>->getinteger(sqvm, 4);
+ serverInfo.maxPlayers = g_pSquirrel<ScriptContext::UI>->getinteger(sqvm, 5);
+ gameState.map = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 6);
+ gameState.mapDisplayName = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 7);
+ gameState.playlist = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 8);
+ gameState.playlistDisplayName = g_pSquirrel<ScriptContext::UI>->getstring(sqvm, 9);
+ ReleaseSRWLockExclusive(&gameStateLock);
+ ReleaseSRWLockExclusive(&serverInfoLock);
+ return SQRESULT_NOTNULL;
+}
+
+// int maxPlayers
+SQRESULT SQ_UpdateServerInfoBetweenRounds(void* sqvm)
+{
+ AcquireSRWLockExclusive(&serverInfoLock);
+ serverInfo.id = g_pSquirrel<ScriptContext::CLIENT>->getstring(sqvm, 1);
+ serverInfo.name = g_pSquirrel<ScriptContext::CLIENT>->getstring(sqvm, 2);
+ serverInfo.password = g_pSquirrel<ScriptContext::CLIENT>->getstring(sqvm, 3);
+ serverInfo.maxPlayers = g_pSquirrel<ScriptContext::CLIENT>->getinteger(sqvm, 4);
+ ReleaseSRWLockExclusive(&serverInfoLock);
+ return SQRESULT_NOTNULL;
+}
+
+// float timeInFuture
+SQRESULT SQ_UpdateTimeInfo(void* sqvm)
+{
+ AcquireSRWLockExclusive(&serverInfoLock);
+ serverInfo.endTime = ceil(g_pSquirrel<ScriptContext::CLIENT>->getfloat(sqvm, 1));
+ ReleaseSRWLockExclusive(&serverInfoLock);
+ return SQRESULT_NOTNULL;
+}
+
+// bool loading
+SQRESULT SQ_SetConnected(void* sqvm)
+{
+ AcquireSRWLockExclusive(&gameStateLock);
+ gameState.loading = g_pSquirrel<ScriptContext::UI>->getbool(sqvm, 1);
+ ReleaseSRWLockExclusive(&gameStateLock);
+ return SQRESULT_NOTNULL;
+}
+
+SQRESULT SQ_UpdateListenServer(void* sqvm)
+{
+ AcquireSRWLockExclusive(&serverInfoLock);
+ serverInfo.id = g_pMasterServerManager->m_sOwnServerId;
+ serverInfo.password = "";// g_pServerPresence->Cvar_ns_server_password->GetString(); todo this fr
+ ReleaseSRWLockExclusive(&serverInfoLock);
+ return SQRESULT_NOTNULL;
+}
+
+int getServerInfoChar(char* out_buf, size_t out_buf_len, ServerInfoType var)
+{
+ AcquireSRWLockShared(&serverInfoLock);
+ int n = 0;
+ switch (var)
+ {
+ case ServerInfoType::id:
+ strncpy(out_buf, serverInfo.id.c_str(), out_buf_len);
+ break;
+ case ServerInfoType::name:
+ strncpy(out_buf, serverInfo.name.c_str(), out_buf_len);
+ break;
+ case ServerInfoType::description:
+ strncpy(out_buf, serverInfo.id.c_str(), out_buf_len);
+ break;
+ case ServerInfoType::password:
+ strncpy(out_buf, serverInfo.password.c_str(), out_buf_len);
+ break;
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&serverInfoLock);
+
+ return n;
+}
+int getServerInfoInt(int* out_ptr, ServerInfoType var)
+{
+ AcquireSRWLockShared(&serverInfoLock);
+ int n = 0;
+ switch (var)
+ {
+ case ServerInfoType::maxPlayers:
+ *out_ptr = serverInfo.maxPlayers;
+ break;
+ case ServerInfoType::scoreLimit:
+ *out_ptr = serverInfo.scoreLimit;
+ break;
+ case ServerInfoType::endTime:
+ *out_ptr = serverInfo.endTime;
+ break;
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&serverInfoLock);
+
+ return n;
+}
+int getServerInfoBool(bool* out_ptr, ServerInfoType var)
+{
+ AcquireSRWLockShared(&serverInfoLock);
+ int n = 0;
+ switch (var)
+ {
+ case ServerInfoType::roundBased:
+ *out_ptr = serverInfo.roundBased;
+ break;
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&serverInfoLock);
+
+ return n;
+}
+
+int getGameStateChar(char* out_buf, size_t out_buf_len, GameStateInfoType var)
+{
+ AcquireSRWLockShared(&gameStateLock);
+ int n = 0;
+ switch (var)
+ {
+ case GameStateInfoType::map:
+ strncpy(out_buf, gameState.map.c_str(), out_buf_len);
+ break;
+ case GameStateInfoType::mapDisplayName:
+ strncpy(out_buf, gameState.mapDisplayName.c_str(), out_buf_len);
+ break;
+ case GameStateInfoType::playlist:
+ strncpy(out_buf, gameState.playlist.c_str(), out_buf_len);
+ break;
+ case GameStateInfoType::playlistDisplayName:
+ strncpy(out_buf, gameState.playlistDisplayName.c_str(), out_buf_len);
+ break;
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&gameStateLock);
+
+ return n;
+}
+int getGameStateInt(int* out_ptr, GameStateInfoType var)
+{
+ AcquireSRWLockShared(&gameStateLock);
+ int n = 0;
+ switch (var)
+ {
+ case GameStateInfoType::ourScore:
+ *out_ptr = gameState.ourScore;
+ break;
+ case GameStateInfoType::secondHighestScore:
+ *out_ptr = gameState.secondHighestScore;
+ break;
+ case GameStateInfoType::highestScore:
+ *out_ptr = gameState.highestScore;
+ break;
+ case GameStateInfoType::players:
+ *out_ptr = gameState.players;
+ break;
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&gameStateLock);
+
+ return n;
+}
+int getGameStateBool(bool* out_ptr, GameStateInfoType var)
+{
+ AcquireSRWLockShared(&gameStateLock);
+ int n = 0;
+ switch (var)
+ {
+ case GameStateInfoType::connected:
+ *out_ptr = gameState.connected;
+ break;
+ case GameStateInfoType::loading:
+ *out_ptr = gameState.loading;
+ break;
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&gameStateLock);
+
+ return n;
+}
+
+int getPlayerInfoChar(char* out_buf, size_t out_buf_len, PlayerInfoType var)
+{
+ AcquireSRWLockShared(&playerInfoLock);
+ int n = 0;
+ switch (var)
+ {
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&playerInfoLock);
+
+ return n;
+}
+int getPlayerInfoInt(int* out_ptr, PlayerInfoType var)
+{
+ AcquireSRWLockShared(&playerInfoLock);
+ int n = 0;
+ switch (var)
+ {
+ case PlayerInfoType::uid:
+ *out_ptr = playerInfo.uid;
+ break;
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&playerInfoLock);
+
+ return n;
+}
+int getPlayerInfoBool(bool* out_ptr, PlayerInfoType var)
+{
+ AcquireSRWLockShared(&playerInfoLock);
+ int n = 0;
+ switch (var)
+ {
+ default:
+ n = -1;
+ }
+
+ ReleaseSRWLockShared(&playerInfoLock);
+
+ return n;
+}
+
+ON_DLL_LOAD_CLIENT_RELIESON("client.dll", PluginCommands, ClientSquirrel, (CModule module))
+{
+ // i swear there's a way to make this not have be run in 2 contexts but i can't figure it out
+ // some funcs i need are just not available in UI or CLIENT
+
+ if (g_pSquirrel<ScriptContext::UI> && g_pSquirrel<ScriptContext::CLIENT>)
+ {
+ g_pSquirrel<ScriptContext::UI>->AddFuncRegistration(
+ "void",
+ "NSUpdateGameStateUI",
+ "string gamemode, string gamemodeName, string map, string mapName, bool connected, bool loading",
+ "",
+ SQ_UpdateGameStateUI);
+ g_pSquirrel<ScriptContext::CLIENT>->AddFuncRegistration(
+ "void",
+ "NSUpdateGameStateClient",
+ "int playerCount, int maxPlayers, int outScore, int secondHighestScore, int highestScore, bool roundBased, int scoreLimit",
+ "",
+ SQ_UpdateGameStateClient);
+ g_pSquirrel<ScriptContext::UI>->AddFuncRegistration(
+ "void",
+ "NSUpdateServerInfo",
+ "string id, string name, string password, int players, int maxPlayers, string map, string mapDisplayName, string playlist, "
+ "string "
+ "playlistDisplayName",
+ "",
+ SQ_UpdateServerInfo);
+ g_pSquirrel<ScriptContext::CLIENT>->AddFuncRegistration(
+ "void", "NSUpdateServerInfoReload", "int maxPlayers", "", SQ_UpdateServerInfoBetweenRounds);
+ g_pSquirrel<ScriptContext::CLIENT>->AddFuncRegistration("void", "NSUpdateTimeInfo", "float timeInFuture", "", SQ_UpdateTimeInfo);
+ g_pSquirrel<ScriptContext::UI>->AddFuncRegistration("void", "NSSetLoading", "bool loading", "", SQ_SetConnected);
+ g_pSquirrel<ScriptContext::UI>->AddFuncRegistration("void", "NSUpdateListenServer", "", "", SQ_UpdateListenServer);
+ }
+}