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author | Emma Miler <emma.pi@protonmail.com> | 2022-12-19 19:32:16 +0100 |
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committer | GitHub <noreply@github.com> | 2022-12-19 19:32:16 +0100 |
commit | e04f3b36accccb590a2d51b4829256b9964ac3fd (patch) | |
tree | 20ee30c82e6f53e6e772be2e1b9613eebca12bf3 /NorthstarDLL/plugins/plugins.cpp | |
parent | 33f18a735986dcd136bf8ba70ad8331306c28227 (diff) | |
download | NorthstarLauncher-e04f3b36accccb590a2d51b4829256b9964ac3fd.tar.gz NorthstarLauncher-e04f3b36accccb590a2d51b4829256b9964ac3fd.zip |
Restructuring (#365)
* Remove launcher proxy
* Restructuring
* More restructuring
* Fix include dirs
* Fix merge
* Remove clang thing
* Filters
* Oops
Diffstat (limited to 'NorthstarDLL/plugins/plugins.cpp')
-rw-r--r-- | NorthstarDLL/plugins/plugins.cpp | 422 |
1 files changed, 422 insertions, 0 deletions
diff --git a/NorthstarDLL/plugins/plugins.cpp b/NorthstarDLL/plugins/plugins.cpp new file mode 100644 index 00000000..97ac0b9f --- /dev/null +++ b/NorthstarDLL/plugins/plugins.cpp @@ -0,0 +1,422 @@ +#include "pch.h" +#include "squirrel/squirrel.h" +#include "plugins.h" +#include "masterserver/masterserver.h" +#include "core/convar/convar.h" +#include "server/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(HSquirrelVM* 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(HSquirrelVM* 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(HSquirrelVM* 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(HSquirrelVM* 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(HSquirrelVM* sqvm) +{ + AcquireSRWLockExclusive(&serverInfoLock); + serverInfo.endTime = ceil(g_pSquirrel<ScriptContext::CLIENT>->getfloat(sqvm, 1)); + ReleaseSRWLockExclusive(&serverInfoLock); + return SQRESULT_NOTNULL; +} + +// bool loading +SQRESULT SQ_SetConnected(HSquirrelVM* sqvm) +{ + AcquireSRWLockExclusive(&gameStateLock); + gameState.loading = g_pSquirrel<ScriptContext::UI>->getbool(sqvm, 1); + ReleaseSRWLockExclusive(&gameStateLock); + return SQRESULT_NOTNULL; +} + +SQRESULT SQ_UpdateListenServer(HSquirrelVM* 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); + } +} |