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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/serverpresence.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/serverpresence.cpp')
-rw-r--r-- | NorthstarDLL/serverpresence.cpp | 237 |
1 files changed, 237 insertions, 0 deletions
diff --git a/NorthstarDLL/serverpresence.cpp b/NorthstarDLL/serverpresence.cpp new file mode 100644 index 00000000..fb8cf624 --- /dev/null +++ b/NorthstarDLL/serverpresence.cpp @@ -0,0 +1,237 @@ +#include "pch.h" +#include "serverpresence.h" +#include "playlist.h" +#include "tier0.h" +#include "convar.h" + +#include <regex> + +ServerPresenceManager* g_pServerPresence; + +ConVar* Cvar_hostname; + +// Convert a hex digit char to integer. +inline int hctod(char c) +{ + if (c >= 'A' && c <= 'F') + { + return c - 'A' + 10; + } + else if (c >= 'a' && c <= 'f') + { + return c - 'a' + 10; + } + else + { + return c - '0'; + } +} + +// This function interprets all 4-hexadecimal-digit unicode codepoint characters like \u4E2D to UTF-8 encoding. +std::string UnescapeUnicode(const std::string& str) +{ + std::string result; + + std::regex r("\\\\u([a-f\\d]{4})", std::regex::icase); + auto matches_begin = std::sregex_iterator(str.begin(), str.end(), r); + auto matches_end = std::sregex_iterator(); + std::smatch last_match; + + for (std::sregex_iterator i = matches_begin; i != matches_end; ++i) + { + last_match = *i; + result.append(last_match.prefix()); + unsigned int cp = 0; + for (int i = 2; i <= 5; ++i) + { + cp *= 16; + cp += hctod(last_match.str()[i]); + } + if (cp <= 0x7F) + { + result.push_back(cp); + } + else if (cp <= 0x7FF) + { + result.push_back((cp >> 6) | 0b11000000 & (~(1 << 5))); + result.push_back(cp & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6))); + } + else if (cp <= 0xFFFF) + { + result.push_back((cp >> 12) | 0b11100000 & (~(1 << 4))); + result.push_back((cp >> 6) & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6))); + result.push_back(cp & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6))); + } + } + + if (!last_match.ready()) + return str; + else + result.append(last_match.suffix()); + + return result; +} + +ServerPresenceManager::ServerPresenceManager() +{ + // clang-format off + // register convars + Cvar_ns_server_presence_update_rate = new ConVar( + "ns_server_presence_update_rate", "5000", FCVAR_GAMEDLL, "How often we update our server's presence on server lists in ms"); + + Cvar_ns_server_name = new ConVar("ns_server_name", "Unnamed Northstar Server", FCVAR_GAMEDLL, "This server's description", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) { + g_pServerPresence->SetName(UnescapeUnicode(g_pServerPresence->Cvar_ns_server_name->GetString())); + + // update engine hostname cvar + Cvar_hostname->SetValue(g_pServerPresence->Cvar_ns_server_name->GetString()); + }); + + Cvar_ns_server_desc = new ConVar("ns_server_desc", "Default server description", FCVAR_GAMEDLL, "This server's name", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) { + g_pServerPresence->SetDescription(UnescapeUnicode(g_pServerPresence->Cvar_ns_server_desc->GetString())); + }); + + Cvar_ns_server_password = new ConVar("ns_server_password", "", FCVAR_GAMEDLL, "This server's password", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) { + g_pServerPresence->SetPassword(g_pServerPresence->Cvar_ns_server_password->GetString()); + }); + + Cvar_ns_report_server_to_masterserver = new ConVar("ns_report_server_to_masterserver", "1", FCVAR_GAMEDLL, "Whether we should report this server to the masterserver"); + Cvar_ns_report_sp_server_to_masterserver = new ConVar("ns_report_sp_server_to_masterserver", "0", FCVAR_GAMEDLL, "Whether we should report this server to the masterserver, when started in singleplayer"); + // clang-format on +} + +void ServerPresenceManager::AddPresenceReporter(ServerPresenceReporter* reporter) +{ + m_vPresenceReporters.push_back(reporter); +} + +void ServerPresenceManager::CreatePresence() +{ + // reset presence fields that rely on runtime server state + // these being: port/auth port, map/playlist name, and playercount/maxplayers + m_ServerPresence.m_iPort = 0; + m_ServerPresence.m_iAuthPort = 0; + + m_ServerPresence.m_iPlayerCount = 0; // this should actually be 0 at this point, so shouldn't need updating later + m_ServerPresence.m_iMaxPlayers = 0; + + memset(m_ServerPresence.m_MapName, 0, sizeof(m_ServerPresence.m_MapName)); + memset(m_ServerPresence.m_PlaylistName, 0, sizeof(m_ServerPresence.m_PlaylistName)); + m_ServerPresence.m_bIsSingleplayerServer = false; + + m_bHasPresence = true; + m_bFirstPresenceUpdate = true; + + // code that's calling this should set up the reset fields at this point +} + +void ServerPresenceManager::DestroyPresence() +{ + m_bHasPresence = false; + + for (ServerPresenceReporter* reporter : m_vPresenceReporters) + reporter->DestroyPresence(&m_ServerPresence); +} + +void ServerPresenceManager::RunFrame(double flCurrentTime) +{ + if (!m_bHasPresence || !Cvar_ns_report_server_to_masterserver->GetBool()) // don't run until we actually have server presence + return; + + // don't run if we're sp and don't want to report sp + if (m_ServerPresence.m_bIsSingleplayerServer && !Cvar_ns_report_sp_server_to_masterserver->GetBool()) + return; + + // Call RunFrame() so that reporters can, for example, handle std::future results as soon as they arrive. + for (ServerPresenceReporter* reporter : m_vPresenceReporters) + reporter->RunFrame(flCurrentTime, &m_ServerPresence); + + // run on a specified delay + if ((flCurrentTime - m_flLastPresenceUpdate) * 1000 < Cvar_ns_server_presence_update_rate->GetFloat()) + return; + + // is this the first frame we're updating this presence? + if (m_bFirstPresenceUpdate) + { + // let reporters setup/clear any state + for (ServerPresenceReporter* reporter : m_vPresenceReporters) + reporter->CreatePresence(&m_ServerPresence); + + m_bFirstPresenceUpdate = false; + } + + m_flLastPresenceUpdate = flCurrentTime; + + for (ServerPresenceReporter* reporter : m_vPresenceReporters) + reporter->ReportPresence(&m_ServerPresence); +} + +void ServerPresenceManager::SetPort(const int iPort) +{ + // update port + m_ServerPresence.m_iPort = iPort; +} + +void ServerPresenceManager::SetAuthPort(const int iAuthPort) +{ + // update authport + m_ServerPresence.m_iAuthPort = iAuthPort; +} + +void ServerPresenceManager::SetName(const std::string sServerNameUnicode) +{ + // update name + m_ServerPresence.m_sServerName = sServerNameUnicode; +} + +void ServerPresenceManager::SetDescription(const std::string sServerDescUnicode) +{ + // update desc + m_ServerPresence.m_sServerDesc = sServerDescUnicode; +} + +void ServerPresenceManager::SetPassword(const char* pPassword) +{ + // update password + strncpy_s(m_ServerPresence.m_Password, sizeof(m_ServerPresence.m_Password), pPassword, sizeof(m_ServerPresence.m_Password) - 1); +} + +void ServerPresenceManager::SetMap(const char* pMapName, bool isInitialising) +{ + // if the server is initialising (i.e. this is first map) on sp, set the server to sp + if (isInitialising) + m_ServerPresence.m_bIsSingleplayerServer = !strncmp(pMapName, "sp_", 3); + + // update map + strncpy_s(m_ServerPresence.m_MapName, sizeof(m_ServerPresence.m_MapName), pMapName, sizeof(m_ServerPresence.m_MapName) - 1); +} + +void ServerPresenceManager::SetPlaylist(const char* pPlaylistName) +{ + // update playlist + strncpy_s( + m_ServerPresence.m_PlaylistName, + sizeof(m_ServerPresence.m_PlaylistName), + pPlaylistName, + sizeof(m_ServerPresence.m_PlaylistName) - 1); + + // update maxplayers + const char* pMaxPlayers = R2::GetCurrentPlaylistVar("max_players", true); + + // can be null in some situations, so default 6 + if (pMaxPlayers) + m_ServerPresence.m_iMaxPlayers = std::stoi(pMaxPlayers); + else + m_ServerPresence.m_iMaxPlayers = 6; +} + +void ServerPresenceManager::SetPlayerCount(const int iPlayerCount) +{ + m_ServerPresence.m_iPlayerCount = iPlayerCount; +} + +ON_DLL_LOAD_RELIESON("engine.dll", ServerPresence, ConVar, (CModule module)) +{ + g_pServerPresence = new ServerPresenceManager; + + Cvar_hostname = module.Offset(0x1315BAE8).Deref().As<ConVar*>(); +} |