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author | Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> | 2023-12-27 00:32:01 +0000 |
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committer | GitHub <noreply@github.com> | 2023-12-27 01:32:01 +0100 |
commit | f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch) | |
tree | 90f2c6a4885dbd181799e2325cf33588697674e1 /primedev/shared/misccommands.cpp | |
parent | bb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff) | |
download | NorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.tar.gz NorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.zip |
Folder restructuring from primedev (#624)v1.21.2-rc3v1.21.2
Copies of over the primedev folder structure for easier cherry-picking of further changes
Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Diffstat (limited to 'primedev/shared/misccommands.cpp')
-rw-r--r-- | primedev/shared/misccommands.cpp | 391 |
1 files changed, 391 insertions, 0 deletions
diff --git a/primedev/shared/misccommands.cpp b/primedev/shared/misccommands.cpp new file mode 100644 index 00000000..15da6767 --- /dev/null +++ b/primedev/shared/misccommands.cpp @@ -0,0 +1,391 @@ +#include "misccommands.h" +#include "core/convar/concommand.h" +#include "shared/playlist.h" +#include "engine/r2engine.h" +#include "client/r2client.h" +#include "core/tier0.h" +#include "engine/hoststate.h" +#include "masterserver/masterserver.h" +#include "mods/modmanager.h" +#include "server/auth/serverauthentication.h" +#include "squirrel/squirrel.h" + +void ConCommand_force_newgame(const CCommand& arg) +{ + if (arg.ArgC() < 2) + return; + + g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME; + strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(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(g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken); +} + +void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg) +{ + if (g_pServerAuthentication->m_RemoteAuthenticationData.size()) + 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(g_pHostState->m_levelName, "mp_lobby"); + g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME; + } +} + +void ConCommand_cvar_setdefaultvalue(const CCommand& arg) +{ + if (arg.ArgC() < 3) + { + spdlog::info("usage: cvar_setdefaultvalue mp_gamemode tdm"); + return; + } + + ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1)); + if (!pCvar) + { + spdlog::info("usage: cvar_setdefaultvalue mp_gamemode tdm"); + return; + } + + // unfortunately no way for us to not leak memory here, as default value might not be in writeable memory by default + int nLen = strlen(arg.Arg(2)); + char* pBuf = new char[nLen + 1]; + strncpy_s(pBuf, nLen + 1, arg.Arg(2), nLen); + + pCvar->m_pszDefaultValue = pBuf; +} + +void ConCommand_cvar_setvalueanddefaultvalue(const CCommand& arg) +{ + if (arg.ArgC() < 3) + { + spdlog::info("usage: cvar_setvalueanddefaultvalue mp_gamemode tdm"); + return; + } + + ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1)); + if (!pCvar) + { + spdlog::info("usage: cvar_setvalueanddefaultvalue mp_gamemode tdm"); + return; + } + + // unfortunately no way for us to not leak memory here, as default value might not be in writeable memory by default + int nLen = strlen(arg.Arg(2)); + char* pBuf = new char[nLen + 1]; + strncpy_s(pBuf, nLen + 1, arg.Arg(2), nLen); + + pCvar->m_pszDefaultValue = pBuf; + pCvar->SetValue(pCvar->m_pszDefaultValue); +} + +void ConCommand_cvar_reset(const CCommand& arg) +{ + if (arg.ArgC() < 2) + { + spdlog::info("usage: cvar_reset mp_gamemode"); + return; + } + + ConVar* pCvar = g_pCVar->FindVar(arg.Arg(1)); + if (!pCvar) + { + spdlog::info("usage: cvar_reset mp_gamemode"); + return; + } + + // reset cvar + pCvar->SetValue(pCvar->m_pszDefaultValue); +} + +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); + + RegisterConCommand( + "cvar_setdefaultvalue", + ConCommand_cvar_setdefaultvalue, + "overwrites the default value of a cvar, for use with script and cvar_reset", + FCVAR_NONE); + RegisterConCommand( + "cvar_setvalueanddefaultvalue", + ConCommand_cvar_setvalueanddefaultvalue, + "overwrites the current value and default value of a cvar, for use with script and cvar_reset", + FCVAR_NONE); + RegisterConCommand("cvar_reset", ConCommand_cvar_reset, "resets a cvar's value to its default value", FCVAR_NONE); +} + +// fixes up various cvar flags to have more sane values +void FixupCvarFlags() +{ + if (CommandLine()->CheckParm("-allowdevcvars")) + { + // strip hidden and devonly cvar flags + int iNumCvarsAltered = 0; + for (auto& pair : g_pCVar->DumpToMap()) + { + // strip flags + int flags = pair.second->GetFlags(); + if (flags & FCVAR_DEVELOPMENTONLY) + { + flags &= ~FCVAR_DEVELOPMENTONLY; + iNumCvarsAltered++; + } + + 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).RCast<const char**>(); + + int i = 0; + do + { + ConCommandBase* pCommand = 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}, + + // fcvars that should be cheats + {"net_ignoreAllSnapshots", FCVAR_CHEAT}, + {"highlight_draw", FCVAR_CHEAT}, + // these should potentially be replicated rather than cheat, like sv_footsteps is + // however they're defined on client, so can't make replicated atm sadly + {"cl_footstep_event_max_dist", FCVAR_CHEAT}, + {"cl_footstep_event_max_dist_titan", FCVAR_CHEAT}, + }; + + // 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}, + + // these are devonly by default but should be modifyable + // NOTE: not all of these may actually do anything or work properly in practice + // network settings + {"cl_updaterate_mp", FCVAR_DEVELOPMENTONLY}, + {"cl_updaterate_sp", FCVAR_DEVELOPMENTONLY}, + {"clock_bias_sp", FCVAR_DEVELOPMENTONLY}, + {"clock_bias_mp", FCVAR_DEVELOPMENTONLY}, + {"cl_interpolate", FCVAR_DEVELOPMENTONLY}, // super duper ultra fucks anims if changed + {"cl_interpolateSoAllAnimsLoop", FCVAR_DEVELOPMENTONLY}, + {"cl_cmdrate", FCVAR_DEVELOPMENTONLY}, + {"cl_cmdbackup", FCVAR_DEVELOPMENTONLY}, + {"rate", FCVAR_DEVELOPMENTONLY}, + {"net_minroutable", FCVAR_DEVELOPMENTONLY}, + {"net_maxroutable", FCVAR_DEVELOPMENTONLY}, + {"net_lerpFields", FCVAR_DEVELOPMENTONLY}, + {"net_ignoreAllSnapshots", FCVAR_DEVELOPMENTONLY}, + {"net_chokeloop", FCVAR_DEVELOPMENTONLY}, + {"sv_unlag", FCVAR_DEVELOPMENTONLY}, + {"sv_maxunlag", FCVAR_DEVELOPMENTONLY}, + {"sv_lagpushticks", FCVAR_DEVELOPMENTONLY}, + {"sv_instancebaselines", FCVAR_DEVELOPMENTONLY}, + {"sv_voiceEcho", FCVAR_DEVELOPMENTONLY}, + {"net_compresspackets", FCVAR_DEVELOPMENTONLY}, + {"net_compresspackets_minsize", FCVAR_DEVELOPMENTONLY}, + {"net_verifyEncryption", FCVAR_DEVELOPMENTONLY}, // unsure if functional in retail + + // gameplay settings + {"vel_samples", FCVAR_DEVELOPMENTONLY}, + {"vel_sampleFrequency", FCVAR_DEVELOPMENTONLY}, + {"sv_friction", FCVAR_DEVELOPMENTONLY}, + {"sv_stopspeed", FCVAR_DEVELOPMENTONLY}, + {"sv_airaccelerate", FCVAR_DEVELOPMENTONLY}, + {"sv_forceGrapplesToFail", FCVAR_DEVELOPMENTONLY}, + {"sv_maxvelocity", FCVAR_DEVELOPMENTONLY}, + {"sv_footsteps", FCVAR_DEVELOPMENTONLY}, + // these 2 are flagged as CHEAT above, could be made REPLICATED later potentially + {"cl_footstep_event_max_dist", FCVAR_DEVELOPMENTONLY}, + {"cl_footstep_event_max_dist_titan", FCVAR_DEVELOPMENTONLY}, + {"sv_balanceTeams", FCVAR_DEVELOPMENTONLY}, + {"rodeo_enable", FCVAR_DEVELOPMENTONLY}, + {"sv_forceRodeoToFail", FCVAR_DEVELOPMENTONLY}, + {"player_find_rodeo_target_per_cmd", FCVAR_DEVELOPMENTONLY}, // todo test before merge + {"hud_takesshots", FCVAR_DEVELOPMENTONLY}, // very likely does not work but would be cool if it did + + {"cam_collision", FCVAR_DEVELOPMENTONLY}, + {"cam_idealdelta", FCVAR_DEVELOPMENTONLY}, + {"cam_ideallag", FCVAR_DEVELOPMENTONLY}, + + // graphics/visual settings + {"mat_colorcorrection", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoRadius", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoDepthMax", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoBlurSharpness", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoIntensity", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoBias", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoDistanceLerp", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoBlurRadius", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoExponent", FCVAR_DEVELOPMENTONLY}, + {"r_hbaoDepthFadePctDefault", FCVAR_DEVELOPMENTONLY}, + {"r_drawscreenspaceparticles", FCVAR_DEVELOPMENTONLY}, + {"ui_loadingscreen_fadeout_time", FCVAR_DEVELOPMENTONLY}, + {"ui_loadingscreen_fadein_time", FCVAR_DEVELOPMENTONLY}, + {"ui_loadingscreen_transition_time", FCVAR_DEVELOPMENTONLY}, + {"ui_loadingscreen_mintransition_time", FCVAR_DEVELOPMENTONLY}, + // these 2 could be FCVAR_CHEAT, i guess? + {"cl_draw_player_model", FCVAR_DEVELOPMENTONLY}, + {"cl_always_draw_3p_player", FCVAR_DEVELOPMENTONLY}, + {"idcolor_neutral", FCVAR_DEVELOPMENTONLY}, + {"idcolor_ally", FCVAR_DEVELOPMENTONLY}, + {"idcolor_ally_cb1", FCVAR_DEVELOPMENTONLY}, + {"idcolor_ally_cb2", FCVAR_DEVELOPMENTONLY}, + {"idcolor_ally_cb3", FCVAR_DEVELOPMENTONLY}, + {"idcolor_enemy", FCVAR_DEVELOPMENTONLY}, + {"idcolor_enemy_cb1", FCVAR_DEVELOPMENTONLY}, + {"idcolor_enemy_cb2", FCVAR_DEVELOPMENTONLY}, + {"idcolor_enemy_cb3", FCVAR_DEVELOPMENTONLY}, + {"playerListPartyColorR", FCVAR_DEVELOPMENTONLY}, + {"playerListPartyColorG", FCVAR_DEVELOPMENTONLY}, + {"playerListPartyColorB", FCVAR_DEVELOPMENTONLY}, + {"playerListUseFriendColor", FCVAR_DEVELOPMENTONLY}, + {"fx_impact_neutral", FCVAR_DEVELOPMENTONLY}, + {"fx_impact_ally", FCVAR_DEVELOPMENTONLY}, + {"fx_impact_enemy", FCVAR_DEVELOPMENTONLY}, + {"hitch_alert_color", FCVAR_DEVELOPMENTONLY}, + {"particles_cull_all", FCVAR_DEVELOPMENTONLY}, + {"particles_cull_dlights", FCVAR_DEVELOPMENTONLY}, + {"map_settings_override", FCVAR_DEVELOPMENTONLY}, + {"highlight_draw", FCVAR_DEVELOPMENTONLY}, + + // sys/engine settings + {"sleep_when_meeting_framerate", FCVAR_DEVELOPMENTONLY}, + {"sleep_when_meeting_framerate_headroom_ms", FCVAR_DEVELOPMENTONLY}, + {"not_focus_sleep", FCVAR_DEVELOPMENTONLY}, + {"sp_not_focus_pause", FCVAR_DEVELOPMENTONLY}, + {"joy_requireFocus", FCVAR_DEVELOPMENTONLY}, + + {"host_thread_mode", FCVAR_DEVELOPMENTONLY}, + {"phys_enable_simd_optimizations", FCVAR_DEVELOPMENTONLY}, + {"phys_enable_experimental_optimizations", FCVAR_DEVELOPMENTONLY}, + + {"community_frame_run", FCVAR_DEVELOPMENTONLY}, + {"sv_single_core_dedi", FCVAR_DEVELOPMENTONLY}, + {"sv_stressbots", FCVAR_DEVELOPMENTONLY}, + + {"fatal_script_errors", FCVAR_DEVELOPMENTONLY}, + {"fatal_script_errors_client", FCVAR_DEVELOPMENTONLY}, + {"fatal_script_errors_server", FCVAR_DEVELOPMENTONLY}, + {"script_error_on_midgame_load", FCVAR_DEVELOPMENTONLY}, // idk what this is + + {"ai_ainRebuildOnMapStart", FCVAR_DEVELOPMENTONLY}, + + {"save_enable", FCVAR_DEVELOPMENTONLY}, + + // cheat commands + {"switchclass", FCVAR_DEVELOPMENTONLY}, + {"set", FCVAR_DEVELOPMENTONLY}, + {"_setClassVarServer", FCVAR_DEVELOPMENTONLY}, + + // reparse commands + {"aisettings_reparse", FCVAR_DEVELOPMENTONLY}, + {"aisettings_reparse_client", FCVAR_DEVELOPMENTONLY}, + {"damagedefs_reparse", FCVAR_DEVELOPMENTONLY}, + {"damagedefs_reparse_client", FCVAR_DEVELOPMENTONLY}, + {"playerSettings_reparse", FCVAR_DEVELOPMENTONLY}, + {"_playerSettings_reparse_Server", FCVAR_DEVELOPMENTONLY}, + + }; + + const std::vector<std::tuple<const char*, const char*>> CVAR_FIXUP_DEFAULT_VALUES = { + {"sv_stressbots", "0"}, // not currently used but this is probably a bad default if we get bots working + {"cl_pred_optimize", "0"} // fixes issues with animation prediction in thirdperson + }; + + for (auto& fixup : CVAR_FIXUP_ADD_FLAGS) + { + ConCommandBase* command = 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 = g_pCVar->FindCommandBase(std::get<0>(fixup)); + if (command) + command->m_nFlags &= ~std::get<1>(fixup); + } + + for (auto& fixup : CVAR_FIXUP_DEFAULT_VALUES) + { + ConVar* cvar = g_pCVar->FindVar(std::get<0>(fixup)); + if (cvar && !strcmp(cvar->GetString(), cvar->m_pszDefaultValue)) + { + cvar->SetValue(std::get<1>(fixup)); + cvar->m_pszDefaultValue = std::get<1>(fixup); + } + } +} |