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-rw-r--r--NorthstarDLL/misccommands.cpp180
1 files changed, 141 insertions, 39 deletions
diff --git a/NorthstarDLL/misccommands.cpp b/NorthstarDLL/misccommands.cpp
index a05435b7..ea832de6 100644
--- a/NorthstarDLL/misccommands.cpp
+++ b/NorthstarDLL/misccommands.cpp
@@ -1,60 +1,162 @@
#include "pch.h"
#include "misccommands.h"
#include "concommand.h"
-#include "gameutils.h"
+#include "playlist.h"
+#include "r2engine.h"
+#include "r2client.h"
+#include "tier0.h"
+#include "hoststate.h"
#include "masterserver.h"
+#include "modmanager.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_pMasterServerManager->m_bNewgameAfterSelfAuth = true;
+ g_pMasterServerManager->AuthenticateWithOwnServer(R2::g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken);
+}
+
+void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg)
+{
+ if (g_pServerAuthentication->m_RemoteAuthenticationData.size())
+ R2::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(R2::g_pHostState->m_levelName, "mp_lobby");
+ R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME;
+ }
+}
+
void AddMiscConCommands()
{
- MAKE_CONCMD(
+ RegisterConCommand(
"force_newgame",
+ ConCommand_force_newgame,
"forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
- FCVAR_NONE,
- [](const CCommand& arg)
- {
- if (arg.ArgC() < 2)
- return;
+ FCVAR_NONE);
- g_pHostState->m_iNextState = HS_NEW_GAME;
- strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName));
- });
-
- MAKE_CONCMD(
+ 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,
- [](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(g_LocalPlayerUserID, g_MasterServerManager->m_sOwnClientAuthToken);
- });
+ FCVAR_SERVER_CAN_EXECUTE);
// this is a concommand because we make a deferred call to it from another thread
- MAKE_CONCMD(
- "ns_end_reauth_and_leave_to_lobby",
- "",
- FCVAR_NONE,
- [](const CCommand& arg)
+ RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE);
+}
+
+// fixes up various cvar flags to have more sane values
+void FixupCvarFlags()
+{
+ if (Tier0::CommandLine()->CheckParm("-allowdevcvars"))
+ {
+ // strip hidden and devonly cvar flags
+ int iNumCvarsAltered = 0;
+ for (auto& pair : R2::g_pCVar->DumpToMap())
{
- Cbuf_AddText(
- Cbuf_GetCurrentPlayer(),
- fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(),
- cmd_source_t::kCommandSrcCode);
- Cbuf_Execute();
-
- // weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this
- if (g_ClientSquirrelManager->sqvm)
+ // strip flags
+ int flags = pair.second->GetFlags();
+ if (flags & FCVAR_DEVELOPMENTONLY)
{
- g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame = true;
+ flags &= ~FCVAR_DEVELOPMENTONLY;
+ iNumCvarsAltered++;
+ }
- // 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?
- SetCurrentPlaylist("tdm");
- strcpy(g_pHostState->m_levelName, "mp_lobby");
- g_pHostState->m_iNextState = HS_NEW_GAME;
+ 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).As<const char**>();
+
+ int i = 0;
+ do
+ {
+ ConCommandBase* pCommand = R2::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}};
+
+ // 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}};
+
+ for (auto& fixup : CVAR_FIXUP_ADD_FLAGS)
+ {
+ ConCommandBase* command = R2::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 = R2::g_pCVar->FindCommandBase(std::get<0>(fixup));
+ if (command)
+ command->m_nFlags &= ~std::get<1>(fixup);
+ }
}