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-rw-r--r--NorthstarDLL/serverpresence.cpp237
1 files changed, 0 insertions, 237 deletions
diff --git a/NorthstarDLL/serverpresence.cpp b/NorthstarDLL/serverpresence.cpp
deleted file mode 100644
index fb8cf624..00000000
--- a/NorthstarDLL/serverpresence.cpp
+++ /dev/null
@@ -1,237 +0,0 @@
-#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*>();
-}