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-rw-r--r--NorthstarDLL/serverpresence.cpp237
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*>();
+}