diff options
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*>(); +} |