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-rw-r--r--NorthstarDLL/shared/misccommands.cpp391
1 files changed, 0 insertions, 391 deletions
diff --git a/NorthstarDLL/shared/misccommands.cpp b/NorthstarDLL/shared/misccommands.cpp
deleted file mode 100644
index 15da6767..00000000
--- a/NorthstarDLL/shared/misccommands.cpp
+++ /dev/null
@@ -1,391 +0,0 @@
-#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);
- }
- }
-}