diff options
Diffstat (limited to 'NorthstarDedicatedTest/misccommands.cpp')
-rw-r--r-- | NorthstarDedicatedTest/misccommands.cpp | 89 |
1 files changed, 46 insertions, 43 deletions
diff --git a/NorthstarDedicatedTest/misccommands.cpp b/NorthstarDedicatedTest/misccommands.cpp index d74e6e5a..fd04a7fe 100644 --- a/NorthstarDedicatedTest/misccommands.cpp +++ b/NorthstarDedicatedTest/misccommands.cpp @@ -1,62 +1,65 @@ #include "pch.h" #include "misccommands.h" #include "concommand.h" -#include "gameutils.h" #include "playlist.h" +#include "r2engine.h" +#include "r2client.h" #include "hoststate.h" #include "masterserver.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_MasterServerManager->m_bNewgameAfterSelfAuth = true; + g_MasterServerManager->AuthenticateWithOwnServer(R2::g_LocalPlayerUserID, g_MasterServerManager->m_sOwnClientAuthToken); +} + +void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg) +{ + R2::Cbuf_AddText( + R2::Cbuf_GetCurrentPlayer(), + fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(), + R2::cmd_source_t::kCommandSrcCode); + R2::Cbuf_Execute(); + + // weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this + if (g_pClientSquirrel->sqvm) + { + g_ServerAuthenticationManager->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; - - 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)); - }); + FCVAR_NONE); - 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) - { - 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_pClientSquirrel->sqvm) - { - g_ServerAuthenticationManager->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; - } - }); + RegisterConCommand("ns_end_reauth_and_leave_to_lobby", ConCommand_ns_end_reauth_and_leave_to_lobby, "", FCVAR_NONE); }
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