diff options
Diffstat (limited to 'NorthstarDedicatedTest/misccommands.cpp')
-rw-r--r-- | NorthstarDedicatedTest/misccommands.cpp | 73 |
1 files changed, 33 insertions, 40 deletions
diff --git a/NorthstarDedicatedTest/misccommands.cpp b/NorthstarDedicatedTest/misccommands.cpp index 4a556fad..dca87947 100644 --- a/NorthstarDedicatedTest/misccommands.cpp +++ b/NorthstarDedicatedTest/misccommands.cpp @@ -6,50 +6,43 @@ #include "serverauthentication.h" #include "squirrel.h" -void ForceLoadMapCommand(const CCommand& arg) +void AddMiscConCommands() { - if (arg.ArgC() < 2) - return; - - g_pHostState->m_iNextState = HS_NEW_GAME; - strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName)); -} + MAKE_CONCMD( + "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; -void SelfAuthAndLeaveToLobbyCommand(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_pHostState->m_iNextState = HS_NEW_GAME; + strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(g_pHostState->m_levelName)); + }); - g_MasterServerManager->m_bNewgameAfterSelfAuth = true; - g_MasterServerManager->AuthenticateWithOwnServer(g_LocalPlayerUserID, g_MasterServerManager->m_ownClientAuthToken); -} + MAKE_CONCMD( + "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_ownClientAuthToken); + }); -void EndSelfAuthAndLeaveToLobbyCommand(const CCommand& arg) -{ - Cbuf_AddText( - Cbuf_GetCurrentPlayer(), fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(), - cmd_source_t::kCommandSrcCode); - Cbuf_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_ClientSquirrelManager->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? - SetCurrentPlaylist("tdm"); - strcpy(g_pHostState->m_levelName, "mp_lobby"); - g_pHostState->m_iNextState = HS_NEW_GAME; - } -} + // weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this + if (g_ClientSquirrelManager->sqvm) + { + g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame = true; -void AddMiscConCommands() -{ - RegisterConCommand( - "force_newgame", ForceLoadMapCommand, "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", SelfAuthAndLeaveToLobbyCommand, - "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", EndSelfAuthAndLeaveToLobbyCommand, "", FCVAR_NONE); + // 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? + SetCurrentPlaylist("tdm"); + strcpy(g_pHostState->m_levelName, "mp_lobby"); + g_pHostState->m_iNextState = HS_NEW_GAME; + } + }); }
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