From 082f3893215797268d7ac8c1000ebe371f276af7 Mon Sep 17 00:00:00 2001 From: BobTheBob9 Date: Tue, 16 Aug 2022 01:12:59 +0100 Subject: lots of stuff idk --- NorthstarDLL/misccommands.cpp | 130 +++++++++++++++++++++--------------------- 1 file changed, 65 insertions(+), 65 deletions(-) (limited to 'NorthstarDLL/misccommands.cpp') diff --git a/NorthstarDLL/misccommands.cpp b/NorthstarDLL/misccommands.cpp index dd1b9d65..739e8921 100644 --- a/NorthstarDLL/misccommands.cpp +++ b/NorthstarDLL/misccommands.cpp @@ -1,65 +1,65 @@ -#include "pch.h" -#include "misccommands.h" -#include "concommand.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_pMasterServerManager->m_bNewgameAfterSelfAuth = true; - g_pMasterServerManager->AuthenticateWithOwnServer(R2::g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken); -} - -void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg) -{ - R2::Cbuf_AddText( - R2::Cbuf_GetCurrentPlayer(), - fmt::format("serverfilter {}", g_pServerAuthentication->m_RemoteAuthenticationData.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_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(R2::g_pHostState->m_levelName, "mp_lobby"); - R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME; - } -} - -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); -} \ No newline at end of file +#include "pch.h" +#include "misccommands.h" +#include "concommand.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_pMasterServerManager->m_bNewgameAfterSelfAuth = true; + g_pMasterServerManager->AuthenticateWithOwnServer(R2::g_pLocalPlayerUserID, g_pMasterServerManager->m_sOwnClientAuthToken); +} + +void ConCommand_ns_end_reauth_and_leave_to_lobby(const CCommand& arg) +{ + R2::Cbuf_AddText( + R2::Cbuf_GetCurrentPlayer(), + fmt::format("serverfilter {}", g_pServerAuthentication->m_RemoteAuthenticationData.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_pSquirrel->sqvm) + { + 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(R2::g_pHostState->m_levelName, "mp_lobby"); + R2::g_pHostState->m_iNextState = R2::HostState_t::HS_NEW_GAME; + } +} + +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); +} -- cgit v1.2.3