#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*>(); }