#include "pch.h" #include "gamepresence.h" #include "plugins/pluginbackend.h" #include "plugins/plugins.h" #include "dedicated/dedicated.h" #include "server/serverpresence.h" #include "masterserver/masterserver.h" #include "squirrel/squirrel.h" GameStatePresence* g_pGameStatePresence; GameStatePresence::GameStatePresence() { g_pServerPresence->AddPresenceReporter(&m_GameStateServerPresenceReporter); } void GameStateServerPresenceReporter::RunFrame(double flCurrentTime, const ServerPresence* pServerPresence) { g_pGameStatePresence->id = pServerPresence->m_sServerId; g_pGameStatePresence->name = pServerPresence->m_sServerName; g_pGameStatePresence->description = pServerPresence->m_sServerDesc; g_pGameStatePresence->password = pServerPresence->m_Password; g_pGameStatePresence->map = pServerPresence->m_MapName; g_pGameStatePresence->playlist = pServerPresence->m_PlaylistName; g_pGameStatePresence->currentPlayers = pServerPresence->m_iPlayerCount; g_pGameStatePresence->maxPlayers = pServerPresence->m_iMaxPlayers; g_pGameStatePresence->isLocal = !IsDedicatedServer(); } void GameStatePresence::RunFrame() { if (g_pSquirrel->m_pSQVM != nullptr && g_pSquirrel->m_pSQVM->sqvm != nullptr) g_pSquirrel->Call("NorthstarCodeCallback_GenerateUIPresence"); if (g_pSquirrel->m_pSQVM != nullptr && g_pSquirrel->m_pSQVM->sqvm != nullptr) { auto test = g_pSquirrel->Call("NorthstarCodeCallback_GenerateGameState"); } g_pPluginCommunicationhandler->GeneratePresenceObjects(); } ADD_SQFUNC("void", NSPushGameStateData, "GameStateStruct gamestate", "", ScriptContext::CLIENT) { SQStructInstance* structInst = g_pSquirrel->m_pSQVM->sqvm->_stackOfCurrentFunction[1]._VAL.asStructInstance; g_pGameStatePresence->map = structInst->data[0]._VAL.asString->_val; g_pGameStatePresence->mapDisplayname = structInst->data[1]._VAL.asString->_val; g_pGameStatePresence->playlist = structInst->data[2]._VAL.asString->_val; g_pGameStatePresence->playlistDisplayname = structInst->data[3]._VAL.asString->_val; g_pGameStatePresence->currentPlayers = structInst->data[4]._VAL.asInteger; g_pGameStatePresence->maxPlayers = structInst->data[5]._VAL.asInteger; g_pGameStatePresence->ownScore = structInst->data[6]._VAL.asInteger; g_pGameStatePresence->otherHighestScore = structInst->data[7]._VAL.asInteger; g_pGameStatePresence->maxScore = structInst->data[8]._VAL.asInteger; g_pGameStatePresence->timestampEnd = ceil(structInst->data[9]._VAL.asFloat); if (g_pMasterServerManager->m_currentServer) { g_pGameStatePresence->id = g_pMasterServerManager->m_currentServer->id; g_pGameStatePresence->name = g_pMasterServerManager->m_currentServer->name; g_pGameStatePresence->description = g_pMasterServerManager->m_currentServer->description; g_pGameStatePresence->password = g_pMasterServerManager->m_sCurrentServerPassword; } return SQRESULT_NOTNULL; } ADD_SQFUNC("void", NSPushUIPresence, "UIPresenceStruct presence", "", ScriptContext::UI) { SQStructInstance* structInst = g_pSquirrel->m_pSQVM->sqvm->_stackOfCurrentFunction[1]._VAL.asStructInstance; g_pGameStatePresence->isLoading = structInst->data[0]._VAL.asInteger; g_pGameStatePresence->isLobby = structInst->data[1]._VAL.asInteger; g_pGameStatePresence->loadingLevel = structInst->data[2]._VAL.asString->_val; g_pGameStatePresence->uiMap = structInst->data[3]._VAL.asString->_val; return SQRESULT_NOTNULL; }