#include "pch.h" #include "misccommands.h" #include "core/convar/concommand.h" #include "shared/playlist.h" #include "engine/r2engine.h" #include "client/r2client.h" #include "core/tier0.h" #include "engine/hoststate.h" #include "masterserver/masterserver.h" #include "mods/modmanager.h" #include "server/auth/serverauthentication.h" #include "squirrel/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) { if (g_pServerAuthentication->m_RemoteAuthenticationData.size()) R2::g_pCVar->FindVar("serverfilter")->SetValue(g_pServerAuthentication->m_RemoteAuthenticationData.begin()->first.c_str()); // weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this if (g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM) { 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); } // fixes up various cvar flags to have more sane values void FixupCvarFlags() { if (Tier0::CommandLine()->CheckParm("-allowdevcvars")) { // strip hidden and devonly cvar flags int iNumCvarsAltered = 0; for (auto& pair : R2::g_pCVar->DumpToMap()) { // strip flags int flags = pair.second->GetFlags(); if (flags & FCVAR_DEVELOPMENTONLY) { flags &= ~FCVAR_DEVELOPMENTONLY; iNumCvarsAltered++; } if (flags & FCVAR_HIDDEN) { flags &= ~FCVAR_HIDDEN; iNumCvarsAltered++; } pair.second->m_nFlags = flags; } spdlog::info("Removed {} hidden/devonly cvar flags", iNumCvarsAltered); } // make all engine client commands FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS // these are usually checked through CGameClient::IsEngineClientCommand, but we get more control over this if we just do it through // cvar flags const char** ppEngineClientCommands = CModule("engine.dll").Offset(0x7C5EF0).As<const char**>(); int i = 0; do { ConCommandBase* pCommand = R2::g_pCVar->FindCommandBase(ppEngineClientCommands[i]); if (pCommand) // not all the commands in this array actually exist in respawn source pCommand->m_nFlags |= FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS; } while (ppEngineClientCommands[++i]); // array of cvars and the flags we want to add to them const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_ADD_FLAGS = { // system commands (i.e. necessary for proper functionality) // servers need to be able to disconnect {"disconnect", FCVAR_SERVER_CAN_EXECUTE}, // cheat commands {"give", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"give_server", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"givecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"takecurrentammo", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"switchclass", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"set", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"_setClassVarServer", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"ent_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"ent_throw", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"ent_setname", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"ent_teleport", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"ent_remove", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"ent_remove_all", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"ent_fire", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"particle_create", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"particle_recreate", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"particle_kill", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"test_setteam", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"melee_lunge_ent", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // fcvars that should be cheats {"net_ignoreAllSnapshots", FCVAR_CHEAT}, {"highlight_draw", FCVAR_CHEAT}, // these should potentially be replicated rather than cheat, like sv_footsteps is // however they're defined on client, so can't make replicated atm sadly {"cl_footstep_event_max_dist", FCVAR_CHEAT}, {"cl_footstep_event_max_dist_titan", FCVAR_CHEAT}, }; // array of cvars and the flags we want to remove from them const std::vector<std::tuple<const char*, uint32_t>> CVAR_FIXUP_REMOVE_FLAGS = { // unsure how this command works, not even sure it's used on retail servers, deffo shouldn't be used on northstar {"migrateme", FCVAR_SERVER_CAN_EXECUTE | FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"recheck", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // we don't need this on northstar servers, it's for communities // unsure how these work exactly (rpt system likely somewhat stripped?), removing anyway since they won't be used {"rpt_client_enable", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, {"rpt_password", FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS}, // these are devonly by default but should be modifyable // NOTE: not all of these may actually do anything or work properly in practice // network settings {"cl_updaterate_mp", FCVAR_DEVELOPMENTONLY}, {"cl_updaterate_sp", FCVAR_DEVELOPMENTONLY}, {"clock_bias_sp", FCVAR_DEVELOPMENTONLY}, {"clock_bias_mp", FCVAR_DEVELOPMENTONLY}, {"cl_interpolate", FCVAR_DEVELOPMENTONLY}, // super duper ultra fucks anims if changed {"cl_interpolateSoAllAnimsLoop", FCVAR_DEVELOPMENTONLY}, {"cl_cmdrate", FCVAR_DEVELOPMENTONLY}, {"cl_cmdbackup", FCVAR_DEVELOPMENTONLY}, {"rate", FCVAR_DEVELOPMENTONLY}, {"net_minroutable", FCVAR_DEVELOPMENTONLY}, {"net_maxroutable", FCVAR_DEVELOPMENTONLY}, {"net_lerpFields", FCVAR_DEVELOPMENTONLY}, {"net_ignoreAllSnapshots", FCVAR_DEVELOPMENTONLY}, {"net_chokeloop", FCVAR_DEVELOPMENTONLY}, {"sv_unlag", FCVAR_DEVELOPMENTONLY}, {"sv_maxunlag", FCVAR_DEVELOPMENTONLY}, {"sv_lagpushticks", FCVAR_DEVELOPMENTONLY}, {"sv_instancebaselines", FCVAR_DEVELOPMENTONLY}, {"sv_voiceEcho", FCVAR_DEVELOPMENTONLY}, {"net_compresspackets", FCVAR_DEVELOPMENTONLY}, {"net_compresspackets_minsize", FCVAR_DEVELOPMENTONLY}, {"net_verifyEncryption", FCVAR_DEVELOPMENTONLY}, // unsure if functional in retail // gameplay settings {"vel_samples", FCVAR_DEVELOPMENTONLY}, {"vel_sampleFrequency", FCVAR_DEVELOPMENTONLY}, {"sv_friction", FCVAR_DEVELOPMENTONLY}, {"sv_stopspeed", FCVAR_DEVELOPMENTONLY}, {"sv_airaccelerate", FCVAR_DEVELOPMENTONLY}, {"sv_forceGrapplesToFail", FCVAR_DEVELOPMENTONLY}, {"sv_maxvelocity", FCVAR_DEVELOPMENTONLY}, {"sv_footsteps", FCVAR_DEVELOPMENTONLY}, // these 2 are flagged as CHEAT above, could be made REPLICATED later potentially {"cl_footstep_event_max_dist", FCVAR_DEVELOPMENTONLY}, {"cl_footstep_event_max_dist_titan", FCVAR_DEVELOPMENTONLY}, {"sv_balanceTeams", FCVAR_DEVELOPMENTONLY}, {"rodeo_enable", FCVAR_DEVELOPMENTONLY}, {"sv_forceRodeoToFail", FCVAR_DEVELOPMENTONLY}, {"player_find_rodeo_target_per_cmd", FCVAR_DEVELOPMENTONLY}, // todo test before merge {"hud_takesshots", FCVAR_DEVELOPMENTONLY}, // very likely does not work but would be cool if it did {"cam_collision", FCVAR_DEVELOPMENTONLY}, {"cam_idealdelta", FCVAR_DEVELOPMENTONLY}, {"cam_ideallag", FCVAR_DEVELOPMENTONLY}, // graphics/visual settings {"mat_colorcorrection", FCVAR_DEVELOPMENTONLY}, {"r_hbaoRadius", FCVAR_DEVELOPMENTONLY}, {"r_hbaoDepthMax", FCVAR_DEVELOPMENTONLY}, {"r_hbaoBlurSharpness", FCVAR_DEVELOPMENTONLY}, {"r_hbaoIntensity", FCVAR_DEVELOPMENTONLY}, {"r_hbaoBias", FCVAR_DEVELOPMENTONLY}, {"r_hbaoDistanceLerp", FCVAR_DEVELOPMENTONLY}, {"r_hbaoBlurRadius", FCVAR_DEVELOPMENTONLY}, {"r_hbaoExponent", FCVAR_DEVELOPMENTONLY}, {"r_hbaoDepthFadePctDefault", FCVAR_DEVELOPMENTONLY}, {"r_drawscreenspaceparticles", FCVAR_DEVELOPMENTONLY}, {"ui_loadingscreen_fadeout_time", FCVAR_DEVELOPMENTONLY}, {"ui_loadingscreen_fadein_time", FCVAR_DEVELOPMENTONLY}, {"ui_loadingscreen_transition_time", FCVAR_DEVELOPMENTONLY}, {"ui_loadingscreen_mintransition_time", FCVAR_DEVELOPMENTONLY}, // these 2 could be FCVAR_CHEAT, i guess? {"cl_draw_player_model", FCVAR_DEVELOPMENTONLY}, {"cl_always_draw_3p_player", FCVAR_DEVELOPMENTONLY}, {"idcolor_neutral", FCVAR_DEVELOPMENTONLY}, {"idcolor_ally", FCVAR_DEVELOPMENTONLY}, {"idcolor_ally_cb1", FCVAR_DEVELOPMENTONLY}, {"idcolor_ally_cb2", FCVAR_DEVELOPMENTONLY}, {"idcolor_ally_cb3", FCVAR_DEVELOPMENTONLY}, {"idcolor_enemy", FCVAR_DEVELOPMENTONLY}, {"idcolor_enemy_cb1", FCVAR_DEVELOPMENTONLY}, {"idcolor_enemy_cb2", FCVAR_DEVELOPMENTONLY}, {"idcolor_enemy_cb3", FCVAR_DEVELOPMENTONLY}, {"playerListPartyColorR", FCVAR_DEVELOPMENTONLY}, {"playerListPartyColorG", FCVAR_DEVELOPMENTONLY}, {"playerListPartyColorB", FCVAR_DEVELOPMENTONLY}, {"playerListUseFriendColor", FCVAR_DEVELOPMENTONLY}, {"fx_impact_neutral", FCVAR_DEVELOPMENTONLY}, {"fx_impact_ally", FCVAR_DEVELOPMENTONLY}, {"fx_impact_enemy", FCVAR_DEVELOPMENTONLY}, {"hitch_alert_color", FCVAR_DEVELOPMENTONLY}, {"particles_cull_all", FCVAR_DEVELOPMENTONLY}, {"particles_cull_dlights", FCVAR_DEVELOPMENTONLY}, {"map_settings_override", FCVAR_DEVELOPMENTONLY}, {"highlight_draw", FCVAR_DEVELOPMENTONLY}, // sys/engine settings {"sleep_when_meeting_framerate", FCVAR_DEVELOPMENTONLY}, {"sleep_when_meeting_framerate_headroom_ms", FCVAR_DEVELOPMENTONLY}, {"not_focus_sleep", FCVAR_DEVELOPMENTONLY}, {"sp_not_focus_pause", FCVAR_DEVELOPMENTONLY}, {"joy_requireFocus", FCVAR_DEVELOPMENTONLY}, {"host_thread_mode", FCVAR_DEVELOPMENTONLY}, {"phys_enable_simd_optimizations", FCVAR_DEVELOPMENTONLY}, {"phys_enable_experimental_optimizations", FCVAR_DEVELOPMENTONLY}, {"community_frame_run", FCVAR_DEVELOPMENTONLY}, {"sv_single_core_dedi", FCVAR_DEVELOPMENTONLY}, {"sv_stressbots", FCVAR_DEVELOPMENTONLY}, {"fatal_script_errors", FCVAR_DEVELOPMENTONLY}, {"fatal_script_errors_client", FCVAR_DEVELOPMENTONLY}, {"fatal_script_errors_server", FCVAR_DEVELOPMENTONLY}, {"script_error_on_midgame_load", FCVAR_DEVELOPMENTONLY}, // idk what this is {"ai_ainRebuildOnMapStart", FCVAR_DEVELOPMENTONLY}, {"save_enable", FCVAR_DEVELOPMENTONLY}, // cheat commands {"switchclass", FCVAR_DEVELOPMENTONLY}, {"set", FCVAR_DEVELOPMENTONLY}, {"_setClassVarServer", FCVAR_DEVELOPMENTONLY}, // reparse commands {"aisettings_reparse", FCVAR_DEVELOPMENTONLY}, {"aisettings_reparse_client", FCVAR_DEVELOPMENTONLY}, {"damagedefs_reparse", FCVAR_DEVELOPMENTONLY}, {"damagedefs_reparse_client", FCVAR_DEVELOPMENTONLY}, {"playerSettings_reparse", FCVAR_DEVELOPMENTONLY}, {"_playerSettings_reparse_Server", FCVAR_DEVELOPMENTONLY}, }; const std::vector<std::tuple<const char*, const char*>> CVAR_FIXUP_DEFAULT_VALUES = { {"sv_stressbots", "0"}, // not currently used but this is probably a bad default if we get bots working {"cl_pred_optimize", "0"} // fixes issues with animation prediction in thirdperson }; for (auto& fixup : CVAR_FIXUP_ADD_FLAGS) { ConCommandBase* command = R2::g_pCVar->FindCommandBase(std::get<0>(fixup)); if (command) command->m_nFlags |= std::get<1>(fixup); } for (auto& fixup : CVAR_FIXUP_REMOVE_FLAGS) { ConCommandBase* command = R2::g_pCVar->FindCommandBase(std::get<0>(fixup)); if (command) command->m_nFlags &= ~std::get<1>(fixup); } for (auto& fixup : CVAR_FIXUP_DEFAULT_VALUES) { ConVar* cvar = R2::g_pCVar->FindVar(std::get<0>(fixup)); if (cvar && !strcmp(cvar->GetString(), cvar->m_pszDefaultValue)) { cvar->SetValue(std::get<1>(fixup)); cvar->m_pszDefaultValue = std::get<1>(fixup); } } }