#include "pch.h" #include "hooks.h" #include "squirrel.h" #include "plugins.h" #include #include "masterserver.h" #include "convar.h" #include /// /// The data is split into two different representations: one for internal, and one for plugins, for thread safety reasons /// The struct exposed to plugins contains getter functions for the various data types. /// We can safely use C++ types like std::string here since these are only ever handled by Northstar internally /// struct InternalGameState { int ourScore; int secondHighestScore; int highestScore; bool connected; bool loading; std::string map; std::string mapDisplayName; std::string playlist; std::string playlistDisplayName; int players; }; struct InternalServerInfo { std::string id; std::string name; std::string description; std::string password; int maxPlayers; bool roundBased; int scoreLimit; int endTime; }; // TODO: need to extend this to include current player data like loadouts struct InternalPlayerInfo { int uid; }; InternalGameState gameState; InternalServerInfo serverInfo; InternalPlayerInfo playerInfo; GameState gameStateExport; ServerInfo serverInfoExport; PlayerInfo playerInfoExport; /// /// We use SRW Locks because plugins will often be running their own thread /// To ensure thread safety, and to make it difficult to fuck up, we force them to use *our* functions to get data /// static SRWLOCK gameStateLock; static SRWLOCK serverInfoLock; static SRWLOCK playerInfoLock; void* getPluginObject(PluginObject var) { switch (var) { case PluginObject::GAMESTATE: return &gameStateExport; case PluginObject::SERVERINFO: return &serverInfoExport; case PluginObject::PLAYERINFO: return &playerInfoExport; default: return (void*)-1; } } void initGameState() { // Initalize the Slim Reader / Writer locks InitializeSRWLock(&gameStateLock); InitializeSRWLock(&serverInfoLock); InitializeSRWLock(&playerInfoLock); gameStateExport.getGameStateChar = &getGameStateChar; gameStateExport.getGameStateInt = &getGameStateInt; gameStateExport.getGameStateBool = &getGameStateBool; serverInfoExport.getServerInfoChar = &getServerInfoChar; serverInfoExport.getServerInfoInt = &getServerInfoInt; serverInfoExport.getServerInfoBool = &getServerInfoBool; playerInfoExport.getPlayerInfoChar = &getPlayerInfoChar; playerInfoExport.getPlayerInfoInt = &getPlayerInfoInt; playerInfoExport.getPlayerInfoBool = &getPlayerInfoBool; serverInfo.id = ""; serverInfo.name = ""; serverInfo.description = ""; serverInfo.password = ""; serverInfo.maxPlayers = 0; gameState.connected = false; gameState.loading = false; gameState.map = ""; gameState.mapDisplayName = ""; gameState.playlist = ""; gameState.playlistDisplayName = ""; gameState.players = 0; playerInfo.uid = 123; } // string gamemode, string gamemodeName, string map, string mapName, bool connected, bool loading SQRESULT SQ_UpdateGameStateUI(void* sqvm) { AcquireSRWLockExclusive(&gameStateLock); gameState.map = g_pClientSquirrel->sq_getstring(sqvm, 1); gameState.mapDisplayName = g_pClientSquirrel->sq_getstring(sqvm, 2); gameState.playlist = g_pClientSquirrel->sq_getstring(sqvm, 3); gameState.playlistDisplayName = g_pClientSquirrel->sq_getstring(sqvm, 4); gameState.connected = g_pClientSquirrel->sq_getbool(sqvm, 5); gameState.loading = g_pClientSquirrel->sq_getbool(sqvm, 6); ReleaseSRWLockExclusive(&gameStateLock); return SQRESULT_NOTNULL; } // int playerCount, int outScore, int secondHighestScore, int highestScore, bool roundBased, int scoreLimit SQRESULT SQ_UpdateGameStateClient(void* sqvm) { AcquireSRWLockExclusive(&gameStateLock); AcquireSRWLockExclusive(&serverInfoLock); gameState.players = g_pClientSquirrel->sq_getinteger(sqvm, 1); serverInfo.maxPlayers = g_pClientSquirrel->sq_getinteger(sqvm, 2); gameState.ourScore = g_pClientSquirrel->sq_getinteger(sqvm, 3); gameState.secondHighestScore = g_pClientSquirrel->sq_getinteger(sqvm, 4); gameState.highestScore = g_pClientSquirrel->sq_getinteger(sqvm, 5); serverInfo.roundBased = g_pClientSquirrel->sq_getbool(sqvm, 6); serverInfo.scoreLimit = g_pClientSquirrel->sq_getbool(sqvm, 7); ReleaseSRWLockExclusive(&gameStateLock); ReleaseSRWLockExclusive(&serverInfoLock); return SQRESULT_NOTNULL; } // string id, string name, string password, int players, int maxPlayers, string map, string mapDisplayName, string playlist, string // playlistDisplayName SQRESULT SQ_UpdateServerInfo(void* sqvm) { AcquireSRWLockExclusive(&gameStateLock); AcquireSRWLockExclusive(&serverInfoLock); serverInfo.id = g_pClientSquirrel->sq_getstring(sqvm, 1); serverInfo.name = g_pClientSquirrel->sq_getstring(sqvm, 2); serverInfo.password = g_pClientSquirrel->sq_getstring(sqvm, 3); gameState.players = g_pClientSquirrel->sq_getinteger(sqvm, 4); serverInfo.maxPlayers = g_pClientSquirrel->sq_getinteger(sqvm, 5); gameState.map = g_pClientSquirrel->sq_getstring(sqvm, 6); gameState.mapDisplayName = g_pClientSquirrel->sq_getstring(sqvm, 7); gameState.playlist = g_pClientSquirrel->sq_getstring(sqvm, 8); gameState.playlistDisplayName = g_pClientSquirrel->sq_getstring(sqvm, 9); ReleaseSRWLockExclusive(&gameStateLock); ReleaseSRWLockExclusive(&serverInfoLock); return SQRESULT_NOTNULL; } // int maxPlayers SQRESULT SQ_UpdateServerInfoBetweenRounds(void* sqvm) { AcquireSRWLockExclusive(&serverInfoLock); serverInfo.id = g_pClientSquirrel->sq_getstring(sqvm, 1); serverInfo.name = g_pClientSquirrel->sq_getstring(sqvm, 2); serverInfo.password = g_pClientSquirrel->sq_getstring(sqvm, 3); serverInfo.maxPlayers = g_pClientSquirrel->sq_getinteger(sqvm, 4); ReleaseSRWLockExclusive(&serverInfoLock); return SQRESULT_NOTNULL; } // float timeInFuture SQRESULT SQ_UpdateTimeInfo(void* sqvm) { AcquireSRWLockExclusive(&serverInfoLock); serverInfo.endTime = ceil(g_pClientSquirrel->sq_getfloat(sqvm, 1)); ReleaseSRWLockExclusive(&serverInfoLock); return SQRESULT_NOTNULL; } // bool loading SQRESULT SQ_SetConnected(void* sqvm) { AcquireSRWLockExclusive(&gameStateLock); gameState.loading = g_pClientSquirrel->sq_getbool(sqvm, 1); ReleaseSRWLockExclusive(&gameStateLock); return SQRESULT_NOTNULL; } SQRESULT SQ_UpdateListenServer(void* sqvm) { AcquireSRWLockExclusive(&serverInfoLock); serverInfo.id = g_MasterServerManager->m_sOwnServerId; serverInfo.password = Cvar_ns_server_password->GetString(); ReleaseSRWLockExclusive(&serverInfoLock); return SQRESULT_NOTNULL; } int getServerInfoChar(char* out_buf, size_t out_buf_len, ServerInfoType var) { AcquireSRWLockShared(&serverInfoLock); int n = 0; switch (var) { case ServerInfoType::id: strncpy(out_buf, serverInfo.id.c_str(), out_buf_len); break; case ServerInfoType::name: strncpy(out_buf, serverInfo.name.c_str(), out_buf_len); break; case ServerInfoType::description: strncpy(out_buf, serverInfo.id.c_str(), out_buf_len); break; case ServerInfoType::password: strncpy(out_buf, serverInfo.password.c_str(), out_buf_len); break; default: n = -1; } ReleaseSRWLockShared(&serverInfoLock); return n; } int getServerInfoInt(int* out_ptr, ServerInfoType var) { AcquireSRWLockShared(&serverInfoLock); int n = 0; switch (var) { case ServerInfoType::maxPlayers: *out_ptr = serverInfo.maxPlayers; break; case ServerInfoType::scoreLimit: *out_ptr = serverInfo.scoreLimit; break; case ServerInfoType::endTime: *out_ptr = serverInfo.endTime; break; default: n = -1; } ReleaseSRWLockShared(&serverInfoLock); return n; } int getServerInfoBool(bool* out_ptr, ServerInfoType var) { AcquireSRWLockShared(&serverInfoLock); int n = 0; switch (var) { case ServerInfoType::roundBased: *out_ptr = serverInfo.roundBased; break; default: n = -1; } ReleaseSRWLockShared(&serverInfoLock); return n; } int getGameStateChar(char* out_buf, size_t out_buf_len, GameStateInfoType var) { AcquireSRWLockShared(&gameStateLock); int n = 0; switch (var) { case GameStateInfoType::map: strncpy(out_buf, gameState.map.c_str(), out_buf_len); break; case GameStateInfoType::mapDisplayName: strncpy(out_buf, gameState.mapDisplayName.c_str(), out_buf_len); break; case GameStateInfoType::playlist: strncpy(out_buf, gameState.playlist.c_str(), out_buf_len); break; case GameStateInfoType::playlistDisplayName: strncpy(out_buf, gameState.playlistDisplayName.c_str(), out_buf_len); break; default: n = -1; } ReleaseSRWLockShared(&gameStateLock); return n; } int getGameStateInt(int* out_ptr, GameStateInfoType var) { AcquireSRWLockShared(&gameStateLock); int n = 0; switch (var) { case GameStateInfoType::ourScore: *out_ptr = gameState.ourScore; break; case GameStateInfoType::secondHighestScore: *out_ptr = gameState.secondHighestScore; break; case GameStateInfoType::highestScore: *out_ptr = gameState.highestScore; break; case GameStateInfoType::players: *out_ptr = gameState.players; break; default: n = -1; } ReleaseSRWLockShared(&gameStateLock); return n; } int getGameStateBool(bool* out_ptr, GameStateInfoType var) { AcquireSRWLockShared(&gameStateLock); int n = 0; switch (var) { case GameStateInfoType::connected: *out_ptr = gameState.connected; break; case GameStateInfoType::loading: *out_ptr = gameState.loading; break; default: n = -1; } ReleaseSRWLockShared(&gameStateLock); return n; } int getPlayerInfoChar(char* out_buf, size_t out_buf_len, PlayerInfoType var) { AcquireSRWLockShared(&playerInfoLock); int n = 0; switch (var) { default: n = -1; } ReleaseSRWLockShared(&playerInfoLock); return n; } int getPlayerInfoInt(int* out_ptr, PlayerInfoType var) { AcquireSRWLockShared(&playerInfoLock); int n = 0; switch (var) { case PlayerInfoType::uid: *out_ptr = playerInfo.uid; break; default: n = -1; } ReleaseSRWLockShared(&playerInfoLock); return n; } int getPlayerInfoBool(bool* out_ptr, PlayerInfoType var) { AcquireSRWLockShared(&playerInfoLock); int n = 0; switch (var) { default: n = -1; } ReleaseSRWLockShared(&playerInfoLock); return n; } ON_DLL_LOAD_CLIENT_RELIESON("client.dll", PluginCommands, ClientSquirrel, (HMODULE baseAddress) { // i swear there's a way to make this not have be run in 2 contexts but i can't figure it out // some funcs i need are just not available in UI or CLIENT if (g_pUISquirrel && g_pClientSquirrel) { g_pUISquirrel->AddFuncRegistration( "void", "NSUpdateGameStateUI", "string gamemode, string gamemodeName, string map, string mapName, bool connected, bool loading", "", SQ_UpdateGameStateUI); g_pClientSquirrel->AddFuncRegistration( "void", "NSUpdateGameStateClient", "int playerCount, int maxPlayers, int outScore, int secondHighestScore, int highestScore, bool roundBased, int scoreLimit", "", SQ_UpdateGameStateClient); g_pUISquirrel->AddFuncRegistration( "void", "NSUpdateServerInfo", "string id, string name, string password, int players, int maxPlayers, string map, string mapDisplayName, string playlist, " "string " "playlistDisplayName", "", SQ_UpdateServerInfo); g_pClientSquirrel->AddFuncRegistration( "void", "NSUpdateServerInfoReload", "int maxPlayers", "", SQ_UpdateServerInfoBetweenRounds); g_pClientSquirrel->AddFuncRegistration("void", "NSUpdateTimeInfo", "float timeInFuture", "", SQ_UpdateTimeInfo); g_pUISquirrel->AddFuncRegistration("void", "NSSetLoading", "bool loading", "", SQ_SetConnected); g_pUISquirrel->AddFuncRegistration("void", "NSUpdateListenServer", "", "", SQ_UpdateListenServer); } })