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#include "pch.h"
#include "misccommands.h"
#include "concommand.h"
#include "playlist.h"
#include "r2engine.h"
#include "r2client.h"
#include "tier0.h"
#include "hoststate.h"
#include "masterserver.h"
#include "modmanager.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)
{
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}};
// 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}};
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);
}
}
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