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#include "pch.h"
#include "squirrel.h"
#include "plugins.h"
#include "masterserver.h"
#include "convar.h"
#include "serverpresence.h"
#include <chrono>
#include <windows.h>
/// <summary>
/// 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
/// </summary>
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;
/// <summary>
/// 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
/// </summary>
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_pUISquirrel->getstring(sqvm, 1);
gameState.mapDisplayName = g_pUISquirrel->getstring(sqvm, 2);
gameState.playlist = g_pUISquirrel->getstring(sqvm, 3);
gameState.playlistDisplayName = g_pUISquirrel->getstring(sqvm, 4);
gameState.connected = g_pUISquirrel->getbool(sqvm, 5);
gameState.loading = g_pUISquirrel->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->getinteger(sqvm, 1);
serverInfo.maxPlayers = g_pClientSquirrel->getinteger(sqvm, 2);
gameState.ourScore = g_pClientSquirrel->getinteger(sqvm, 3);
gameState.secondHighestScore = g_pClientSquirrel->getinteger(sqvm, 4);
gameState.highestScore = g_pClientSquirrel->getinteger(sqvm, 5);
serverInfo.roundBased = g_pClientSquirrel->getbool(sqvm, 6);
serverInfo.scoreLimit = g_pClientSquirrel->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_pUISquirrel->getstring(sqvm, 1);
serverInfo.name = g_pUISquirrel->getstring(sqvm, 2);
serverInfo.password = g_pUISquirrel->getstring(sqvm, 3);
gameState.players = g_pUISquirrel->getinteger(sqvm, 4);
serverInfo.maxPlayers = g_pUISquirrel->getinteger(sqvm, 5);
gameState.map = g_pUISquirrel->getstring(sqvm, 6);
gameState.mapDisplayName = g_pUISquirrel->getstring(sqvm, 7);
gameState.playlist = g_pUISquirrel->getstring(sqvm, 8);
gameState.playlistDisplayName = g_pUISquirrel->getstring(sqvm, 9);
ReleaseSRWLockExclusive(&gameStateLock);
ReleaseSRWLockExclusive(&serverInfoLock);
return SQRESULT_NOTNULL;
}
// int maxPlayers
SQRESULT SQ_UpdateServerInfoBetweenRounds(void* sqvm)
{
AcquireSRWLockExclusive(&serverInfoLock);
serverInfo.id = g_pClientSquirrel->getstring(sqvm, 1);
serverInfo.name = g_pClientSquirrel->getstring(sqvm, 2);
serverInfo.password = g_pClientSquirrel->getstring(sqvm, 3);
serverInfo.maxPlayers = g_pClientSquirrel->getinteger(sqvm, 4);
ReleaseSRWLockExclusive(&serverInfoLock);
return SQRESULT_NOTNULL;
}
// float timeInFuture
SQRESULT SQ_UpdateTimeInfo(void* sqvm)
{
AcquireSRWLockExclusive(&serverInfoLock);
serverInfo.endTime = ceil(g_pClientSquirrel->getfloat(sqvm, 1));
ReleaseSRWLockExclusive(&serverInfoLock);
return SQRESULT_NOTNULL;
}
// bool loading
SQRESULT SQ_SetConnected(void* sqvm)
{
AcquireSRWLockExclusive(&gameStateLock);
gameState.loading = g_pUISquirrel->getbool(sqvm, 1);
ReleaseSRWLockExclusive(&gameStateLock);
return SQRESULT_NOTNULL;
}
SQRESULT SQ_UpdateListenServer(void* sqvm)
{
AcquireSRWLockExclusive(&serverInfoLock);
serverInfo.id = g_pMasterServerManager->m_sOwnServerId;
serverInfo.password = "";// g_pServerPresence->Cvar_ns_server_password->GetString(); todo this fr
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);
}
}
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