1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
|
#include "serverpresence.h"
#include "shared/playlist.h"
#include "core/tier0.h"
#include "core/convar/convar.h"
#include <regex>
ServerPresenceManager* g_pServerPresence;
ConVar* Cvar_hostname;
// Convert a hex digit char to integer.
inline int hctod(char c)
{
if (c >= 'A' && c <= 'F')
{
return c - 'A' + 10;
}
else if (c >= 'a' && c <= 'f')
{
return c - 'a' + 10;
}
else
{
return c - '0';
}
}
// This function interprets all 4-hexadecimal-digit unicode codepoint characters like \u4E2D to UTF-8 encoding.
std::string UnescapeUnicode(const std::string& str)
{
std::string result;
std::regex r("\\\\u([a-f\\d]{4})", std::regex::icase);
auto matches_begin = std::sregex_iterator(str.begin(), str.end(), r);
auto matches_end = std::sregex_iterator();
std::smatch last_match;
for (std::sregex_iterator i = matches_begin; i != matches_end; ++i)
{
last_match = *i;
result.append(last_match.prefix());
unsigned int cp = 0;
for (int i = 2; i <= 5; ++i)
{
cp *= 16;
cp += hctod(last_match.str()[i]);
}
if (cp <= 0x7F)
{
result.push_back(cp);
}
else if (cp <= 0x7FF)
{
result.push_back((cp >> 6) | 0b11000000 & (~(1 << 5)));
result.push_back(cp & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6)));
}
else if (cp <= 0xFFFF)
{
result.push_back((cp >> 12) | 0b11100000 & (~(1 << 4)));
result.push_back((cp >> 6) & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6)));
result.push_back(cp & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6)));
}
}
if (!last_match.ready())
return str;
else
result.append(last_match.suffix());
return result;
}
void ServerPresenceManager::CreateConVars()
{
// clang-format off
// register convars
Cvar_ns_server_presence_update_rate = new ConVar(
"ns_server_presence_update_rate", "5000", FCVAR_GAMEDLL, "How often we update our server's presence on server lists in ms");
Cvar_ns_server_name = new ConVar("ns_server_name", "Unnamed Northstar Server", FCVAR_GAMEDLL, "This server's description", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) {
g_pServerPresence->SetName(UnescapeUnicode(g_pServerPresence->Cvar_ns_server_name->GetString()));
// update engine hostname cvar
Cvar_hostname->SetValue(g_pServerPresence->Cvar_ns_server_name->GetString());
});
Cvar_ns_server_desc = new ConVar("ns_server_desc", "Default server description", FCVAR_GAMEDLL, "This server's name", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) {
g_pServerPresence->SetDescription(UnescapeUnicode(g_pServerPresence->Cvar_ns_server_desc->GetString()));
});
Cvar_ns_server_password = new ConVar("ns_server_password", "", FCVAR_GAMEDLL, "This server's password", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) {
g_pServerPresence->SetPassword(g_pServerPresence->Cvar_ns_server_password->GetString());
});
Cvar_ns_report_server_to_masterserver = new ConVar("ns_report_server_to_masterserver", "1", FCVAR_GAMEDLL, "Whether we should report this server to the masterserver");
Cvar_ns_report_sp_server_to_masterserver = new ConVar("ns_report_sp_server_to_masterserver", "0", FCVAR_GAMEDLL, "Whether we should report this server to the masterserver, when started in singleplayer");
// clang-format on
}
void ServerPresenceManager::AddPresenceReporter(ServerPresenceReporter* reporter)
{
m_vPresenceReporters.push_back(reporter);
}
void ServerPresenceManager::CreatePresence()
{
// reset presence fields that rely on runtime server state
// these being: port/auth port, map/playlist name, and playercount/maxplayers
m_ServerPresence.m_iPort = 0;
m_ServerPresence.m_iAuthPort = 0;
m_ServerPresence.m_iPlayerCount = 0; // this should actually be 0 at this point, so shouldn't need updating later
m_ServerPresence.m_iMaxPlayers = 0;
memset(m_ServerPresence.m_MapName, 0, sizeof(m_ServerPresence.m_MapName));
memset(m_ServerPresence.m_PlaylistName, 0, sizeof(m_ServerPresence.m_PlaylistName));
m_ServerPresence.m_bIsSingleplayerServer = false;
m_bHasPresence = true;
m_bFirstPresenceUpdate = true;
// code that's calling this should set up the reset fields at this point
}
void ServerPresenceManager::DestroyPresence()
{
m_bHasPresence = false;
for (ServerPresenceReporter* reporter : m_vPresenceReporters)
reporter->DestroyPresence(&m_ServerPresence);
}
void ServerPresenceManager::RunFrame(double flCurrentTime)
{
if (!m_bHasPresence || !Cvar_ns_report_server_to_masterserver->GetBool()) // don't run until we actually have server presence
return;
// don't run if we're sp and don't want to report sp
if (m_ServerPresence.m_bIsSingleplayerServer && !Cvar_ns_report_sp_server_to_masterserver->GetBool())
return;
// Call RunFrame() so that reporters can, for example, handle std::future results as soon as they arrive.
for (ServerPresenceReporter* reporter : m_vPresenceReporters)
reporter->RunFrame(flCurrentTime, &m_ServerPresence);
// run on a specified delay
if ((flCurrentTime - m_flLastPresenceUpdate) * 1000 < Cvar_ns_server_presence_update_rate->GetFloat())
return;
// is this the first frame we're updating this presence?
if (m_bFirstPresenceUpdate)
{
// let reporters setup/clear any state
for (ServerPresenceReporter* reporter : m_vPresenceReporters)
reporter->CreatePresence(&m_ServerPresence);
m_bFirstPresenceUpdate = false;
}
m_flLastPresenceUpdate = flCurrentTime;
for (ServerPresenceReporter* reporter : m_vPresenceReporters)
reporter->ReportPresence(&m_ServerPresence);
}
void ServerPresenceManager::SetPort(const int iPort)
{
// update port
m_ServerPresence.m_iPort = iPort;
}
void ServerPresenceManager::SetAuthPort(const int iAuthPort)
{
// update authport
m_ServerPresence.m_iAuthPort = iAuthPort;
}
void ServerPresenceManager::SetName(const std::string sServerNameUnicode)
{
// update name
m_ServerPresence.m_sServerName = sServerNameUnicode;
}
void ServerPresenceManager::SetDescription(const std::string sServerDescUnicode)
{
// update desc
m_ServerPresence.m_sServerDesc = sServerDescUnicode;
}
void ServerPresenceManager::SetPassword(const char* pPassword)
{
// update password
strncpy_s(m_ServerPresence.m_Password, sizeof(m_ServerPresence.m_Password), pPassword, sizeof(m_ServerPresence.m_Password) - 1);
}
void ServerPresenceManager::SetMap(const char* pMapName, bool isInitialising)
{
// if the server is initialising (i.e. this is first map) on sp, set the server to sp
if (isInitialising)
m_ServerPresence.m_bIsSingleplayerServer = !strncmp(pMapName, "sp_", 3);
// update map
strncpy_s(m_ServerPresence.m_MapName, sizeof(m_ServerPresence.m_MapName), pMapName, sizeof(m_ServerPresence.m_MapName) - 1);
}
void ServerPresenceManager::SetPlaylist(const char* pPlaylistName)
{
// update playlist
strncpy_s(
m_ServerPresence.m_PlaylistName,
sizeof(m_ServerPresence.m_PlaylistName),
pPlaylistName,
sizeof(m_ServerPresence.m_PlaylistName) - 1);
// update maxplayers
const char* pMaxPlayers = R2::GetCurrentPlaylistVar("max_players", true);
// can be null in some situations, so default 6
if (pMaxPlayers)
m_ServerPresence.m_iMaxPlayers = std::stoi(pMaxPlayers);
else
m_ServerPresence.m_iMaxPlayers = 6;
}
void ServerPresenceManager::SetPlayerCount(const int iPlayerCount)
{
m_ServerPresence.m_iPlayerCount = iPlayerCount;
}
ON_DLL_LOAD_RELIESON("engine.dll", ServerPresence, ConVar, (CModule module))
{
g_pServerPresence->CreateConVars();
Cvar_hostname = module.Offset(0x1315BAE8).Deref().As<ConVar*>();
}
|