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#include "pch.h"
#include "misccommands.h"
#include "concommand.h"
#include "gameutils.h"
#include "playlist.h"
#include "hoststate.h"
#include "masterserver.h"
#include "serverauthentication.h"
#include "squirrel.h"
void AddMiscConCommands()
{
MAKE_CONCMD(
"force_newgame",
"forces a map load through directly setting g_pHostState->m_iNextState to HS_NEW_GAME",
FCVAR_NONE,
[](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));
});
MAKE_CONCMD(
"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,
[](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_MasterServerManager->m_bNewgameAfterSelfAuth = true;
g_MasterServerManager->AuthenticateWithOwnServer(g_LocalPlayerUserID, g_MasterServerManager->m_sOwnClientAuthToken);
});
// this is a concommand because we make a deferred call to it from another thread
MAKE_CONCMD(
"ns_end_reauth_and_leave_to_lobby",
"",
FCVAR_NONE,
[](const CCommand& arg)
{
Cbuf_AddText(
Cbuf_GetCurrentPlayer(),
fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(),
cmd_source_t::kCommandSrcCode);
Cbuf_Execute();
// weird way of checking, but check if client script vm is initialised, mainly just to allow players to cancel this
if (g_pClientSquirrel->sqvm)
{
g_ServerAuthenticationManager->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;
}
});
}
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