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path: root/NorthstarDedicatedTest/misccommands.cpp
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#include "pch.h"
#include "misccommands.h"
#include "concommand.h"
#include "gameutils.h"
#include "masterserver.h"
#include "serverauthentication.h"
#include "squirrel.h"
#include "host_state.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;

			g_pHostState->m_iNextState = HS_NEW_GAME;
			strncpy(g_pHostState->m_levelName, arg.Arg(1), sizeof(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_ownClientAuthToken);
		});

	// 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_ClientSquirrelManager->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?
			SetCurrentPlaylist("tdm");
			strcpy(g_pHostState->m_levelName, "mp_lobby");
			g_pHostState->m_iNextState = HS_NEW_GAME;
		}
	});
}