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#include "pch.h"
#include "misccommands.h"
#include "concommand.h"
#include "gameutils.h"
#include "masterserver.h"
#include "serverauthentication.h"
void ForceLoadMapCommand(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));
}
void SelfAuthAndLeaveToLobbyCommand(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);
}
void EndSelfAuthAndLeaveToLobbyCommand(const CCommand& arg)
{
Cbuf_AddText(Cbuf_GetCurrentPlayer(), fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(), cmd_source_t::kCommandSrcCode);
Cbuf_Execute();
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;
}
void AddMiscConCommands()
{
RegisterConCommand("force_newgame", ForceLoadMapCommand, "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", SelfAuthAndLeaveToLobbyCommand, "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", EndSelfAuthAndLeaveToLobbyCommand, "", FCVAR_NONE);
}
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