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#include "pch.h"
#include "scriptserverbrowser.h"
#include "squirrel.h"
#include "masterserver.h"
#include "gameutils.h"
#include "serverauthentication.h"
// functions for viewing server browser
// void NSRequestServerList()
SQInteger SQ_RequestServerList(void* sqvm)
{
g_MasterServerManager->RequestServerList();
return 0;
}
// bool function NSIsRequestingServerList()
SQInteger SQ_IsRequestingServerList(void* sqvm)
{
ClientSq_pushbool(sqvm, g_MasterServerManager->m_scriptRequestingServerList);
return 1;
}
// bool function NSMasterServerConnectionSuccessful()
SQInteger SQ_MasterServerConnectionSuccessful(void* sqvm)
{
ClientSq_pushbool(sqvm, g_MasterServerManager->m_successfullyConnected);
return 1;
}
// int function NSGetServerCount()
SQInteger SQ_GetServerCount(void* sqvm)
{
ClientSq_pushinteger(sqvm, g_MasterServerManager->m_remoteServers.size());
return 1;
}
// string function NSGetServerName( int serverIndex )
SQInteger SQ_GetServerName(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to get name of server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
ClientSq_pushstring(sqvm, g_MasterServerManager->m_remoteServers[serverIndex].name, -1);
return 1;
}
// string function NSGetServerDescription( int serverIndex )
SQInteger SQ_GetServerDescription(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to get description of server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
ClientSq_pushstring(sqvm, g_MasterServerManager->m_remoteServers[serverIndex].description.c_str(), -1);
return 1;
}
// string function NSGetServerMap( int serverIndex )
SQInteger SQ_GetServerMap(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to get map of server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
ClientSq_pushstring(sqvm, g_MasterServerManager->m_remoteServers[serverIndex].map, -1);
return 1;
}
// string function NSGetServerPlaylist( int serverIndex )
SQInteger SQ_GetServerPlaylist(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to get playlist of server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
ClientSq_pushstring(sqvm, g_MasterServerManager->m_remoteServers[serverIndex].playlist, -1);
return 1;
}
// int function NSGetServerPlayerCount( int serverIndex )
SQInteger SQ_GetServerPlayerCount(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to get playercount of server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
ClientSq_pushinteger(sqvm, g_MasterServerManager->m_remoteServers[serverIndex].playerCount);
return 1;
}
// int function NSGetServerMaxPlayerCount( int serverIndex )
SQInteger SQ_GetServerMaxPlayerCount(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to get max playercount of server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
ClientSq_pushinteger(sqvm, g_MasterServerManager->m_remoteServers[serverIndex].maxPlayers);
return 1;
}
// string function NSGetServerID( int serverIndex )
SQInteger SQ_GetServerID(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to get id of server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
ClientSq_pushstring(sqvm, g_MasterServerManager->m_remoteServers[serverIndex].id, -1);
return 1;
}
SQInteger SQ_ServerRequiresPassword(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to get hasPassword of server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
ClientSq_pushbool(sqvm, g_MasterServerManager->m_remoteServers[serverIndex].requiresPassword);
return 1;
}
// void function NSClearRecievedServerList()
SQInteger SQ_ClearRecievedServerList(void* sqvm)
{
g_MasterServerManager->ClearServerList();
return 0;
}
// functions for authenticating with servers
// void function NSTryAuthWithServer( int serverIndex, string password = "" )
SQInteger SQ_TryAuthWithServer(void* sqvm)
{
SQInteger serverIndex = ClientSq_getinteger(sqvm, 1);
const SQChar* password = ClientSq_getstring(sqvm, 2);
if (serverIndex >= g_MasterServerManager->m_remoteServers.size())
{
spdlog::warn("Tried to auth with server index {} when only {} servers are available", serverIndex, g_MasterServerManager->m_remoteServers.size());
return 0;
}
// send off persistent data first, don't worry about server/client stuff, since m_additionalPlayerData should only have entries when we're a local server
// note: this seems like it could create a race condition, test later
for (auto& pair : g_ServerAuthenticationManager->m_additionalPlayerData)
g_ServerAuthenticationManager->WritePersistentData(pair.first);
// do auth
g_MasterServerManager->AuthenticateWithServer(g_LocalPlayerUserID, (char*)"", g_MasterServerManager->m_remoteServers[serverIndex].id, (char*)password);
return 0;
}
// bool function NSIsAuthenticatingWithServer()
SQInteger SQ_IsAuthComplete(void* sqvm)
{
ClientSq_pushbool(sqvm, g_MasterServerManager->m_scriptAuthenticatingWithGameServer);
return 1;
}
// bool function NSWasAuthSuccessful()
SQInteger SQ_WasAuthSuccessful(void* sqvm)
{
ClientSq_pushbool(sqvm, g_MasterServerManager->m_successfullyAuthenticatedWithGameServer);
return 1;
}
// void function NSConnectToAuthedServer()
SQInteger SQ_ConnectToAuthedServer(void* sqvm)
{
if (!g_MasterServerManager->m_hasPendingConnectionInfo)
{
spdlog::error("Tried to connect to authed server before any pending connection info was available");
return 0;
}
RemoteServerConnectionInfo info = g_MasterServerManager->m_pendingConnectionInfo;
// set auth token, then try to connect
// i'm honestly not entirely sure how silentconnect works regarding ports and encryption so using connect for now
Cbuf_AddText(Cbuf_GetCurrentPlayer(), fmt::format("serverfilter {}", info.authToken).c_str(), cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), fmt::format("connect {}.{}.{}.{}:{}", info.ip.S_un.S_un_b.s_b1, info.ip.S_un.S_un_b.s_b2, info.ip.S_un.S_un_b.s_b3, info.ip.S_un.S_un_b.s_b4, info.port).c_str(), cmd_source_t::kCommandSrcCode);
g_MasterServerManager->m_hasPendingConnectionInfo = false;
return 0;
}
// void function NSTryAuthWithLocalServer()
SQInteger SQ_TryAuthWithLocalServer(void* sqvm)
{
// do auth request
g_MasterServerManager->AuthenticateWithOwnServer(g_LocalPlayerUserID, (char*)"");
return 0;
}
// void function NSCompleteAuthWithLocalServer()
SQInteger SQ_CompleteAuthWithLocalServer(void* sqvm)
{
// literally just set serverfilter
// note: this assumes we have no authdata other than our own
Cbuf_AddText(Cbuf_GetCurrentPlayer(), fmt::format("serverfilter {}", g_ServerAuthenticationManager->m_authData.begin()->first).c_str(), cmd_source_t::kCommandSrcCode);
return 0;
}
void InitialiseScriptServerBrowser(HMODULE baseAddress)
{
g_UISquirrelManager->AddFuncRegistration("void", "NSRequestServerList", "", "", SQ_RequestServerList);
g_UISquirrelManager->AddFuncRegistration("bool", "NSIsRequestingServerList", "", "", SQ_IsRequestingServerList);
g_UISquirrelManager->AddFuncRegistration("bool", "NSMasterServerConnectionSuccessful", "", "", SQ_MasterServerConnectionSuccessful);
g_UISquirrelManager->AddFuncRegistration("int", "NSGetServerCount", "", "", SQ_GetServerCount);
g_UISquirrelManager->AddFuncRegistration("void", "NSClearRecievedServerList", "", "", SQ_ClearRecievedServerList);
g_UISquirrelManager->AddFuncRegistration("string", "NSGetServerName", "int serverIndex", "", SQ_GetServerName);
g_UISquirrelManager->AddFuncRegistration("string", "NSGetServerDescription", "int serverIndex", "", SQ_GetServerDescription);
g_UISquirrelManager->AddFuncRegistration("string", "NSGetServerMap", "int serverIndex", "", SQ_GetServerMap);
g_UISquirrelManager->AddFuncRegistration("string", "NSGetServerPlaylist", "int serverIndex", "", SQ_GetServerPlaylist);
g_UISquirrelManager->AddFuncRegistration("int", "NSGetServerPlayerCount", "int serverIndex", "", SQ_GetServerPlayerCount);
g_UISquirrelManager->AddFuncRegistration("int", "NSGetServerMaxPlayerCount", "int serverIndex", "", SQ_GetServerMaxPlayerCount);
g_UISquirrelManager->AddFuncRegistration("string", "NSGetServerID", "int serverIndex", "", SQ_GetServerID);
g_UISquirrelManager->AddFuncRegistration("bool", "NSServerRequiresPassword", "int serverIndex", "", SQ_ServerRequiresPassword);
g_UISquirrelManager->AddFuncRegistration("void", "NSTryAuthWithServer", "int serverIndex, string password = \"\"", "", SQ_TryAuthWithServer);
g_UISquirrelManager->AddFuncRegistration("bool", "NSIsAuthenticatingWithServer", "", "", SQ_IsAuthComplete);
g_UISquirrelManager->AddFuncRegistration("bool", "NSWasAuthSuccessful", "", "", SQ_WasAuthSuccessful);
g_UISquirrelManager->AddFuncRegistration("void", "NSConnectToAuthedServer", "", "", SQ_ConnectToAuthedServer);
g_UISquirrelManager->AddFuncRegistration("void", "NSTryAuthWithLocalServer", "", "", SQ_TryAuthWithLocalServer);
g_UISquirrelManager->AddFuncRegistration("void", "NSCompleteAuthWithLocalServer", "", "", SQ_CompleteAuthWithLocalServer);
}
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