diff options
author | Michael Smith <mikesmiffy128@gmail.com> | 2022-07-31 16:02:10 +0100 |
---|---|---|
committer | Michael Smith <mikesmiffy128@gmail.com> | 2022-08-10 22:40:52 +0100 |
commit | 5e921bf59373d79d27c322ff86e8b5a37b151e45 (patch) | |
tree | 4d40e39543b085ce4c8cb9b1a7b3c0108de680c0 /src/sst.c | |
parent | c8d7588251fd4fe63ac6afe2a90ca7066c786609 (diff) |
Add magical feature codegen system, at long last
Diffstat (limited to 'src/sst.c')
-rw-r--r-- | src/sst.c | 70 |
1 files changed, 16 insertions, 54 deletions
@@ -22,26 +22,15 @@ #endif #include "ac.h" -#include "bind.h" -#include "alias.h" -#include "autojump.h" #include "con_.h" -#include "democustom.h" -#include "demorec.h" #include "engineapi.h" #include "errmsg.h" -#include "ent.h" #include "event.h" -#include "fov.h" #include "fixes.h" #include "gameinfo.h" #include "gametype.h" #include "hook.h" -#include "l4dwarp.h" -#include "nosleep.h" -#include "portalcolours.h" #include "os.h" -#include "rinput.h" #include "vcall.h" #include "version.h" @@ -53,8 +42,9 @@ static int ifacever; -// we need to keep this reference to dlclose() it later - see below -static void *clientlib = 0; +// XXX: exposing this clumsily to portalcolours. we should have a better way of +// exposing lib handles in general, probably. +void *clientlib = 0; #ifdef _WIN32 extern long __ImageBase; // this is actually the PE header struct but don't care @@ -189,16 +179,6 @@ static void VCALLCONV SetCommandClient(void *this, int i) { con_cmdclient = i; } static const void **vtable_firstdiff; static const void *const *const plugin_obj; -// TODO(featgen): I wanted some nice fancy automatic feature system that -// figures out the dependencies at build time and generates all the init glue -// but we want to actually release the plugin this decade so for now I'm just -// plonking some bools here and worrying about it later. :^) -static bool has_ac = false, has_autojump = false, has_demorec = false, - has_fov = false, has_nosleep = false, has_portalcolours = false; -#ifdef _WIN32 -static bool has_rinput = false; -#endif - static bool already_loaded = false, skip_unload = false; #define RGBA(r, g, b, a) (&(struct con_colour){(r), (g), (b), (a)}) @@ -208,28 +188,12 @@ static const char *updatenotes = "\ * various internal cleanup\n\ "; +#include <featureinit.gen.h> + static void do_featureinit(void) { - bool has_bind = bind_init(); - if (has_bind) has_ac = ac_init(); - alias_init(); - has_autojump = autojump_init(); - has_demorec = demorec_init(); - if (has_demorec) democustom_init(); - bool has_ent = ent_init(); - has_fov = fov_init(has_ent); - if (has_ent) l4dwarp_init(); - has_nosleep = nosleep_init(); - if (clientlib) has_portalcolours = portalcolours_init(clientlib); -#ifdef _WIN32 - has_rinput = rinput_init(); -#endif + initfeatures(); fixes_apply(); - con_colourmsg(RGBA(64, 255, 64, 255), - LONGNAME " v" VERSION " successfully loaded"); - con_colourmsg(RGBA(255, 255, 255, 255), " for game "); - con_colourmsg(RGBA(0, 255, 255, 255), "%s\n", gameinfo_title); - // if we're autoloaded and the external autoupdate script downloaded a new // version, let the user know about the cool new stuff! if (getenv("SST_UPDATED")) { @@ -416,16 +380,7 @@ static void do_unload(void) { } #endif - if (has_ac) ac_end(); - if (has_autojump) autojump_end(); - if (has_demorec) demorec_end(); - if (has_fov) fov_end(); // dep on ent - if (has_nosleep) nosleep_end(); - if (has_portalcolours) portalcolours_end(); -#ifdef _WIN32 - if (has_rinput) rinput_end(); -#endif - + endfeatures(); #ifdef __linux__ if (clientlib) dlclose(clientlib); #endif @@ -475,12 +430,19 @@ DEF_CVAR(_sst_onload_echo, "EXPERIMENTAL! Don't rely on this existing!", "", CON_HIDDEN) DEF_EVENT(ClientActive) +DEF_EVENT(Tick) + +// Quick and easy server tick event. Eventually, we might want a deeper hook +// for anything timing-sensitive, but this will do for our current needs. +static void VCALLCONV GameFrame(void *this, bool simulating) { + EMIT_EVENT(Tick); +} static void VCALLCONV ClientActive(void *this, struct edict *player) { // XXX: it's kind of dumb that we get handed the edict here then go look it // up again in fov.c but I can't be bothered refactoring any further now // that this finally works, do something later lol - EMIT_EVENT(ClientActive) + EMIT_EVENT(ClientActive); // continuing dumb portal hack. didn't even seem worth adding a feature for if (has_vtidx_ServerCommand && con_getvarstr(_sst_onload_echo)[0]) { @@ -510,7 +472,7 @@ static const void *vtable[MAX_VTABLE_FUNCS] = { (void *)&GetPluginDescription, (void *)&nop_p_v, // LevelInit (void *)&nop_pii_v, // ServerActivate - (void *)&nop_b_v, // GameFrame + (void *)&GameFrame, // GameFrame (void *)&nop_v_v, // LevelShutdown (void *)&ClientActive // At this point, Alien Swarm and Portal 2 add ClientFullyConnect, so we |