diff options
author | Michael Smith <mikesmiffy128@gmail.com> | 2022-04-26 04:43:02 +0100 |
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committer | Michael Smith <mikesmiffy128@gmail.com> | 2022-04-26 14:49:29 +0100 |
commit | bdb4453a8fbe87247bfd6caf19a7d643144c0f84 (patch) | |
tree | d3362cf95afdb05f16d2cec00940a904b384dcba /src/sst.c | |
parent | 1ceb3c78135c03f76209a0032baed3ed669d6b9e (diff) |
Reorganise sst.c, add Portal 1 game type
Diffstat (limited to 'src/sst.c')
-rw-r--r-- | src/sst.c | 199 |
1 files changed, 99 insertions, 100 deletions
@@ -42,104 +42,18 @@ #define fS "s" #endif -#define RGBA(r, g, b, a) (&(struct con_colour){(r), (g), (b), (a)}) - u32 _gametype_tag = 0; // spaghetti: no point making a .c file for 1 variable -static int ifacever; -// this is where we start dynamically adding virtual functions, see vtable[] -// array below -static const void **vtable_firstdiff; -static const void *const *const plugin_obj; +ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0, + factory_inputsystem = 0; -// most plugin callbacks are unused - define dummy functions for each signature -static void VCALLCONV nop_v_v(void *this) {} -static void VCALLCONV nop_b_v(void *this, bool b) {} -static void VCALLCONV nop_p_v(void *this, void *p) {} -static void VCALLCONV nop_pp_v(void *this, void *p1, void *p2) {} -static void VCALLCONV nop_pii_v(void *this, void *p, int i1, int i2) {} -static int VCALLCONV nop_p_i(void *this, void *p) { return 0; } -static int VCALLCONV nop_pp_i(void *this, void *p1, void *p2) { return 0; } -static int VCALLCONV nop_5pi_i(void *this, void *p1, void *p2, void *p3, - void *p4, void *p5, int i) { return 0; } -static void VCALLCONV nop_ipipp_v(void *this, int i1, void *p1, int i2, - void *p2, void *p3) {} +static int ifacever; #ifdef __linux__ // we need to keep this reference to dlclose() it later - see below static void *clientlib = 0; #endif -// more source spaghetti wow! -static void VCALLCONV SetCommandClient(void *this, int i) { con_cmdclient = i; } - -ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0, - factory_inputsystem = 0; - -// 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_autojump = false; -static bool has_demorec = false; -static bool has_demorec_custom = false; -static bool has_nosleep = false; -#ifdef _WIN32 -static bool has_rinput = false; -#endif - -// since this is static/global, it only becomes false again when the plugin SO -// is unloaded/reloaded -static bool already_loaded = false; -static bool skip_unload = false; - -// HACK: later versions of L4D2 show an annoying dialog on every plugin_load. -// We can suppress this by catching the message string that's passed from -// engine.dll to gameui.dll through KeyValuesSystem in vstdlib.dll and just -// replacing it with some other arbitrary garbage string. This makes gameui fail -// to match the message and thus do nothing. :) -static void **kvsvt; -typedef const char *(*VCALLCONV GetStringForSymbol_func)(void *this, int s); -static GetStringForSymbol_func orig_GetStringForSymbol = 0; -static const char *VCALLCONV GetStringForSymbol_hook(void *this, int s) { - const char *ret = orig_GetStringForSymbol(this, s); - if (!strcmp(ret, "OnClientPluginWarning")) ret = "sstBlockedThisEvent"; - return ret; -} - -// vstdlib symbol, only currently used in l4d2 but exists everywhere so oh well -IMPORT void *KeyValuesSystem(void); - -// XXX: not sure if all this stuff should, like, go somewhere? - -struct CUtlMemory { - void *mem; - int alloccnt; - int growsz; -}; - -struct CUtlVector { - struct CUtlMemory m; - int sz; - void *mem_again_for_some_reason; -}; - -struct CServerPlugin /* : IServerPluginHelpers */ { - void **vtable; - struct CUtlVector plugins; - /*IPluginHelpersCheck*/ void *pluginhlpchk; -}; - -struct CPlugin { - char description[128]; - bool paused; - void *theplugin; // our own "this" pointer (or whichever other plugin it is) - int ifacever; - // should be the plugin library, but in old Source branches it's just null, - // because CServerPlugin::Load() erroneously shadows this field with a local - void *module; -}; - #ifdef _WIN32 extern long __ImageBase; // this is actually the PE header struct but don't care #define ownhandle() ((void *)&__ImageBase) @@ -231,6 +145,65 @@ DEF_CCMD_HERE(sst_autoload_disable, "Stop loading SST on game startup", 0) { } } +DEF_CCMD_HERE(sst_printversion, "Display plugin version information", 0) { + con_msg("v" VERSION "\n"); +} + +// HACK: later versions of L4D2 show an annoying dialog on every plugin_load. +// We can suppress this by catching the message string that's passed from +// engine.dll to gameui.dll through KeyValuesSystem in vstdlib.dll and just +// replacing it with some other arbitrary garbage string. This makes gameui fail +// to match the message and thus do nothing. :) +static void **kvsvt; +typedef const char *(*VCALLCONV GetStringForSymbol_func)(void *this, int s); +static GetStringForSymbol_func orig_GetStringForSymbol = 0; +static const char *VCALLCONV GetStringForSymbol_hook(void *this, int s) { + const char *ret = orig_GetStringForSymbol(this, s); + if (!strcmp(ret, "OnClientPluginWarning")) ret = "sstBlockedThisEvent"; + return ret; +} + +// vstdlib symbol, only currently used in l4d2 but exists everywhere so oh well +IMPORT void *KeyValuesSystem(void); + +// most plugin callbacks are unused - define dummy functions for each signature +static void VCALLCONV nop_v_v(void *this) {} +static void VCALLCONV nop_b_v(void *this, bool b) {} +static void VCALLCONV nop_p_v(void *this, void *p) {} +static void VCALLCONV nop_pp_v(void *this, void *p1, void *p2) {} +static void VCALLCONV nop_pii_v(void *this, void *p, int i1, int i2) {} +static int VCALLCONV nop_p_i(void *this, void *p) { return 0; } +static int VCALLCONV nop_pp_i(void *this, void *p1, void *p2) { return 0; } +static int VCALLCONV nop_5pi_i(void *this, void *p1, void *p2, void *p3, + void *p4, void *p5, int i) { return 0; } +static void VCALLCONV nop_ipipp_v(void *this, int i1, void *p1, int i2, + void *p2, void *p3) {} + +// more source spaghetti wow! +static void VCALLCONV SetCommandClient(void *this, int i) { con_cmdclient = i; } + +// this is where we start dynamically adding virtual functions, see vtable[] +// array below +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_autojump = false, has_demorec = false, + has_demorec_custom = false, has_nosleep = false; +#ifdef _WIN32 +static bool has_rinput = false; +#endif + +// since this is static/global, it only becomes false again when the plugin SO +// is unloaded/reloaded +static bool already_loaded = false; +static bool skip_unload = false; + +#define RGBA(r, g, b, a) (&(struct con_colour){(r), (g), (b), (a)}) + static bool do_load(ifacefactory enginef, ifacefactory serverf) { factory_engine = enginef; factory_server = serverf; if (!con_init(enginef, ifacever)) return false; @@ -283,6 +256,10 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) { con_warn("sst: warning: couldn't get input system's CreateInterface\n"); } + // detect p1 for the benefit of specific features + if (!GAMETYPE_MATCHES(Portal2) && con_findcmd("upgrade_portalgun")) { + _gametype_tag |= _gametype_tag_Portal1; + } gamedata_init(); has_autojump = autojump_init(); has_demorec = demorec_init(); @@ -314,6 +291,34 @@ e: con_colourmsg(RGBA(64, 255, 64, 255), return true; } +// XXX: not sure if all this stuff should, like, go somewhere? + +struct CUtlMemory { + void *mem; + int alloccnt, growsz; +}; +struct CUtlVector { + struct CUtlMemory m; + int sz; + void *mem_again_for_some_reason; +}; + +struct CServerPlugin /* : IServerPluginHelpers */ { + void **vtable; + struct CUtlVector plugins; + /*IPluginHelpersCheck*/ void *pluginhlpchk; +}; + +struct CPlugin { + char description[128]; + bool paused; + void *theplugin; // our own "this" pointer (or whichever other plugin it is) + int ifacever; + // should be the plugin library, but in old Source branches it's just null, + // because CServerPlugin::Load() erroneously shadows this field with a local + void *module; +}; + static void do_unload(void) { struct CServerPlugin *pluginhandler = factory_engine("ISERVERPLUGINHELPERS001", 0); @@ -324,9 +329,10 @@ static void do_unload(void) { if ((*pp)->theplugin == (void *)&plugin_obj) { // see comment in CPlugin above. setting this to the real handle // right before the engine tries to unload us allows it to - // actually unload us instead of just doing nothing. - // in newer branches that don't have this bug, this is still - // correct anyway so no need to bother checking. + // actually do so. in newer branches this is redundant but + // doesn't do any harm so it's just unconditional. + // NOTE: old engines ALSO just leak the handle and never call + // Unload() if Load() fails; can't really do anything about that (*pp)->module = ownhandle(); break; } @@ -365,10 +371,7 @@ static bool VCALLCONV Load(void *this, ifacefactory enginef, static void VCALLCONV Unload(void *this) { // the game tries to unload on a failed load, for some reason - if (skip_unload) { - skip_unload = false; - return; - } + if (skip_unload) { skip_unload = false; return; } do_unload(); } @@ -383,10 +386,6 @@ static const char *VCALLCONV GetPluginDescription(void *this) { return LONGNAME " v" VERSION; } -DEF_CCMD_HERE(sst_printversion, "Display plugin version information", 0) { - con_msg("v" VERSION "\n"); -} - #define MAX_VTABLE_FUNCS 21 static const void *vtable[MAX_VTABLE_FUNCS] = { // start off with the members which (thankfully...) are totally stable |