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/*
* Copyright © 2024 Michael Smith <mikesmiffy128@gmail.com>
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#include <string.h>
#include "engineapi.h"
#include "errmsg.h"
#include "feature.h"
#include "gamedata.h"
#include "gametype.h"
#include "kvsys.h"
#include "langext.h"
#include "mem.h"
#include "os.h"
#include "vcall.h"
FEATURE()
REQUIRE(kvsys)
REQUIRE_GAMEDATA(vtidx_GetMatchNetworkMsgController)
REQUIRE_GAMEDATA(vtidx_GetActiveGameServerDetails)
DECL_VFUNC_DYN(void *, GetMatchNetworkMsgController)
DECL_VFUNC_DYN(struct KeyValues *, GetActiveGameServerDetails,
struct KeyValues *)
// Old L4D1 uses a heavily modified version of the CMatchmaking in Source 2007.
// None of it is publicly documented or well-understood but I was able to figure
// out that this random function does something *close enough* to what we want.
struct contextval {
const char *name;
int _unknown[8];
const char *val;
/* other stuff unknown */
};
DECL_VFUNC(struct contextval *, unknown_contextlookup, 67, const char *)
static void *matchfwk;
static union { // space saving
struct { int sym_game, sym_campaign; }; // "game/campaign" KV lookup
void *oldmmiface; // old L4D1 interface
} U;
#define oldmmiface U.oldmmiface
#define sym_game U.sym_game
#define sym_campaign U.sym_campaign
static int sym_chapter;
static char campaignbuf[32];
const char *l4dmm_curcampaign(void) {
#ifdef _WIN32
if (!matchfwk) { // we must have oldmmiface, then
struct contextval *ctxt = unknown_contextlookup(oldmmiface,
"CONTEXT_L4D_CAMPAIGN");
if_cold (!ctxt) return 0;
// HACK: since this context symbol stuff was the best that was found for
// this old MM interface, just map things back to their names manually.
// bit stupid, but it gets the (rather difficult) job done
if (strncmp(ctxt->val, "CONTEXT_L4D_CAMPAIGN_", 21)) return 0;
if (!strcmp(ctxt->val + 21, "APARTMENTS")) return "Hospital";
if (!strcmp(ctxt->val + 21, "CAVES")) return "SmallTown";
if (!strcmp(ctxt->val + 21, "GREENHOUSE")) return "Airport";
if (!strcmp(ctxt->val + 21, "HILLTOP")) return "Farm";
return 0;
}
#endif
void *ctrlr = GetMatchNetworkMsgController(matchfwk);
struct KeyValues *kv = GetActiveGameServerDetails(ctrlr, 0);
if_cold (!kv) return 0; // not in server, probably
const char *ret = 0;
struct KeyValues *subkey = kvsys_getsubkey(kv, sym_game);
if_hot (subkey) subkey = kvsys_getsubkey(subkey, sym_campaign);
if_hot (subkey) ret = kvsys_getstrval(subkey);
if_hot (ret) {
// ugh, we have to free all the memory allocated by the engine, so copy
// this glorified global state to a buffer so the caller doesn't have to
// deal with freeing. this necessitates a length cap but it's hopefully
// reasonable...
usize len = strlen(ret);
if_cold (len > sizeof(campaignbuf) - 1) ret = 0;
else ret = memcpy(campaignbuf, ret, len + 1);
}
kvsys_free(kv);
return ret;
}
bool l4dmm_firstmap(void) {
#ifdef _WIN32
if (!matchfwk) { // we must have oldmmiface, then
struct contextval *ctxt = unknown_contextlookup(oldmmiface,
"CONTEXT_L4D_LEVEL");
if (!ctxt) return 0;
if (strncmp(ctxt->val, "CONTEXT_L4D_LEVEL_", 18)) return false;
return !strcmp(ctxt->val + 18, "APARTMENTS") ||
!strcmp(ctxt->val + 18, "CAVES") ||
!strcmp(ctxt->val + 18, "GREENHOUSE") ||
!strcmp(ctxt->val + 18, "HILLTOP");
}
#endif
void *ctrlr = GetMatchNetworkMsgController(matchfwk);
struct KeyValues *kv = GetActiveGameServerDetails(ctrlr, 0);
if (!kv) return false;
int chapter = 0;
struct KeyValues *subkey = kvsys_getsubkey(kv, sym_game);
if_hot (subkey) subkey = kvsys_getsubkey(subkey, sym_chapter);
if_hot (subkey) chapter = subkey->ival;
kvsys_free(kv);
return chapter == 1;
}
INIT {
void *mmlib = os_dlhandle(OS_LIT("matchmaking") OS_LIT(OS_DLSUFFIX));
if (mmlib) {
ifacefactory factory = (ifacefactory)os_dlsym(mmlib, "CreateInterface");
if_cold (!factory) {
errmsg_errordl("couldn't get matchmaking interface factory");
return false;
}
matchfwk = factory("MATCHFRAMEWORK_001", 0);
if_cold (!matchfwk) {
errmsg_errorx("couldn't get IMatchFramework interface");
return false;
}
sym_game = kvsys_strtosym("game");
sym_campaign = kvsys_strtosym("campaign");
sym_chapter = kvsys_strtosym("chapter");
}
#ifdef _WIN32 // L4D1 has no Linux build, btw!
else {
oldmmiface = factory_engine("VENGINE_MATCHMAKING_VERSION001", 0);
if_cold (!oldmmiface) {
errmsg_errorx("couldn't get IMatchmaking interface");
return false;
}
#endif
}
return true;
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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