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/*
* Copyright © 2022 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 <stdbool.h>
#include <string.h>
#ifdef _WIN32
#include <shlwapi.h>
#endif
#include "autojump.h"
#include "con_.h"
#include "demorec.h"
#include "engineapi.h"
#include "ent.h"
#include "fov.h"
#include "fixes.h"
#include "gameinfo.h"
#include "gametype.h"
#include "hook.h"
#include "l4dwarp.h"
#include "nosleep.h"
#include "os.h"
#include "rinput.h"
#include "vcall.h"
#include "version.h"
#ifdef _WIN32
#define fS "S"
#else
#define fS "s"
#endif
static int ifacever;
#ifdef __linux__
// we need to keep this reference to dlclose() it later - see below
static void *clientlib = 0;
#endif
#ifdef _WIN32
extern long __ImageBase; // this is actually the PE header struct but don't care
#define ownhandle() ((void *)&__ImageBase)
#else
// sigh, _GNU_SOURCE crap. define here instead >:(
typedef struct {
const char *dli_fname;
void *dli_fbase;
const char *dli_sname;
void *dli_saddr;
} Dl_info;
int dladdr1(const void *addr, Dl_info *info, void **extra_info, int flags);
static inline void *ownhandle(void) {
Dl_info dontcare;
void *dl;
dladdr1((void *)&ownhandle, &dontcare, &dl, /*RTLD_DL_LINKMAP*/ 2);
return dl;
}
#endif
#define VDFBASENAME "SourceSpeedrunTools"
DEF_CCMD_HERE(sst_autoload_enable, "Register SST to load on game startup", 0) {
// note: gamedir doesn't account for if the dll is in a base mod's
// directory, although it will yield a valid/working relative path anyway.
const os_char *searchdir = ifacever == 3 ?
gameinfo_gamedir : gameinfo_bindir;
os_char path[PATH_MAX];
if (!os_dlfile(ownhandle(), path, sizeof(path) / sizeof(*path))) {
// hopefully by this point this won't happen, but, like, never know
con_warn("error: failed to get path to plugin\n");
return;
}
os_char relpath[PATH_MAX];
#ifdef _WIN32
if (!PathRelativePathToW(relpath, searchdir, FILE_ATTRIBUTE_DIRECTORY,
path, 0)) {
con_warn("error: couldn't compute a relative path for some reason\n");
return;
}
// arbitrary aesthetic judgement
for (os_char *p = relpath; *p; ++p) if (*p == L'\\') *p = L'/';
#else
#error TODO(linux): implement this, it's late right now and I can't be bothered
#endif
int len = os_strlen(gameinfo_gamedir);
if (len + sizeof("/addons/" VDFBASENAME ".vdf") >
sizeof(path) / sizeof(*path)) {
con_warn("error: path to VDF is too long\n");
return;
}
memcpy(path, gameinfo_gamedir, len * sizeof(*gameinfo_gamedir));
memcpy(path + len, OS_LIT("/addons"), 8 * sizeof(os_char));
if (os_mkdir(path) == -1 && errno != EEXIST) {
con_warn("error: couldn't create %" fS ": %s\n", path, strerror(errno));
return;
}
memcpy(path + len + sizeof("/addons") - 1,
OS_LIT("/") OS_LIT(VDFBASENAME) OS_LIT(".vdf"),
sizeof("/" VDFBASENAME ".vdf") * sizeof(os_char));
FILE *f = os_fopen(path, OS_LIT("wb"));
if (!f) {
con_warn("error: couldn't open %" fS ": %s", path, strerror(errno));
return;
}
// XXX: oh, crap, we're clobbering unicode again. welp, let's hope the
// theory that the engine is just as bad if not worse is true so that it
// doesn't matter.
if (fprintf(f, "Plugin { file \"%" fS "\" }\n", relpath) < 0 ||
fflush(f) == -1) {
con_warn("error: couldn't write to %" fS ": %s", path, strerror(errno));
}
fclose(f);
}
DEF_CCMD_HERE(sst_autoload_disable, "Stop loading SST on game startup", 0) {
os_char path[PATH_MAX];
int len = os_strlen(gameinfo_gamedir);
if (len + sizeof("/addons/" VDFBASENAME ".vdf") >
sizeof(path) / sizeof(*path)) {
con_warn("error: path to VDF is too long\n");
return;
}
memcpy(path, gameinfo_gamedir, len * sizeof(*gameinfo_gamedir));
memcpy(path + len, OS_LIT("/addons/") OS_LIT(VDFBASENAME) OS_LIT(".vdf"),
sizeof("/addons/" VDFBASENAME ".vdf") * sizeof(os_char));
if (os_unlink(path) == -1 && errno != ENOENT) {
con_warn("warning: couldn't delete %" fS ":%s\n", path, strerror(errno));
}
}
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_fov = false,
has_nosleep = 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)})
static void do_featureinit(void) {
has_autojump = autojump_init();
has_demorec = demorec_init();
// not enabling demorec_custom yet - kind of incomplete and currently unused
//if (has_demorec) demorec_custom_init();
bool has_ent = ent_init();
has_fov = fov_init(has_ent);
if (has_ent) l4dwarp_init();
has_nosleep = nosleep_init();
#ifdef _WIN32
has_rinput = rinput_init();
#endif
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);
}
static void *vgui;
typedef void (*VCALLCONV VGuiConnect_func)(void);
static VGuiConnect_func orig_VGuiConnect;
static void VCALLCONV hook_VGuiConnect(void) {
orig_VGuiConnect();
do_featureinit();
unhook_vtable(*(void ***)vgui, vtidx_VGuiConnect, (void *)orig_VGuiConnect);
}
// --- Magical deferred load order hack nonsense! ---
// The engine loads VDF plugins basically right after server.dll, but long
// before most other stuff, which makes hooking certain other stuff a pain. We
// still want to be able to load via VDF as it's the only reasonable way to get
// in before config.cfg, which is needed for any kind of configuration to work
// correctly.
//
// So here, we hook CEngineVGui::Connect() which is pretty much the last thing
// that gets called on init, and defer feature init till afterwards. That allows
// us to touch pretty much any engine stuff without worrying about load order
// nonsense.
//
// In do_load() below, we check to see whether we're loading early by checking
// whether gameui.dll is loaded yet; this is one of several possible arbitrary
// checks. If it's loaded already, we assume we're getting loaded late via the
// console and just init everything immediately.
//
// Route credit to Bill for helping figure a lot of this out - mike
static void deferinit(void) {
vgui = factory_engine("VEngineVGui001", 0);
if (!vgui) {
con_warn("sst: warning: couldn't get VEngineVGui for deferred "
"feature setup\n");
goto e;
}
if (!os_mprot(*(void ***)vgui + vtidx_VGuiConnect, sizeof(void *),
PAGE_READWRITE)) {
con_warn("sst: warning: couldn't unprotect CEngineVGui vtable for "
"deferred feature setup\n");
goto e;
}
orig_VGuiConnect = (VGuiConnect_func)hook_vtable(*(void ***)vgui,
vtidx_VGuiConnect, (void *)&hook_VGuiConnect);
return;
e: con_warn("!!! SOME FEATURES MAY BE BROKEN !!!\n");
// I think this is the lesser of two evils! Unlikely to happen anyway.
do_featureinit();
}
static bool do_load(ifacefactory enginef, ifacefactory serverf) {
factory_engine = enginef; factory_server = serverf;
if (!engineapi_init(ifacever)) return false;
const void **p = vtable_firstdiff;
if (GAMETYPE_MATCHES(Portal2)) *p++ = (void *)&nop_p_v; // ClientFullyConnect
*p++ = (void *)&nop_p_v; // ClientDisconnect
*p++ = (void *)&nop_pp_v; // ClientPutInServer
*p++ = (void *)&SetCommandClient; // SetCommandClient
*p++ = (void *)&nop_p_v; // ClientSettingsChanged
*p++ = (void *)&nop_5pi_i; // ClientConnect
*p++ = ifacever > 1 ? (void *)&nop_pp_i : (void *)&nop_p_i; // ClientCommand
// remaining stuff here is backwards compatible, so added unconditionally
*p++ = (void *)&nop_pp_i; // NetworkIDValidated
*p++ = (void *)&nop_ipipp_v; // OnQueryCvarValueFinished (002+)
*p++ = (void *)&nop_p_v; // OnEdictAllocated
*p = (void *)&nop_p_v; // OnEdictFreed
#ifdef _WIN32
void *clientlib = GetModuleHandleW(gameinfo_clientlib);
#else
// Apparently on Linux, the client library isn't actually loaded yet here,
// so RTLD_NOLOAD won't actually find it. We have to just dlopen it
// normally - and then remember to decrement the refcount again later in
// do_unload() so nothing gets leaked!
clientlib = dlopen(gameinfo_clientlib, RTLD_NOW);
#endif
if (!clientlib) {
con_warn("sst: warning: couldn't get the game's client library\n");
}
else if (!(factory_client = (ifacefactory)os_dlsym(clientlib,
"CreateInterface"))) {
con_warn("sst: warning: couldn't get client's CreateInterface\n");
}
#ifdef _WIN32
void *inputsystemlib = GetModuleHandleW(L"inputsystem.dll");
#else
// TODO(linux): assuming the above doesn't apply to this; check if it does!
// ... actually, there's a good chance this assumption is now wrong!
void *inputsystemlib = dlopen("bin/libinputsystem.so",
RTLD_NOW | RLTD_NOLOAD);
if (inputsystemlib) dlclose(inputsystemlib); // blegh
#endif
if (!inputsystemlib) {
con_warn("sst: warning: couldn't get the input system library\n");
}
else if (!(factory_inputsystem = (ifacefactory)os_dlsym(inputsystemlib,
"CreateInterface"))) {
con_warn("sst: warning: couldn't get input system's CreateInterface\n");
}
// NOTE: this is technically redundant for early versions but I CBA writing
// a version check; it's easier to just do this unilaterally.
if (GAMETYPE_MATCHES(L4D2x)) {
void *kvs = KeyValuesSystem();
kvsvt = *(void ***)kvs;
if (!os_mprot(kvsvt + 4, sizeof(void *), PAGE_READWRITE)) {
con_warn("sst: warning: couldn't unprotect KeyValuesSystem "
"vtable; won't be able to prevent nag message\n");
}
else {
orig_GetStringForSymbol = (GetStringForSymbol_func)hook_vtable(
kvsvt, 4, (void *)GetStringForSymbol_hook);
}
}
#ifdef _WIN32
bool isvdf = !GetModuleHandleW(L"gameui.dll");
#else
void *gameuilib = dlopen("bin/libgameui.so", RTLD_NOW | RLTD_NOLOAD);
bool isvdf = !gameuilib;
if (gameuilib) dlclose(gameuilib);
#endif
if (isvdf) deferinit(); else do_featureinit();
return true;
}
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) {
#ifdef _WIN32 // this is only relevant in builds that predate linux support
struct CServerPlugin *pluginhandler =
factory_engine("ISERVERPLUGINHELPERS001", 0);
if (pluginhandler) { // if not, oh well too bad we tried :^)
struct CPlugin **plugins = pluginhandler->plugins.m.mem;
int n = pluginhandler->plugins.sz;
for (struct CPlugin **pp = plugins; pp - plugins < n; ++pp) {
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 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;
}
}
}
#endif
if (has_autojump) autojump_end();
if (has_demorec) demorec_end();
if (has_fov) fov_end(); // dep on ent
if (has_nosleep) nosleep_end();
#ifdef _WIN32
if (has_rinput) rinput_end();
#endif
#ifdef __linux__
if (clientlib) dlclose(clientlib);
#endif
con_disconnect();
if (orig_GetStringForSymbol) {
unhook_vtable(kvsvt, 4, (void *)orig_GetStringForSymbol);
}
}
static bool VCALLCONV Load(void *this, ifacefactory enginef,
ifacefactory serverf) {
if (already_loaded) {
con_warn("Already loaded! Doing nothing!\n");
skip_unload = true;
return false;
}
already_loaded = do_load(enginef, serverf);
skip_unload = !already_loaded;
return already_loaded;
}
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; }
do_unload();
}
static void VCALLCONV Pause(void *this) {
con_warn(NAME " doesn't support plugin_pause - ignoring\n");
}
static void VCALLCONV UnPause(void *this) {
con_warn(NAME " doesn't support plugin_unpause - ignoring\n");
}
static const char *VCALLCONV GetPluginDescription(void *this) {
return LONGNAME " v" VERSION;
}
DECL_VFUNC_DYN(void, ServerCommand, const char *)
// XXX: quick hack requested by Portal people for some timeboxed IL grind
// challenge they want to do. I think this is a terribly sad way to do this but
// at the same time it's easy and low-impact so put it in as hidden for now
// until we come up with something better later.
DEF_CVAR(_sst_onload_echo, "EXPERIMENTAL! Don't rely on this existing!", "",
CON_HIDDEN)
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
if (has_fov) fov_onload();
// continuing dumb portal hack. didn't even seem worth adding a feature for
if (has_vtidx_ServerCommand && con_getvarstr(_sst_onload_echo)[0]) {
char *s = malloc(8 + _sst_onload_echo->strlen); // dumb lol
if (s) { // if not, game probably exploded already
memcpy(s, "echo \"", 6);
// note: assume there's no quotes in the variable, because there
// should be no way to do this at least via console
memcpy(s + 6, con_getvarstr(_sst_onload_echo),
_sst_onload_echo->strlen);
memcpy(s + 6 + _sst_onload_echo->strlen - 1, "\"\n", 3);
VCALL(engserver, ServerCommand, s);
free(s);
}
}
}
#define MAX_VTABLE_FUNCS 21
static const void *vtable[MAX_VTABLE_FUNCS] = {
// start off with the members which (thankfully...) are totally stable
// between interface versions - the *remaining* members get filled in just
// in time by do_load() once we've figured out what engine branch we're on
(void *)&Load,
(void *)&Unload,
(void *)&Pause,
(void *)&UnPause,
(void *)&GetPluginDescription,
(void *)&nop_p_v, // LevelInit
(void *)&nop_pii_v, // ServerActivate
(void *)&nop_b_v, // GameFrame
(void *)&nop_v_v, // LevelShutdown
(void *)&ClientActive
// At this point, Alien Swarm and Portal 2 add ClientFullyConnect, so we
// can't hardcode any more of the layout!
};
// end MUST point AFTER the last of the above entries
static const void **vtable_firstdiff = vtable + 10;
// this is equivalent to a class with no members!
static const void *const *const plugin_obj = vtable;
EXPORT const void *CreateInterface(const char *name, int *ret) {
if (!strncmp(name, "ISERVERPLUGINCALLBACKS00", 24)) {
if ((name[24] >= '1' || name[24] <= '3') && name[25] == '\0') {
if (ret) *ret = 0;
ifacever = name[24] - '0';
return &plugin_obj;
}
}
if (ret) *ret = 1;
return 0;
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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