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/*
* Copyright © 2023 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>
#ifdef _WIN32
#include <shlwapi.h>
#endif
#include "con_.h"
#include "engineapi.h"
#include "errmsg.h"
#include "event.h"
#include "fixes.h"
#include "gamedata.h"
#include "gameinfo.h"
#include "gametype.h"
#include "hook.h"
#include "os.h"
#include "vcall.h"
#include "version.h"
#ifdef _WIN32
#define fS "S"
#else
#define fS "s"
#endif
static int ifacever;
// XXX: exposing this clumsily to portalcolours. we should have a better way of
// exposing lib handles in general, probably.
void *clientlib = 0;
bool sst_earlyloaded = false; // see deferinit() below
#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"
#ifdef _WIN32
// not a proper check, just a short-circuit check to avoid doing more work.
static inline bool checksamedrive(const ushort *restrict path1,
const ushort *restrict path2) {
bool ret = (path1[0] | 32) == (path2[0] | 32);
if (!ret) errmsg_errorx("game and plugin must be on the same drive\n");
return ret;
}
#endif
DEF_CCMD_HERE(sst_autoload_enable, "Register SST to load on game startup", 0) {
os_char path[PATH_MAX];
if (os_dlfile(ownhandle(), path, sizeof(path) / sizeof(*path)) == -1) {
// hopefully by this point this won't happen, but, like, never know
errmsg_errordl("failed to get path to plugin");
return;
}
os_char _startdir[PATH_MAX];
const os_char *startdir;
if (ifacever == 2) {
startdir = _startdir;
os_getcwd(_startdir, PATH_MAX); // if this fails, OS devs are all fired.
#ifdef _WIN32
// note: strictly speaking we *could* allow this with an absolute path
// since old builds allow absolute plugin_load paths but since it's less
// reliable if e.g. a disk is removed, and also doesn't work for all
// games, just rule it out entirely to keep things simple.
if (!checksamedrive(path, startdir)) return;
#endif
int len = os_strlen(startdir);
if (len + sizeof("/bin") >= PATH_MAX) {
errmsg_errorx("path to game is too long");
return;
}
memcpy(_startdir + len, OS_LIT("/bin"), 5 * sizeof(os_char));
}
else /* ifacever == 3 */ {
// newer games load from the mod dir instead of engine bin, and search
// in inherited search paths too, although we don't bother with those as
// the actual VDF is only read from the mod itself so it's always enough
// to make the path relative to that (and that makes the actual plugin
// search fast too as it should find it in the first place it looks).
// we *still* refuse to autoload across different drives even if some
// obscure gameinfo.txt arrangement could technically allow that to work
startdir = gameinfo_gamedir;
#ifdef _WIN32
if (!checksamedrive(path, startdir)) return;
#endif
}
os_char relpath[PATH_MAX];
#ifdef _WIN32
// note: dll isn't actually in gamedir if it's in a base mod directory
// 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.
if (!PathRelativePathToW(relpath, startdir, FILE_ATTRIBUTE_DIRECTORY,
path, 0)) {
errmsg_errorsys("couldn't compute a relative path");
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)) {
errmsg_errorx("path to VDF is too long");
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) {
errmsg_errorstd("couldn't create %" fS, path);
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) {
errmsg_errorstd("couldn't open %" fS, path);
return;
}
// XXX: oh crap, we're clobbering unicode again. welp, let's continue
// relying on the theory that the engine would fail to deal with it anyway.
if (fprintf(f, "Plugin { file \"%" fS "\" }\n", relpath) < 0 ||
fflush(f) == -1) {
errmsg_errorstd("couldn't write to %" fS, path);
}
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)) {
errmsg_errorx("path to VDF is too long");
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) {
errmsg_warnstd("couldn't delete %" fS, path);
}
}
DEF_CCMD_HERE(sst_printversion, "Display plugin version information", 0) {
con_msg("v" VERSION "\n");
}
// most plugin callbacks are unused - define dummy functions for each signature
static void VCALLCONV nop_v_v(void *this) {}
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;
static bool already_loaded = false, skip_unload = false;
// auto-update message. see below in do_featureinit()
static const char *updatenotes = "\
* Cleaned up even more code, because it's hard to be perfect all the time\n\
";
#include <featureinit.gen.h> // generated by build/codegen.c
static void do_featureinit(void) {
// load libs that might not be there early (...at least on Linux???)
clientlib = os_dlhandle(OS_LIT("client") OS_LIT(OS_DLSUFFIX));
if (!clientlib) {
errmsg_warndl("couldn't get the game's client library");
}
else if (!(factory_client = (ifacefactory)os_dlsym(clientlib,
"CreateInterface"))) {
errmsg_warndl("couldn't get client's CreateInterface");
}
void *inputsystemlib = os_dlhandle(OS_LIT("bin/") OS_LIT(OS_DLPREFIX)
OS_LIT("inputsystem") OS_LIT(OS_DLSUFFIX));
if (!inputsystemlib) {
errmsg_warndl("couldn't get the input system library");
}
else if (!(factory_inputsystem = (ifacefactory)os_dlsym(inputsystemlib,
"CreateInterface"))) {
errmsg_warndl("couldn't get input system's CreateInterface");
}
inputsystem = factory_inputsystem("InputSystemVersion001", 0);
if (!inputsystem) errmsg_warnx("missing input system interface");
// ... and now for the real magic!
initfeatures();
// 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")) {
// avoid displaying again if we're unloaded and reloaded in one session
#ifdef _WIN32
SetEnvironmentVariableA("SST_UPDATED", 0);
#else
unsetenv("SST_UPDATED");
#endif
struct rgba gold = {255, 210, 0, 255};
struct rgba white = {255, 255, 255, 255};
con_colourmsg(&white, "\n" NAME " was just ");
con_colourmsg(&gold, "UPDATED");
con_colourmsg(&white, " to version ");
con_colourmsg(&gold, "%s", VERSION);
con_colourmsg(&white, "!\n\nNew in this version:\n%s\n", updatenotes);
}
}
typedef void (*VCALLCONV VGuiConnect_func)(void *this);
static VGuiConnect_func orig_VGuiConnect;
static void VCALLCONV hook_VGuiConnect(void *this) {
orig_VGuiConnect(this);
do_featureinit();
fixes_apply();
unhook_vtable(*(void ***)vgui, vtidx_VGuiConnect, (void *)orig_VGuiConnect);
}
DECL_VFUNC_DYN(bool, VGuiIsInitialized)
// --- Magical deferred load order hack nonsense! ---
// VDF plugins load right after server.dll, but long before most other stuff. We
// want to be able to load via VDF so archived cvars in config.cfg can get set,
// but don't want to be so early that most of the game's interfaces haven't been
// brought up yet. Hook CEngineVGui::Connect(), which is called very late in
// startup, in order to init the features properly.
//
// Route credit to bill for helping figure a lot of this out - mike
static bool deferinit(void) {
if (!vgui) {
errmsg_warnx("can't use VEngineVGui for deferred feature setup");
goto e;
}
// Arbitrary check to infer whether we've been early- or late-loaded.
// We used to just see whether gameui.dll/libgameui.so was loaded, but
// Portal 2 does away with the separate gameui library, so now we just call
// CEngineVGui::IsInitialized() which works everywhere.
if (VGuiIsInitialized(vgui)) return false;
sst_earlyloaded = true; // let other code know
if (!os_mprot(*(void ***)vgui + vtidx_VGuiConnect, sizeof(void *),
PAGE_READWRITE)) {
errmsg_warnsys("couldn't make CEngineVGui vtable writable for deferred "
"feature setup");
goto e;
}
orig_VGuiConnect = (VGuiConnect_func)hook_vtable(*(void ***)vgui,
vtidx_VGuiConnect, (void *)&hook_VGuiConnect);
return true;
e: con_warn("!!! SOME FEATURES MAY BE BROKEN !!!\n");
// Lesser of two evils: just init features now. Unlikely to happen anyway.
return false;
}
static bool do_load(ifacefactory enginef, ifacefactory serverf) {
if (!hook_init()) {
errmsg_warnsys("couldn't set up memory for function hooking");
return false;
}
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
if (!deferinit()) { do_featureinit(); fixes_apply(); }
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
endfeatures();
#ifdef __linux__
if (clientlib) dlclose(clientlib);
#endif
con_disconnect();
}
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 *)
DEF_EVENT(ClientActive, struct edict */*player*/)
DEF_EVENT(Tick, bool /*simulating*/)
// 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_Tick(simulating);
}
static void VCALLCONV ClientActive(void *this, struct edict *player) {
EMIT_ClientActive(player);
}
#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 *)&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;
}
// no better place to put this lol
#include <evglue.gen.h> // generated by src/build/codegen.c
// vi: sw=4 ts=4 noet tw=80 cc=80
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