// vi: set ts=4 sw=4 : // vim: set tw=75 : // metamod.cpp - (main) implementation of metamod operations /* * Copyright (c) 2001-2004 Will Day * * This file is part of Metamod. * * Metamod is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * Metamod is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Metamod; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game g_engine ("HL * g_engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL g_engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #include "precompiled.h" cvar_t meta_version = {"metamod_version", VVERSION, FCVAR_SERVER , 0, NULL}; MConfig static_config; MConfig* g_config = &static_config; option_t global_options[] = { {"debuglevel", CF_INT, &g_config->debuglevel, "0"}, {"gamedll", CF_PATH, &g_config->gamedll, NULL}, {"plugins_file", CF_PATH, &g_config->plugins_file, PLUGINS_INI}, {"exec_cfg", CF_STR, &g_config->exec_cfg, EXEC_CFG}, // list terminator {NULL, CF_NONE, NULL, NULL} }; gamedll_t GameDLL; meta_globals_t PublicMetaGlobals; meta_globals_t PrivateMetaGlobals; meta_enginefuncs_t g_plugin_engfuncs; MPluginList* g_plugins; MRegCmdList* g_regCmds; MRegCvarList* g_regCvars; MRegMsgList* g_regMsgs; MPlayerList g_Players; unsigned int CALL_API_count = 0; int requestid_counter = 0; #ifdef UNFINISHED MHookList *Hooks; #endif /* UNFINISHED */ // Very first metamod function that's run. // Do startup operations... void metamod_startup(void) { const char* mmfile = NULL; const char* cfile = NULL; const char* cp; META_CONS(" "); META_CONS(" %s version %s Copyright (c) 2001-%s %s", VNAME, VVERSION, COPYRIGHT_YEAR, VAUTHOR); META_CONS(" %s comes with ABSOLUTELY NO WARRANTY; for details type `meta gpl'.", VNAME); META_CONS(" This is free software, and you are welcome to redistribute it"); META_CONS(" under certain conditions; type `meta gpl' for details."); META_CONS(" "); META_LOG("%s v%s %s", VNAME, VVERSION, VDATE); META_LOG("by %s", VAUTHOR); META_LOG(" %s", VURL); META_LOG("compiled: %s %s (%s)", COMPILE_TIME, COMPILE_TZONE, OPT_TYPE); // If running with "+developer", allow an opportunity to break in with // a debugger. if ((int) CVAR_GET_FLOAT("developer") != 0) { //sleep(10); // TODO: WAT?????? } // specify our new() handler mm_set_new_handler(); // Get gamedir, very early on, because it seems we need it all over the // place here at the start. if (!meta_init_gamedll()) { META_ERROR("Failure to init game DLL; exiting..."); do_exit(1); } // Register various console commands and cvars. // Can I do these here, rather than waiting for GameDLLInit() ? // Looks like it works okay.. meta_register_cmdcvar(); // Set a slight debug level for developer mode, if debug level not // already set. if ((int) CVAR_GET_FLOAT("developer") != 0 && meta_debug.value == 0) CVAR_SET_FLOAT("meta_debug", 3.0); // Init default values g_config->init(global_options); // Find config file cfile = CONFIG_INI; if ((cp = LOCALINFO("mm_configfile")) && *cp != '\0') { META_LOG("Configfile specified via localinfo: %s", cp); if (valid_gamedir_file(cp)) cfile = cp; else META_ERROR("Empty/missing config.ini file: %s; falling back to %s", cp, cfile); } // Load config file if (valid_gamedir_file(cfile)) g_config->load(cfile); else META_DEBUG(2, ("No config.ini file found: %s", CONFIG_INI)); // Now, override config options with localinfo commandline options. if ((cp = LOCALINFO("mm_debug")) && *cp != '\0') { META_LOG("Debuglevel specified via localinfo: %s", cp); g_config->set("debuglevel", cp); } if ((cp = LOCALINFO("mm_gamedll")) && *cp != '\0') { META_LOG("Gamedll specified via localinfo: %s", cp); g_config->set("gamedll", cp); } if ((cp = LOCALINFO("mm_pluginsfile")) && *cp != '\0') { META_LOG("Pluginsfile specified via localinfo: %s", cp); g_config->set("plugins_file", cp); } if ((cp = LOCALINFO("mm_execcfg")) && *cp != '\0') { META_LOG("Execcfg specified via localinfo: %s", cp); g_config->set("exec_cfg", cp); } // Check for an initial debug level, since cfg files don't get exec'd // until later. if (g_config->debuglevel != 0) CVAR_SET_FLOAT("meta_debug", g_config->debuglevel); // Prepare for registered commands from plugins. g_regCmds = new MRegCmdList(); g_regCvars = new MRegCvarList(); // Prepare for registered user messages from gamedll. g_regMsgs = new MRegMsgList(); // Copy, and store pointer in g_engine struct. Yes, we could just store // the actual engine_t struct in g_engine, but then it wouldn't be a // pointer to match the other g_engfuncs. g_plugin_engfuncs.set_from(g_engine.funcs); g_engine.pl_funcs = &g_plugin_engfuncs; // substitute our special versions of various commands g_engine.pl_funcs->pfnAddServerCommand = meta_AddServerCommand; g_engine.pl_funcs->pfnCVarRegister = meta_CVarRegister; g_engine.pl_funcs->pfnCvar_RegisterVariable = meta_CVarRegister; g_engine.pl_funcs->pfnRegUserMsg = meta_RegUserMsg; if (g_engine.pl_funcs->pfnQueryClientCvarValue) g_engine.pl_funcs->pfnQueryClientCvarValue = meta_QueryClientCvarValue; #ifdef UNFINISHED // Init the list of event/logline hooks. Hooks = new MHookList(); #endif /* UNFINISHED */ // Before, we loaded plugins before loading the game DLL, so that if no // plugins caught engine functions, we could pass engine funcs straight // to game dll, rather than acting as intermediary. (Should perform // better, right?) // // But since a plugin can be loaded at any time, we have to go ahead // and catch the engine funcs regardless. Also, we want to give each // plugin a copy of the gameDLL's api tables, in case they need to call // API functions directly. // // Thus, load gameDLL first, then plugins. // // However, we have to init the g_plugins object first, because if the // gamedll calls engine functions during GiveFnptrsToDll (like hpb_bot // does) then it needs to be non-null so META_ENGINE_HANDLE won't crash. // // However, having replaced valid_file with valid_gamedir_file, we need // to at least initialize the gameDLL to include the gamedir, before // looking for plugins.ini. // // In fact, we need gamedir even earlier, so moved up above. // Fall back to old plugins filename, if configured one isn't found. mmfile = PLUGINS_INI; if (!valid_gamedir_file(PLUGINS_INI) && valid_gamedir_file(OLD_PLUGINS_INI)) mmfile = OLD_PLUGINS_INI; if (valid_gamedir_file(g_config->plugins_file)) mmfile = g_config->plugins_file; else META_ERROR("g_plugins file is empty/missing: %s; falling back to %s", g_config->plugins_file, mmfile); g_plugins = new MPluginList(mmfile); if (!meta_load_gamedll()) { META_ERROR("Failure to load game DLL; exiting..."); do_exit(1); } if (!g_plugins->load()) { META_ERROR("Failure to load plugins..."); // Exit on failure here? Dunno... } #ifdef UNFINISHED // Start up the log parsing thread. startup_logparse_thread(); #endif /* UNFINISHED */ // Allow for commands to metamod plugins at startup. Autoexec.cfg is // read too early, and server.cfg is read too late. // // Only attempt load if the file appears to exist and be non-empty, to // avoid confusing users with "couldn't exec exec.cfg" console // messages. if (valid_gamedir_file(g_config->exec_cfg)) mmfile = g_config->exec_cfg; else if (valid_gamedir_file(OLD_EXEC_CFG)) mmfile = OLD_EXEC_CFG; else mmfile = NULL; if (mmfile) { if (mmfile[0] == '/') META_ERROR("Cannot exec absolute pathnames: %s", mmfile); else { char cmd[NAME_MAX ]; META_LOG("Exec'ing metamod exec.cfg: %s...", mmfile); snprintf(cmd, sizeof(cmd), "exec %s\n", mmfile); SERVER_COMMAND(cmd); } } } // Set initial GameDLL fields (name, gamedir). // meta_errno values: // - ME_NULLRESULT _getcwd failed mBOOL meta_init_gamedll(void) { char gamedir[PATH_MAX ]; char* cp; memset(&GameDLL, 0, sizeof(GameDLL)); GET_GAME_DIR(gamedir); normalize_pathname(gamedir); // // As of 1.1.1.1, the engine routine GET_GAME_DIR no longer returns a // full-pathname, but rather just the path specified as the argument to // "-game". // // However, since we have to work properly under both the new version // as well as previous versions, we have to support both possibilities. // // Note: the code has always assumed the server op wouldn't do: // hlds -game other/firearms // if (is_absolute_path(gamedir)) { // Old style; GET_GAME_DIR returned full pathname. Copy this into // our gamedir, and truncate to get the game name. // (note check for both linux and win32 full pathname.) strncpy(GameDLL.gamedir, gamedir, sizeof GameDLL.gamedir - 1); GameDLL.gamedir[sizeof GameDLL.gamedir - 1] = '\0'; cp = strrchr(gamedir, '/') + 1; strncpy(GameDLL.name, cp, sizeof GameDLL.name - 1); GameDLL.name[sizeof GameDLL.name - 1] = '\0'; } else { // New style; GET_GAME_DIR returned game name. Copy this into our // game name, and prepend the current working directory. char buf[PATH_MAX ]; if (!_getcwd(buf, sizeof(buf))) { META_ERROR("dll: Couldn't get cwd; %s", strerror(errno)); RETURN_ERRNO(mFALSE, ME_NULLRESULT); } snprintf(GameDLL.gamedir, sizeof(GameDLL.gamedir), "%s/%s", buf, gamedir); strncpy(GameDLL.name, gamedir, sizeof GameDLL.name - 1); GameDLL.name[sizeof GameDLL.name - 1] = '\0'; } META_DEBUG(3, ("Game: %s", GameDLL.name)); return (mTRUE); } // Load game DLL. // meta_errno values: // - ME_DLOPEN couldn't dlopen game dll file // - ME_DLMISSING couldn't find required routine in game dll // (GiveFnptrsToDll, GetEntityAPI, GetEntityAPI2) mBOOL meta_load_gamedll(void) { int iface_vers; int found = 0; GIVE_ENGINE_FUNCTIONS_FN pfn_give_engfuncs; GETNEWDLLFUNCTIONS_FN pfn_getapinew; GETENTITYAPI2_FN pfn_getapi2; GETENTITYAPI_FN pfn_getapi; if (!setup_gamedll(&GameDLL)) { META_ERROR("dll: Unrecognized game: %s", GameDLL.name); // meta_errno should be already set in lookup_game() return (mFALSE); } // open the game DLL if (!(GameDLL.handle = DLOPEN(GameDLL.pathname))) { META_ERROR("dll: Couldn't load game DLL %s: %s", GameDLL.pathname, DLERROR()); RETURN_ERRNO(mFALSE, ME_DLOPEN); } // Used to only pass our table of engine funcs if a loaded plugin // wanted to catch one of the functions, but now that plugins are // dynamically loadable at any time, we have to always pass our table, // so that any plugin loaded later can catch what they need to. if ((pfn_give_engfuncs = (GIVE_ENGINE_FUNCTIONS_FN) DLSYM(GameDLL.handle, "GiveFnptrsToDll"))) { pfn_give_engfuncs(&meta_engfuncs, gpGlobals); META_DEBUG(3, ("dll: Game '%s': Called GiveFnptrsToDll", GameDLL.name)); } else { META_ERROR("dll: Couldn't find GiveFnptrsToDll() in game DLL '%s': %s", GameDLL.name, DLERROR()); RETURN_ERRNO(mFALSE, ME_DLMISSING); } // Yes...another macro. #define GET_FUNC_TABLE_FROM_GAME(gamedll, pfnGetFuncs, STR_GetFuncs, struct_field, API_TYPE, TABLE_TYPE, vers_pass, vers_int, vers_want, gotit) \ if((pfnGetFuncs = (API_TYPE) DLSYM(gamedll.handle, STR_GetFuncs))) { \ gamedll.funcs.struct_field = (TABLE_TYPE*) calloc(1, sizeof(TABLE_TYPE)); \ if(!gamedll.funcs.struct_field) {\ META_ERROR("malloc failed for gamedll struct_field: %s", STR_GetFuncs); \ } \ else if(pfnGetFuncs(gamedll.funcs.struct_field, vers_pass)) { \ META_DEBUG(3, ("dll: Game '%s': Found %s", gamedll.name, STR_GetFuncs)); \ gotit=1; \ } \ else { \ META_ERROR("dll: Failure calling %s in game '%s'", STR_GetFuncs, gamedll.name); \ free(gamedll.funcs.struct_field); \ gamedll.funcs.struct_field=NULL; \ if(vers_int != vers_want) { \ META_ERROR("dll: Interface version didn't match; we wanted %d, they had %d", vers_want, vers_int); \ /* reproduce error from engine */ \ META_CONS("=================="); \ META_CONS("Game DLL version mismatch"); \ META_CONS("DLL version is %d, engine version is %d", vers_int, vers_want); \ if(vers_int > vers_want) \ META_CONS("g_engine appears to be outdated, check for updates"); \ else \ META_CONS("The game DLL for %s appears to be outdated, check for updates", GameDLL.name); \ META_CONS("=================="); \ ALERT(at_error, "Exiting...\n"); \ } \ } \ } \ else { \ META_DEBUG(5, ("dll: Game '%s': No %s", gamedll.name, STR_GetFuncs)); \ gamedll.funcs.struct_field=NULL; \ } // Look for API-NEW interface in Game dll. We do this before API2/API, because // that's what the engine appears to do.. iface_vers = NEW_DLL_FUNCTIONS_VERSION; GET_FUNC_TABLE_FROM_GAME(GameDLL, pfn_getapinew, "GetNewDLLFunctions", newapi_table, GETNEWDLLFUNCTIONS_FN, meta_new_dll_functions_t, &iface_vers, iface_vers, NEW_DLL_FUNCTIONS_VERSION, found); // Look for API2 interface in plugin; preferred over API-1. found = 0; iface_vers = INTERFACE_VERSION; GET_FUNC_TABLE_FROM_GAME(GameDLL, pfn_getapi2, "GetEntityAPI2", dllapi_table, GETENTITYAPI2_FN, DLL_FUNCTIONS, &iface_vers, iface_vers, INTERFACE_VERSION, found); // Look for API-1 in plugin, if API2 interface wasn't found. if (!found) { found = 0; GET_FUNC_TABLE_FROM_GAME(GameDLL, pfn_getapi, "GetEntityAPI", dllapi_table, GETENTITYAPI_FN, DLL_FUNCTIONS, INTERFACE_VERSION, INTERFACE_VERSION, INTERFACE_VERSION, found); } // If didn't find either, return failure. if (!found) { META_ERROR("dll: Couldn't find either GetEntityAPI nor GetEntityAPI2 in game DLL '%s'", GameDLL.name); RETURN_ERRNO(mFALSE, ME_DLMISSING); } META_LOG("Game DLL for '%s' loaded successfully", GameDLL.desc); return (mTRUE); }