#include "precompiled.h" cvar_t g_meta_version = { "metamod_version", APP_VERSION_STRD, FCVAR_SERVER, 0, nullptr }; MConfig g_static_config; MConfig *g_config = &g_static_config; option_t g_global_options[] = { { "debuglevel", CF_INT, &g_config->m_debuglevel, "0" }, { "gamedll", CF_PATH, &g_config->m_gamedll, NULL }, { "exec_cfg", CF_STR, &g_config->m_exec_cfg, NULL }, // list terminator { NULL, CF_NONE, NULL, NULL } }; gamedll_t g_GameDLL; meta_globals_t g_metaGlobals; meta_enginefuncs_t g_plugin_engfuncs; MPluginList *g_plugins; MRegCmdList *g_regCmds; MRegCvarList *g_regCvars; MRegMsgList *g_regMsgs; MPlayerList g_players; unsigned int g_CALL_API_count = 0; int g_requestid_counter = 0; // Very first metamod function that's run. // Do startup operations... void metamod_startup() { const char *cp; char configFile[MAX_PATH]; char pluginFile[MAX_PATH]; char execFile[MAX_PATH]; Q_snprintf(configFile, sizeof configFile, "%s/%s", g_config->directory(), CONFIG_INI); Q_snprintf(pluginFile, sizeof pluginFile, "%s/%s", g_config->directory(), PLUGINS_INI); Q_snprintf(execFile, sizeof execFile, "%s/%s", g_config->directory(), EXEC_CFG); META_CONS(" "); META_CONS(" Metamod-r version %s Copyright (c) 2016-2017 ReHlds Team (rebuild of original Metamod by Will Day)", APP_VERSION_STRD); META_CONS(" Metamod-r comes with ABSOLUTELY NO WARRANTY; for details type `meta gpl'."); 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_CONS("Metamod-r v%s, API (%s)", APP_VERSION_STRD, META_INTERFACE_VERSION); META_CONS("Metamod-r build: " __TIME__ " " __DATE__ " (" APP_VERSION_STRD ")"); META_CONS("Metamod-r from: " APP_COMMITS_URL APP_COMMIT_ID " " APP_COMMIT_AUTHOR ""); // 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 && g_meta_debug.value == 0) CVAR_SET_FLOAT("meta_debug", 3.0); // Init default values g_config->init(g_global_options); // Find config file if ((cp = LOCALINFO("mm_configfile")) && *cp != '\0') { META_LOG("Configfile specified via localinfo: %s", cp); if (FileExistsInGameDir(cp)) { Q_strncpy(configFile, cp, sizeof configFile - 1); configFile[sizeof configFile - 1] = '\0'; } else META_ERROR("Empty/missing config.ini file: %s; falling back to %s", cp, configFile); } if (!FileExistsInGameDir(configFile)) { Q_strncpy(configFile, g_config->directory(), sizeof configFile - 1); configFile[sizeof configFile - 1] = '\0'; // Get out of sub directory and check char *dir = Q_strrchr(configFile, '/'); if (dir) { *dir = '\0'; } Q_strcat(configFile, "/" CONFIG_INI); if (!FileExistsInGameDir(configFile)) { META_DEBUG(2, "No config.ini file found: %s", CONFIG_INI); } } // Load config file if (FileExistsInGameDir(configFile)) g_config->load(configFile); // 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->m_debuglevel != 0) CVAR_SET_FLOAT("meta_debug", g_config->m_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; // 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 FileExistsInGameDir, 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. // Load plugins file if (!FileExistsInGameDir(pluginFile)) { Q_strncpy(pluginFile, g_config->directory(), sizeof pluginFile - 1); pluginFile[sizeof pluginFile - 1] = '\0'; // Get out of sub directory and check char *dir = Q_strrchr(pluginFile, '/'); if (dir) { *dir = '\0'; } Q_strcat(pluginFile, "/" PLUGINS_INI); if (!FileExistsInGameDir(pluginFile)) { META_DEBUG(2, "No plugins.ini file found: %s", PLUGINS_INI); } } g_plugins = new MPluginList(pluginFile); 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... } meta_init_rehlds_api(); // 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 (g_config->m_exec_cfg) { Q_strncpy(execFile, g_config->m_exec_cfg, sizeof execFile - 1); execFile[sizeof execFile - 1] = '\0'; } if (FileExistsInGameDir(execFile)) { if (execFile[0] == '/') META_ERROR("Cannot exec absolute pathnames: %s", execFile); else { char cmd[NAME_MAX]; META_LOG("Exec'ing metamod exec.cfg: %s...", execFile); Q_snprintf(cmd, sizeof cmd, "exec %s\n", execFile); SERVER_COMMAND(cmd); } } } // Set initial GameDLL fields (name, gamedir). // meta_errno values: // - ME_NULLRESULT _getcwd failed bool meta_init_gamedll(void) { char gamedir[PATH_MAX]; char *cp; Q_memset(&g_GameDLL, 0, sizeof g_GameDLL); GET_GAME_DIR(gamedir); NormalizePath(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 (IsAbsolutePath(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.) Q_strncpy(g_GameDLL.gamedir, gamedir, sizeof g_GameDLL.gamedir - 1); g_GameDLL.gamedir[sizeof g_GameDLL.gamedir - 1] = '\0'; cp = Q_strrchr(gamedir, '/') + 1; Q_strncpy(g_GameDLL.name, cp, sizeof g_GameDLL.name - 1); g_GameDLL.name[sizeof g_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_WARNING("dll: Couldn't get cwd; %s", strerror(errno)); return false; } Q_snprintf(g_GameDLL.gamedir, sizeof g_GameDLL.gamedir, "%s/%s", buf, gamedir); Q_strncpy(g_GameDLL.name, gamedir, sizeof g_GameDLL.name - 1); g_GameDLL.name[sizeof g_GameDLL.name - 1] = '\0'; } META_DEBUG(3, "Game: %s", g_GameDLL.name); return true; } template bool get_function_table(const char* ifname, int ifvers_mm, table_t*& table, size_t table_size = sizeof(table_t)) { typedef int(*getfunc_t)(table_t *pFunctionTable, ifvers_t interfaceVersion); auto pfnGetFuncs = (getfunc_t)g_GameDLL.sys_module.getsym(ifname); if (pfnGetFuncs) { table = (table_t *)Q_calloc(1, table_size); int ifvers_gamedll = ifvers_mm; if (pfnGetFuncs(table, ifvers_gamedll)) { META_DEBUG(3, "dll: Game '%s': Found %s", g_GameDLL.name, ifname); return true; } META_ERROR("dll: Failure calling %s in game '%s'", ifname, g_GameDLL.name); Q_free(table); table = nullptr; if (ifvers_gamedll != ifvers_mm) { META_ERROR("dll: Interface version didn't match; we wanted %d, they had %d", ifvers_mm, ifvers_gamedll); META_CONS("=================="); META_CONS("Game DLL version mismatch"); META_CONS("DLL version is %d, engine version is %d", ifvers_gamedll, ifvers_mm); if (ifvers_gamedll > ifvers_mm) 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", g_GameDLL.name); META_CONS("=================="); ALERT(at_error, "Exiting...\n"); } } else { META_DEBUG(5, "dll: Game '%s': No %s", g_GameDLL.name, ifname); table = nullptr; } return false; } template bool get_function_table_old(const char* ifname, int ifvers_mm, table_t*& table, size_t table_size = sizeof(table_t)) { typedef int (*getfunc_t)(table_t *pFunctionTable, int interfaceVersion); auto pfnGetFuncs = (getfunc_t)g_GameDLL.sys_module.getsym(ifname); if (pfnGetFuncs) { table = (table_t *)Q_calloc(1, table_size); if (pfnGetFuncs(table, ifvers_mm)) { META_DEBUG(3, "dll: Game '%s': Found %s", g_GameDLL.name, ifname); return true; } META_ERROR("dll: Failure calling %s in game '%s'", ifname, g_GameDLL.name); Q_free(table); table = nullptr; } else { META_DEBUG(5, "dll: Game '%s': No %s", g_GameDLL.name, ifname); table = nullptr; } return false; } // 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) bool meta_load_gamedll(void) { if (!setup_gamedll(&g_GameDLL)) { META_ERROR("dll: Unrecognized game: %s", g_GameDLL.name); // meta_errno should be already set in lookup_game() return false; } // open the game DLL if (!g_GameDLL.sys_module.load(g_GameDLL.pathname)) { META_ERROR("dll: Couldn't load game DLL %s: %s", g_GameDLL.pathname, CSysModule::getloaderror()); return false; } // prepare meta_engfuncs compile_engine_callbacks(); // 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. auto pfn_give_engfuncs = (GIVE_ENGINE_FUNCTIONS_FN)g_GameDLL.sys_module.getsym("GiveFnptrsToDll"); if (pfn_give_engfuncs) { pfn_give_engfuncs(&g_meta_engfuncs, gpGlobals); META_DEBUG(3, "dll: Game '%s': Called GiveFnptrsToDll", g_GameDLL.name); } else { META_ERROR("dll: Couldn't find GiveFnptrsToDll() in game DLL '%s'", g_GameDLL.name); return false; } // Look for API-NEW interface in Game dll. We do this before API2/API, because // that's what the engine appears to do.. get_function_table("GetNewDLLFunctions", NEW_DLL_FUNCTIONS_VERSION, g_GameDLL.funcs.newapi_table); // Look for API2 interface in plugin; preferred over API-1. bool found = get_function_table("GetEntityAPI2", INTERFACE_VERSION, g_GameDLL.funcs.dllapi_table); // Look for API-1 in plugin, if API2 interface wasn't found. if (!found) { found = get_function_table_old("GetEntityAPI", INTERFACE_VERSION, g_GameDLL.funcs.dllapi_table); } // If didn't find either, return failure. if (!found) { META_ERROR("dll: Couldn't find either GetEntityAPI nor GetEntityAPI2 in game DLL '%s'", g_GameDLL.name); return false; } // prepare gamedll callbacks compile_gamedll_callbacks(); META_LOG("Game DLL for '%s' loaded successfully", g_GameDLL.desc); return true; } void meta_rebuild_callbacks() { g_jit.clear_callbacks(); compile_engine_callbacks(); compile_gamedll_callbacks(); }