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mirror of https://github.com/rehlds/metamod-r.git synced 2025-01-17 09:08:08 +03:00
metamod-r/metamod/src/metamod.cpp
asmodai 6e1a6f8a02 Fixed all places where meta_errno was used
Removed most of crazy defines
2017-01-13 02:04:11 +03:00

412 lines
12 KiB
C++

#include "precompiled.h"
cvar_t meta_version = { "metamod_version", APP_VERSION_STRD, FCVAR_SERVER, 0, nullptr };
MConfig static_config;
MConfig *g_config = &static_config;
option_t global_options[] =
{
{ "debuglevel", CF_INT, &g_config->debuglevel, "0" },
{ "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 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 CALL_API_count = 0;
int requestid_counter = 0;
// Very first metamod function that's run.
// Do startup operations...
void metamod_startup()
{
const char *mmfile = NULL;
const char *cfile = NULL;
const char *cp;
META_CONS(" ");
META_CONS(" Metamod version %s Copyright (c) 2001-2016 Will Day (modification by ReHLDS Team)", APP_VERSION_STRD);
META_CONS(" Metamod 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 v%s, API (%s)", APP_VERSION_STRD, META_INTERFACE_VERSION);
META_CONS("Metamod build: " __TIME__ " " __DATE__ " (" APP_VERSION_STRD ")");
META_CONS("Metamod 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 && 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;
// 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...
}
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 (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);
Q_snprintf(cmd, sizeof cmd, "exec %s\n", mmfile);
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(&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.)
Q_strncpy(GameDLL.gamedir, gamedir, sizeof GameDLL.gamedir - 1);
GameDLL.gamedir[sizeof GameDLL.gamedir - 1] = '\0';
cp = Q_strrchr(gamedir, '/') + 1;
Q_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_WARNING("dll: Couldn't get cwd; %s", strerror(errno));
return false;
}
Q_snprintf(GameDLL.gamedir, sizeof GameDLL.gamedir, "%s/%s", buf, gamedir);
Q_strncpy(GameDLL.name, gamedir, sizeof GameDLL.name - 1);
GameDLL.name[sizeof(GameDLL.name) - 1] = '\0';
}
META_DEBUG(3, "Game: %s", GameDLL.name);
return true;
}
template<typename ifvers_t, typename table_t>
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)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", GameDLL.name, ifname);
return true;
}
META_ERROR("dll: Failure calling %s in game '%s'", ifname, 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", GameDLL.name);
META_CONS("==================");
ALERT(at_error, "Exiting...\n");
}
}
else {
META_DEBUG(5, "dll: Game '%s': No %s", GameDLL.name, ifname);
table = nullptr;
}
return false;
}
template<typename table_t>
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)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", GameDLL.name, ifname);
return true;
}
META_ERROR("dll: Failure calling %s in game '%s'", ifname, GameDLL.name);
Q_free(table);
table = nullptr;
}
else {
META_DEBUG(5, "dll: Game '%s': No %s", 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(&GameDLL))
{
META_ERROR("dll: Unrecognized game: %s", GameDLL.name);
// meta_errno should be already set in lookup_game()
return false;
}
// open the game DLL
if (!GameDLL.sys_module.load(GameDLL.pathname))
{
META_ERROR("dll: Couldn't load game DLL %s: %s", 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)GameDLL.sys_module.getsym("GiveFnptrsToDll");
if (pfn_give_engfuncs)
{
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'", 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<int&>("GetNewDLLFunctions", NEW_DLL_FUNCTIONS_VERSION, GameDLL.funcs.newapi_table);
// Look for API2 interface in plugin; preferred over API-1.
bool found = get_function_table<int&>("GetEntityAPI2", INTERFACE_VERSION, 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, 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'", GameDLL.name);
return false;
}
// prepare gamedll callbacks
compile_gamedll_callbacks();
META_LOG("Game DLL for '%s' loaded successfully", GameDLL.desc);
return true;
}
void meta_rebuild_callbacks()
{
g_jit.clear_callbacks();
compile_engine_callbacks();
compile_gamedll_callbacks();
}