2
0
mirror of https://github.com/rehlds/metamod-r.git synced 2024-12-28 15:45:37 +03:00
metamod-r/metamod/src/metamod.cpp
2017-07-31 21:44:24 +07:00

521 lines
16 KiB
C++

#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, nullptr },
{ "exec_cfg", CF_STR, &g_config->m_exec_cfg, nullptr },
{ "clientmeta", CF_BOOL, &g_config->m_clientmeta, "no" },
// list terminator
{ nullptr, CF_NONE, nullptr, nullptr }
};
gamedll_t g_GameDLL;
ALIGN16
meta_globals_t g_metaGlobals;
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()
{
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 and Jussi Kivilinna)", 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__ "");
META_CONS("Metamod-r from: " APP_COMMIT_URL APP_COMMIT_SHA "");
// 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 (CVAR_GET_FLOAT("developer") != 0.0 && g_meta_debug.value == 0.0)
CVAR_SET_FLOAT("meta_debug", 3.0);
// Init default values
g_config->init(g_global_options);
// Find config file
const char *cp = LOCALINFO("mm_configfile");
if (cp && *cp != '\0') {
META_LOG("Configfile specified via localinfo: %s", cp);
if (is_file_exists_in_gamedir(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 (!is_file_exists_in_gamedir(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 (!is_file_exists_in_gamedir(configFile)) {
META_DEBUG(2, "No config.ini file found: %s", CONFIG_INI);
}
}
// Load config file
if (is_file_exists_in_gamedir(configFile))
g_config->load(configFile);
// Now, override config options with localinfo commandline options.
cp = LOCALINFO("mm_debug");
if (cp && *cp != '\0') {
META_LOG("Debuglevel specified via localinfo: %s", cp);
g_config->set("debuglevel", cp);
}
cp = LOCALINFO("mm_gamedll");
if (cp && *cp != '\0') {
META_LOG("Gamedll specified via localinfo: %s", cp);
g_config->set("gamedll", cp);
}
cp = LOCALINFO("mm_execcfg");
if (cp && *cp != '\0') {
META_LOG("Execcfg specified via localinfo: %s", cp);
g_config->set("exec_cfg", cp);
}
cp = LOCALINFO("mm_clientmeta");
if (cp && *cp != '\0') {
META_LOG("Clientmeta specified via localinfo: %s", cp);
g_config->set("clientmeta", cp);
}
// Check for an initial debug level, since cfg files don't get exec'd
// until later.
if (g_config->m_debuglevel)
CVAR_SET_FLOAT("meta_debug", g_config->m_debuglevel);
if (!g_config->m_clientmeta)
disable_clientcommand_fwd();
// 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_engine.pl_funcs = *g_engine.funcs;
// 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 (!is_file_exists_in_gamedir(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 (!is_file_exists_in_gamedir(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 (is_file_exists_in_gamedir(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()
{
Q_memset(&g_GameDLL, 0, sizeof g_GameDLL);
char gamedir[PATH_MAX];
GET_GAME_DIR(gamedir);
normalize_path(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_abs_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(g_GameDLL.gamedir, gamedir, sizeof g_GameDLL.gamedir - 1);
g_GameDLL.gamedir[sizeof g_GameDLL.gamedir - 1] = '\0';
char* 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<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)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<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)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()
{
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<int&>("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<int&>("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;
}
struct fixdata_t
{
uint32* pret;
uint32 callback;
};
static void meta_collect_fix_data(uint32* const esp, std::vector<fixdata_t>& data)
{
uint32* pret = esp;
// scan for retaddr
do pret--;
while (!g_jit.is_callback_retaddr(*pret));
char* raddr = (char *)*pret;
size_t args_count = 0;
if ((raddr[0] == 0x83 && raddr[1] == 0xC4)) // add esp, XX
args_count = raddr[2] / 4;
// 8B 0D 4E 61 BC 00 mov ecx, ds:0BC614Eh
// 80 3D 4E 61 BC 00 05 cmp byte ptr ds:0BC614Eh, 5
char pattern[] = "\x8B\x0D\x2A\x2A\x2A\x2A\x80\x3D";
// scan for callback addr
do raddr--;
while (!mem_compare(raddr, pattern, sizeof pattern - 1));
uint32 callback = *(uint32 *)(raddr + 2); // mov ecx, [callback]
data.push_back({pret, callback});
// 0F 29 44 24 1C movaps xmmword ptr [esp + 1Ch], xmm0
// 66 0F D6 4C 24 14 movq mmword ptr [esp + 14h], xmm1
// 0F 29 84 24 36 05 00 00 movaps xmmword ptr [esp + 536h], xmm0
// 66 0F D6 8C 24 36 05 00 00 movq qword ptr [esp + 536h], xmm1
char pattern2[] = "\x66\x0F\xD6\x2A\x24";
// scan for mg_backup at stack
do raddr--;
while (!mem_compare(raddr, pattern2, sizeof pattern2 - 1));
uint32 mg_backup;
if (raddr[3] == 0x4C)
mg_backup = *(uint8 *)&raddr[sizeof pattern2 - 1];
else
mg_backup = *(uint32 *)&raddr[sizeof pattern2 - 1];
uint32* esp_save = *(uint32 **)(uint32(esp) + mg_backup + sizeof(int));
if (esp_save)
meta_collect_fix_data(esp_save, data);
}
static void meta_apply_fix_data(std::vector<fixdata_t>& data)
{
for (auto& d : data) {
// 8B 0D 4E 61 BC 00 mov ecx, ds:0BC614Eh
char pattern[6] = "\x8B\x0D";
*(uint32 *)(pattern + 2) = d.callback;
char* ptr = g_jit.find_callback_pattern(pattern, sizeof pattern);
if (!ptr) {
META_ERROR("Failed to fix callback retaddr.\n Bye bye...\n");
do_exit(666);
}
// FF D1 call ecx
// 83 C4 20 add esp, 20h ; optional
// 8B 13 mov edx, [ebx]
do ptr++;
while (!mem_compare(ptr, "\xFF\xD1\x83\xC4", 4) && !mem_compare(ptr, "\xFF\xD1\x8B\x13", 4));
*d.pret = uint32(ptr + 2);
}
}
void meta_rebuild_callbacks()
{
std::vector<fixdata_t> fixdata;
if (g_metaGlobals.esp_save) {
META_LOG("dll: Begin scan to collect callback fix data...");
meta_collect_fix_data(g_metaGlobals.esp_save, fixdata);
}
META_LOG("dll: Rebuilding callbacks...");
#ifdef JIT_DEBUG_FILE
mdebug_to_file("dll: Rebuilding callbacks...\n");
#endif
g_jit.clear_callbacks();
compile_engine_callbacks();
compile_gamedll_callbacks();
if (fixdata.size()) {
META_LOG("dll: Begin callbacks fixing...");
meta_apply_fix_data(fixdata);
}
META_LOG("dll: Callbacks rebuilded.");
}