refactor: use xash3d physics interface to handle with linkents, so do not hook dlopen/dlsym while running under xash3d
add: force set sv_forcesimulating to 1 while running under xash3d
This commit is contained in:
parent
49a1fbbb6b
commit
3205e1253f
10 changed files with 256 additions and 42 deletions
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@ -211,7 +211,7 @@ typedef struct enginefuncs_s {
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void (*pfnDeltaUnsetFieldByIndex) (struct delta_s *pFields, int fieldNumber);
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void (*pfnSetGroupMask) (int mask, int op);
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int (*pfnCreateInstancedBaseline) (int classname, struct entity_state_s *baseline);
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void (*pfnCvar_DirectSet) (struct cvar_t *var, char *value);
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void (*pfnCvar_DirectSet) (struct cvar_t *var, const char *value);
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void (*pfnForceUnmodified) (FORCE_TYPE type, float *mins, float *maxs, const char *szFilename);
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void (*pfnGetPlayerStats) (const edict_t *client, int *ping, int *packet_loss);
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void (*pfnAddServerCommand) (const char *cmd_name, void (*function) ());
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164
ext/hlsdk/physint.h
Normal file
164
ext/hlsdk/physint.h
Normal file
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@ -0,0 +1,164 @@
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/*
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physint.h - Server Physics Interface
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Copyright (C) 2011 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef PHYSINT_H
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#define PHYSINT_H
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#define SV_PHYSICS_INTERFACE_VERSION 6
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#define STRUCT_FROM_LINK( l, t, m ) ((t *)((byte *)l - (int)&(((t *)0)->m)))
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#define EDICT_FROM_AREA( l ) STRUCT_FROM_LINK( l, edict_t, area )
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// values that can be returned with pfnServerState
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#define SERVER_DEAD 0
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#define SERVER_LOADING 1
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#define SERVER_ACTIVE 2
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// LUMP reading errors
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#define LUMP_LOAD_OK 0
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#define LUMP_LOAD_COULDNT_OPEN 1
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#define LUMP_LOAD_BAD_HEADER 2
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#define LUMP_LOAD_BAD_VERSION 3
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#define LUMP_LOAD_NO_EXTRADATA 4
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#define LUMP_LOAD_INVALID_NUM 5
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#define LUMP_LOAD_NOT_EXIST 6
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#define LUMP_LOAD_MEM_FAILED 7
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#define LUMP_LOAD_CORRUPTED 8
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// LUMP saving errors
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#define LUMP_SAVE_OK 0
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#define LUMP_SAVE_COULDNT_OPEN 1
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#define LUMP_SAVE_BAD_HEADER 2
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#define LUMP_SAVE_BAD_VERSION 3
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#define LUMP_SAVE_NO_EXTRADATA 4
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#define LUMP_SAVE_INVALID_NUM 5
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#define LUMP_SAVE_ALREADY_EXIST 6
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#define LUMP_SAVE_NO_DATA 7
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#define LUMP_SAVE_CORRUPTED 8
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typedef struct areanode_s
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{
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int axis; // -1 = leaf node
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float dist;
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struct areanode_s *children[2];
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link_t trigger_edicts;
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link_t solid_edicts;
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link_t portal_edicts;
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} areanode_t;
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typedef struct server_physics_api_s
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{
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// unlink edict from old position and link onto new
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void ( *pfnLinkEdict) ( edict_t *ent, qboolean touch_triggers );
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double ( *pfnGetServerTime )( void ); // unclamped
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double ( *pfnGetFrameTime )( void ); // unclamped
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void* ( *pfnGetModel )( int modelindex );
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areanode_t* ( *pfnGetHeadnode )( void ); // AABB tree for all physic entities
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int ( *pfnServerState )( void );
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void ( *pfnHost_Error )( const char *error, ... ); // cause Host Error
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// ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 6
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struct triangleapi_s *pTriAPI; // draw coliisions etc. Only for local system
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// draw debug messages (must be called from DrawOrthoTriangles). Only for local system
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int ( *pfnDrawConsoleString )( int x, int y, char *string );
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void ( *pfnDrawSetTextColor )( float r, float g, float b );
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void ( *pfnDrawConsoleStringLen )( const char *string, int *length, int *height );
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void ( *Con_NPrintf )( int pos, const char *fmt, ... );
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void ( *Con_NXPrintf )( struct con_nprint_s *info, const char *fmt, ... );
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const char *( *pfnGetLightStyle )( int style ); // read custom appreance for selected lightstyle
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void ( *pfnUpdateFogSettings )( unsigned int packed_fog );
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char **(*pfnGetFilesList)( const char *pattern, int *numFiles, int gamedironly );
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struct msurface_s *(*pfnTraceSurface)( edict_t *pTextureEntity, const float *v1, const float *v2 );
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const byte *(*pfnGetTextureData)( unsigned int texnum );
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// static allocations
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void *(*pfnMemAlloc)( size_t cb, const char *filename, const int fileline );
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void (*pfnMemFree)( void *mem, const char *filename, const int fileline );
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// trace & contents
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int (*pfnMaskPointContents)( const float *pos, int groupmask );
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struct trace_t (*pfnTrace)( const float *p0, float *mins, float *maxs, const float *p1, int type, edict_t *e );
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struct trace_t (*pfnTraceNoEnts)( const float *p0, float *mins, float *maxs, const float *p1, int type, edict_t *e );
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int (*pfnBoxInPVS)( const float *org, const float *boxmins, const float *boxmaxs );
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// message handler (missed function to write raw bytes)
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void (*pfnWriteBytes)( const byte *bytes, int count );
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// BSP lump management
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int (*pfnCheckLump)( const char *filename, const int lump, int *lumpsize );
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int (*pfnReadLump)( const char *filename, const int lump, void **lumpdata, int *lumpsize );
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int (*pfnSaveLump)( const char *filename, const int lump, void *lumpdata, int lumpsize );
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// FS tools
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int (*pfnSaveFile)( const char *filename, const void *data, int len );
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const byte *(*pfnLoadImagePixels)( const char *filename, int *width, int *height );
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const char* (*pfnGetModelName)( int modelindex );
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} server_physics_api_t;
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// physic callbacks
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typedef struct physics_interface_s
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{
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int version;
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// passed through pfnCreate (0 is attempt to create, -1 is reject)
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int ( *SV_CreateEntity )( edict_t *pent, const char *szName );
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// run custom physics for each entity (return 0 to use built-in engine physic)
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int ( *SV_PhysicsEntity )( edict_t *pEntity );
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// spawn entities with internal mod function e.g. for re-arrange spawn order (0 - use engine parser, 1 - use mod parser)
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int ( *SV_LoadEntities )( const char *mapname, char *entities );
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// update conveyor belt for clients
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void ( *SV_UpdatePlayerBaseVelocity )( edict_t *ent );
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// The game .dll should return 1 if save game should be allowed
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int ( *SV_AllowSaveGame )( void );
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// ONLY ADD NEW FUNCTIONS TO THE END OF THIS STRUCT. INTERFACE VERSION IS FROZEN AT 6
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// override trigger area checking and touching
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int ( *SV_TriggerTouch )( edict_t *pent, edict_t *trigger );
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// some engine features can be enabled only through this function
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unsigned int ( *SV_CheckFeatures )( void );
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// used for draw debug collisions for custom physic engine etc
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void ( *DrawDebugTriangles )( void );
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// used for draw debug overlay (textured)
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void ( *DrawNormalTriangles )( void );
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// used for draw debug messages (2d mode)
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void ( *DrawOrthoTriangles )( void );
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// tracing entities with SOLID_CUSTOM mode on a server (not used by pmove code)
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void ( *ClipMoveToEntity)( edict_t *ent, const float *start, float *mins, float *maxs, const float *end, trace_t *trace );
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// tracing entities with SOLID_CUSTOM mode on a server (only used by pmove code)
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void ( *ClipPMoveToEntity)( struct physent_s *pe, const float *start, float *mins, float *maxs, const float *end, struct pmtrace_s *tr );
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// called at end the frame of SV_Physics call
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void ( *SV_EndFrame )( void );
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// obsolete
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void (*pfnPrepWorldFrame)( void );
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// called through save\restore process
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void (*pfnCreateEntitiesInRestoreList)( SAVERESTOREDATA *pSaveData, int levelMask, qboolean create_world );
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// allocate custom string (e.g. using user implementation of stringtable, not engine strings)
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string_t (*pfnAllocString)( const char *szValue );
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// make custom string (e.g. using user implementation of stringtable, not engine strings)
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string_t (*pfnMakeString)( const char *szValue );
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// read custom string (e.g. using user implementation of stringtable, not engine strings)
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const char* (*pfnGetString)( string_t iString );
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// helper for restore custom decals that have custom message (e.g. Paranoia)
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int (*pfnRestoreDecal)( struct decallist_s *entry, edict_t *pEdict, qboolean adjacent );
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// handle custom trigger touching for player
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void (*PM_PlayerTouch)( struct playermove_s *ppmove, edict_t *client );
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// alloc or destroy model custom data (called only for dedicated servers, otherwise using an client version)
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void (*Mod_ProcessUserData)( struct model_s *mod, qboolean create, const byte *buffer );
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// select BSP-hull for trace with specified mins\maxs
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void *(*SV_HullForBsp)( edict_t *ent, const float *mins, const float *maxs, float *offset );
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// handle player custom think function
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int (*SV_PlayerThink)( edict_t *ent, float frametime, double time );
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} physics_interface_t;
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#endif//PHYSINT_H
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15
inc/engine.h
15
inc/engine.h
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@ -442,7 +442,7 @@ public:
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}
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void set (const char *val) {
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engfuncs.pfnCvar_DirectSet (ptr, const_cast <char *> (val));
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engfuncs.pfnCvar_DirectSet (ptr, val);
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}
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};
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@ -635,11 +635,6 @@ public:
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}
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};
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// for android
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#if defined (CR_ARCH_ARM)
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extern "C" void player (entvars_t *);
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#endif
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class EntityLinkage : public Singleton <EntityLinkage> {
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private:
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#if defined (CR_WINDOWS)
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@ -680,13 +675,7 @@ public:
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}
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public:
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void callPlayerFunction (edict_t *ent) {
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#if defined (CR_ARCH_ARM)
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player (&ent->v);
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#else
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reinterpret_cast <EntityFunction> (lookup (Game::instance ().lib ().handle (), "player")) (&ent->v);
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#endif
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}
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void callPlayerFunction (edict_t *ent);
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public:
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void enable () {
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@ -9,6 +9,7 @@
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#include <hlsdk/extdll.h>
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#include <hlsdk/metamod.h>
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#include <hlsdk/physint.h>
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#include <crlib/crlib.h>
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@ -1,6 +1,7 @@
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YAPB_ABI_1.0 {
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global:
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Meta_*;
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Server_*;
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GiveFnptrsToDll;
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GetBotAPI;
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GetEntityAPI;
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@ -671,6 +671,17 @@ void Game::checkCvarsBounds () {
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ctrl.msg ("Bogus value for cvar '%s', min is '%.1f' and max is '%.1f', and we're got '%s', value reverted to default '%.1f'.", var.reg.name, var.min, var.max, str, var.initial);
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}
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}
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// special case for xash3d, by default engine is not calling startframe if no players on server, but our quota management and bot adding
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// mechanism assumes that starframe is called even if no players on server, so, set the xash3d's sv_forcesimulating cvar to 1 in case it's not
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if (is (GameFlags::Xash3D)) {
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static cvar_t *sv_forcesimulating = engfuncs.pfnCVarGetPointer ("sv_forcesimulating");
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if (sv_forcesimulating && sv_forcesimulating->value != 1.0f) {
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game.print ("Force-enable Xash3D sv_forcesimulating cvar.");
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engfuncs.pfnCVarSetFloat ("sv_forcesimulating", 1.0f);
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}
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}
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}
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void Game::registerCvars (bool gameVars) {
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@ -7,23 +7,11 @@
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#include <yapb.h>
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// until hook code will be compatible with ARM, it's here
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#if defined(CR_ARCH_ARM)
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CR_EXPORT int Server_GetBlendingInterface (int version, struct sv_blending_interface_s **ppinterface, struct engine_studio_api_s *pstudio, float *rotationmatrix, float *bonetransform) {
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// this function synchronizes the studio model animation blending interface (i.e, what parts
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// of the body move, which bones, which hitboxes and how) between the server and the game DLL.
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// some MODs can be using a different hitbox scheme than the standard one.
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auto api_GetBlendingInterface = game.lib ().resolve <decltype (&Server_GetBlendingInterface)> (__FUNCTION__);
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if (!api_GetBlendingInterface) {
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logger.error ("Could not resolve symbol \"%s\" in the game dll. Continuing...", __FUNCTION__);
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return false;
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}
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return api_GetBlendingInterface (version, ppinterface, pstudio, rotationmatrix, bonetransform);
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}
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// on other tran win32/linux platforms i.e. arm we're using xash3d engine to run which exposes
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// nice interface to handle with linkents. if ever rehlds or hlds engine will ever run on ARM or
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// other platforms, and you wan't to run bot on it without metamod, consider enabling LINKENT_STATIC_THUNKS
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// when compiling the bot, to get it supported.
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#if defined(LINKENT_STATIC_THUNKS)
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void forwardEntity_helper (EntityFunction &addr, const char *name, entvars_t *pev) {
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if (!addr) {
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addr = game.lib ().resolve <EntityFunction> (name);
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@ -34,14 +22,11 @@ void forwardEntity_helper (EntityFunction &addr, const char *name, entvars_t *pe
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addr (pev);
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}
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#define LINK_ENTITY(entityName) \
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CR_EXPORT void entityName (entvars_t *pev) { \
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static EntityFunction addr; \
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#define LINK_ENTITY(entityName) \
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CR_EXPORT void entityName (entvars_t *pev) { \
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static EntityFunction addr; \
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forwardEntity_helper (addr, __FUNCTION__, pev); \
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}
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#else
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#define LINK_ENTITY(entityName)
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#endif
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// entities in counter-strike...
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LINK_ENTITY (DelayedUse)
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@ -248,3 +233,5 @@ LINK_ENTITY (weapon_xm1014)
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LINK_ENTITY (weaponbox)
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LINK_ENTITY (world_items)
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LINK_ENTITY (worldspawn)
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#endif
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@ -948,13 +948,56 @@ DLL_GIVEFNPTRSTODLL GiveFnptrsToDll (enginefuncs_t *table, globalvars_t *glob) {
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}
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GetEngineFunctions (table, nullptr);
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// initialize dynamic linkents
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ents.initialize ();
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// initialize dynamic linkents (no memory hacking with xash3d)
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if (!game.is (GameFlags::Xash3D)) {
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ents.initialize ();
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}
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// give the engine functions to the other DLL...
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api_GiveFnptrsToDll (table, glob);
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}
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CR_EXPORT int Server_GetBlendingInterface (int version, struct sv_blending_interface_s **ppinterface, struct engine_studio_api_s *pstudio, float *rotationmatrix, float *bonetransform) {
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// this function synchronizes the studio model animation blending interface (i.e, what parts
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// of the body move, which bones, which hitboxes and how) between the server and the game DLL.
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// some MODs can be using a different hitbox scheme than the standard one.
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auto api_GetBlendingInterface = game.lib ().resolve <decltype (&Server_GetBlendingInterface)> (__FUNCTION__);
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if (!api_GetBlendingInterface) {
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logger.error ("Could not resolve symbol \"%s\" in the game dll. Continuing...", __FUNCTION__);
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return HLFalse;
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}
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return api_GetBlendingInterface (version, ppinterface, pstudio, rotationmatrix, bonetransform);
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}
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CR_EXPORT int Server_GetPhysicsInterface (int version, server_physics_api_t *physics_api, physics_interface_t *table) {
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// this function handle the custom xash3d physics interface, that we're uses just for resolving
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// entities between game and engine.
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if (!table || !physics_api || version != SV_PHYSICS_INTERFACE_VERSION) {
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return HLFalse;
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}
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table->version = SV_PHYSICS_INTERFACE_VERSION;
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table->SV_CreateEntity = [] (edict_t *ent, const char *name) -> int {
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auto func = game.lib ().resolve <EntityFunction> (name); // lookup symbol in game dll
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// found one in game dll ?
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if (func) {
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func (&ent->v);
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return HLTrue;
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}
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return -1;
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};
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table->SV_PhysicsEntity = [] (edict_t *) -> int {
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return HLFalse;
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};
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return HLTrue;
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}
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DLSYM_RETURN EntityLinkage::lookup (SharedLibrary::Handle module, const char *function) {
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static const auto &gamedll = game.lib ().handle ();
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static const auto &self = m_self.handle ();
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@ -995,6 +1038,24 @@ DLSYM_RETURN EntityLinkage::lookup (SharedLibrary::Handle module, const char *fu
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return nullptr;
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}
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void EntityLinkage::callPlayerFunction (edict_t *ent) {
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EntityFunction playerFunction = nullptr;
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if (game.is (GameFlags::Xash3D)) {
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playerFunction = game.lib ().resolve <EntityFunction> ("player");
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}
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else {
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playerFunction = reinterpret_cast <EntityFunction> (lookup (game.lib ().handle (), "player"));
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}
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if (!playerFunction) {
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logger.fatal ("Cannot resolve player () function in gamedll.");
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}
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else {
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playerFunction (&ent->v);
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}
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}
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void EntityLinkage::initialize () {
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if (plat.arm || game.is (GameFlags::Metamod)) {
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return;
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@ -1011,7 +1072,7 @@ void EntityLinkage::initialize () {
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}
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// add linkents for android
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#include "android.cpp"
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#include "entities.cpp"
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// override new/delete globally, need to be included in .cpp file
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#include <crlib/override.h>
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|
|
@ -57,7 +57,7 @@
|
|||
<ClInclude Include="..\inc\version.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\src\android.cpp" />
|
||||
<ClCompile Include="..\src\entities.cpp" />
|
||||
<ClCompile Include="..\src\botlib.cpp" />
|
||||
<ClCompile Include="..\src\chatlib.cpp" />
|
||||
<ClCompile Include="..\src\combat.cpp" />
|
||||
|
|
|
|||
|
|
@ -194,7 +194,7 @@
|
|||
<ClCompile Include="..\src\module.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\src\android.cpp">
|
||||
<ClCompile Include="..\src\entities.cpp">
|
||||
<Filter>src</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue