og-northstar-launcher/NorthstarDLL/server/serverpresence.cpp
2023-09-17 01:45:16 +02:00

228 lines
7.2 KiB
C++

#include "serverpresence.h"
#include "shared/playlist.h"
#include "core/tier0.h"
#include "core/convar/convar.h"
#include <regex>
ServerPresenceManager* g_pServerPresence;
ConVar* Cvar_hostname;
// Convert a hex digit char to integer.
inline int hctod(char c)
{
if (c >= 'A' && c <= 'F')
{
return c - 'A' + 10;
}
else if (c >= 'a' && c <= 'f')
{
return c - 'a' + 10;
}
else
{
return c - '0';
}
}
// This function interprets all 4-hexadecimal-digit unicode codepoint characters like \u4E2D to UTF-8 encoding.
std::string UnescapeUnicode(const std::string& str)
{
std::string result;
std::regex r("\\\\u([a-f\\d]{4})", std::regex::icase);
auto matches_begin = std::sregex_iterator(str.begin(), str.end(), r);
auto matches_end = std::sregex_iterator();
std::smatch last_match;
for (std::sregex_iterator i = matches_begin; i != matches_end; ++i)
{
last_match = *i;
result.append(last_match.prefix());
unsigned int cp = 0;
for (int i = 2; i <= 5; ++i)
{
cp *= 16;
cp += hctod(last_match.str()[i]);
}
if (cp <= 0x7F)
{
result.push_back(cp);
}
else if (cp <= 0x7FF)
{
result.push_back((cp >> 6) | 0b11000000 & (~(1 << 5)));
result.push_back(cp & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6)));
}
else if (cp <= 0xFFFF)
{
result.push_back((cp >> 12) | 0b11100000 & (~(1 << 4)));
result.push_back((cp >> 6) & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6)));
result.push_back(cp & ((1 << 6) - 1) | 0b10000000 & (~(1 << 6)));
}
}
if (!last_match.ready())
return str;
else
result.append(last_match.suffix());
return result;
}
void ServerPresenceManager::CreateConVars()
{
// clang-format off
// register convars
Cvar_ns_server_presence_update_rate = new ConVar(
"ns_server_presence_update_rate", "5000", FCVAR_GAMEDLL, "How often we update our server's presence on server lists in ms");
Cvar_ns_server_name = new ConVar("ns_server_name", "Unnamed Northstar Server", FCVAR_GAMEDLL, "This server's description", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) {
g_pServerPresence->SetName(UnescapeUnicode(g_pServerPresence->Cvar_ns_server_name->GetString()));
// update engine hostname cvar
Cvar_hostname->SetValue(g_pServerPresence->Cvar_ns_server_name->GetString());
});
Cvar_ns_server_desc = new ConVar("ns_server_desc", "Default server description", FCVAR_GAMEDLL, "This server's name", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) {
g_pServerPresence->SetDescription(UnescapeUnicode(g_pServerPresence->Cvar_ns_server_desc->GetString()));
});
Cvar_ns_server_password = new ConVar("ns_server_password", "", FCVAR_GAMEDLL, "This server's password", false, 0, false, 0, [](ConVar* cvar, const char* pOldValue, float flOldValue) {
g_pServerPresence->SetPassword(g_pServerPresence->Cvar_ns_server_password->GetString());
});
Cvar_ns_report_server_to_masterserver = new ConVar("ns_report_server_to_masterserver", "1", FCVAR_GAMEDLL, "Whether we should report this server to the masterserver");
Cvar_ns_report_sp_server_to_masterserver = new ConVar("ns_report_sp_server_to_masterserver", "0", FCVAR_GAMEDLL, "Whether we should report this server to the masterserver, when started in singleplayer");
// clang-format on
}
void ServerPresenceManager::AddPresenceReporter(ServerPresenceReporter* reporter)
{
m_vPresenceReporters.push_back(reporter);
}
void ServerPresenceManager::CreatePresence()
{
// reset presence fields that rely on runtime server state
// these being: port, map/playlist name, and playercount/maxplayers
m_ServerPresence.m_iPort = 0;
m_ServerPresence.m_iPlayerCount = 0; // this should actually be 0 at this point, so shouldn't need updating later
m_ServerPresence.m_iMaxPlayers = 0;
memset(m_ServerPresence.m_MapName, 0, sizeof(m_ServerPresence.m_MapName));
memset(m_ServerPresence.m_PlaylistName, 0, sizeof(m_ServerPresence.m_PlaylistName));
m_ServerPresence.m_bIsSingleplayerServer = false;
m_bHasPresence = true;
m_bFirstPresenceUpdate = true;
// code that's calling this should set up the reset fields at this point
}
void ServerPresenceManager::DestroyPresence()
{
m_bHasPresence = false;
for (ServerPresenceReporter* reporter : m_vPresenceReporters)
reporter->DestroyPresence(&m_ServerPresence);
}
void ServerPresenceManager::RunFrame(double flCurrentTime)
{
if (!m_bHasPresence || !Cvar_ns_report_server_to_masterserver->GetBool()) // don't run until we actually have server presence
return;
// don't run if we're sp and don't want to report sp
if (m_ServerPresence.m_bIsSingleplayerServer && !Cvar_ns_report_sp_server_to_masterserver->GetBool())
return;
// Call RunFrame() so that reporters can, for example, handle std::future results as soon as they arrive.
for (ServerPresenceReporter* reporter : m_vPresenceReporters)
reporter->RunFrame(flCurrentTime, &m_ServerPresence);
// run on a specified delay
if ((flCurrentTime - m_flLastPresenceUpdate) * 1000 < Cvar_ns_server_presence_update_rate->GetFloat())
return;
// is this the first frame we're updating this presence?
if (m_bFirstPresenceUpdate)
{
// let reporters setup/clear any state
for (ServerPresenceReporter* reporter : m_vPresenceReporters)
reporter->CreatePresence(&m_ServerPresence);
m_bFirstPresenceUpdate = false;
}
m_flLastPresenceUpdate = flCurrentTime;
for (ServerPresenceReporter* reporter : m_vPresenceReporters)
reporter->ReportPresence(&m_ServerPresence);
}
void ServerPresenceManager::SetPort(const int iPort)
{
// update port
m_ServerPresence.m_iPort = iPort;
}
void ServerPresenceManager::SetName(const std::string sServerNameUnicode)
{
// update name
m_ServerPresence.m_sServerName = sServerNameUnicode;
}
void ServerPresenceManager::SetDescription(const std::string sServerDescUnicode)
{
// update desc
m_ServerPresence.m_sServerDesc = sServerDescUnicode;
}
void ServerPresenceManager::SetPassword(const char* pPassword)
{
// update password
strncpy_s(m_ServerPresence.m_Password, sizeof(m_ServerPresence.m_Password), pPassword, sizeof(m_ServerPresence.m_Password) - 1);
}
void ServerPresenceManager::SetMap(const char* pMapName, bool isInitialising)
{
// if the server is initialising (i.e. this is first map) on sp, set the server to sp
if (isInitialising)
m_ServerPresence.m_bIsSingleplayerServer = !strncmp(pMapName, "sp_", 3);
// update map
strncpy_s(m_ServerPresence.m_MapName, sizeof(m_ServerPresence.m_MapName), pMapName, sizeof(m_ServerPresence.m_MapName) - 1);
}
void ServerPresenceManager::SetPlaylist(const char* pPlaylistName)
{
// update playlist
strncpy_s(
m_ServerPresence.m_PlaylistName,
sizeof(m_ServerPresence.m_PlaylistName),
pPlaylistName,
sizeof(m_ServerPresence.m_PlaylistName) - 1);
// update maxplayers
const char* pMaxPlayers = R2::GetCurrentPlaylistVar("max_players", true);
// can be null in some situations, so default 6
if (pMaxPlayers)
m_ServerPresence.m_iMaxPlayers = std::stoi(pMaxPlayers);
else
m_ServerPresence.m_iMaxPlayers = 6;
}
void ServerPresenceManager::SetPlayerCount(const int iPlayerCount)
{
m_ServerPresence.m_iPlayerCount = iPlayerCount;
}
ON_DLL_LOAD_RELIESON("engine.dll", ServerPresence, ConVar, (CModule module))
{
g_pServerPresence->CreateConVars();
Cvar_hostname = module.Offset(0x1315BAE8).Deref().RCast<ConVar*>();
}