og-northstar-launcher/NorthstarDLL/plugins/pluginbackend.cpp
Jack 98af0dcbb4
Move plugin communication handler init out of plugin manager init (#581)
Plugin state requires this to be initialised even if `-noplugins` is passed, but if `-noplugins` is passed, it doesn't get initialised.

Moving this to `dllmain` guarantees that it is initialised properly and prevents #580
2023-10-15 21:57:41 +02:00

87 lines
2.9 KiB
C++

#include "pluginbackend.h"
#include "plugin_abi.h"
#include "server/serverpresence.h"
#include "masterserver/masterserver.h"
#include "squirrel/squirrel.h"
#include "plugins.h"
#include "core/convar/concommand.h"
#define EXPORT extern "C" __declspec(dllexport)
AUTOHOOK_INIT()
PluginCommunicationHandler* g_pPluginCommunicationhandler;
static PluginDataRequest storedRequest {PluginDataRequestType::END, (PluginRespondDataCallable) nullptr};
void PluginCommunicationHandler::RunFrame()
{
std::lock_guard<std::mutex> lock(requestMutex);
if (!requestQueue.empty())
{
storedRequest = requestQueue.front();
switch (storedRequest.type)
{
default:
spdlog::error("{} was called with invalid request type '{}'", __FUNCTION__, static_cast<int>(storedRequest.type));
}
requestQueue.pop();
}
}
void PluginCommunicationHandler::PushRequest(PluginDataRequestType type, PluginRespondDataCallable func)
{
std::lock_guard<std::mutex> lock(requestMutex);
requestQueue.push(PluginDataRequest {type, func});
}
void PluginCommunicationHandler::GeneratePresenceObjects()
{
PluginGameStatePresence presence {};
presence.id = g_pGameStatePresence->id.c_str();
presence.name = g_pGameStatePresence->name.c_str();
presence.description = g_pGameStatePresence->description.c_str();
presence.password = g_pGameStatePresence->password.c_str();
presence.isServer = g_pGameStatePresence->isServer;
presence.isLocal = g_pGameStatePresence->isLocal;
if (g_pGameStatePresence->isLoading)
presence.state = GameState::LOADING;
else if (g_pGameStatePresence->uiMap == "")
presence.state = GameState::MAINMENU;
else if (g_pGameStatePresence->map == "mp_lobby" && g_pGameStatePresence->isLocal && g_pGameStatePresence->isLobby)
presence.state = GameState::LOBBY;
else
presence.state = GameState::INGAME;
presence.map = g_pGameStatePresence->map.c_str();
presence.mapDisplayname = g_pGameStatePresence->mapDisplayname.c_str();
presence.playlist = g_pGameStatePresence->playlist.c_str();
presence.playlistDisplayname = g_pGameStatePresence->playlistDisplayname.c_str();
presence.currentPlayers = g_pGameStatePresence->currentPlayers;
presence.maxPlayers = g_pGameStatePresence->maxPlayers;
presence.ownScore = g_pGameStatePresence->ownScore;
presence.otherHighestScore = g_pGameStatePresence->otherHighestScore;
presence.maxScore = g_pGameStatePresence->maxScore;
presence.timestampEnd = g_pGameStatePresence->timestampEnd;
g_pPluginManager->PushPresence(&presence);
}
ON_DLL_LOAD_RELIESON("engine.dll", PluginBackendEngine, ConCommand, (CModule module))
{
g_pPluginManager->InformDLLLoad(PluginLoadDLL::ENGINE, &g_pPluginCommunicationhandler->m_sEngineData);
}
ON_DLL_LOAD_RELIESON("client.dll", PluginBackendClient, ConCommand, (CModule module))
{
g_pPluginManager->InformDLLLoad(PluginLoadDLL::CLIENT, nullptr);
}
ON_DLL_LOAD_RELIESON("server.dll", PluginBackendServer, ConCommand, (CModule module))
{
g_pPluginManager->InformDLLLoad(PluginLoadDLL::SERVER, nullptr);
}