//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include #include "interface.h" #include "filesystem.h" #include "engine/iserverplugin.h" #include "dlls/iplayerinfo.h" #include "eiface.h" #include "igameevents.h" #include "convar.h" #include "Color.h" #include "vstdlib/random.h" #include "engine/IEngineTrace.h" //My Includes // #include "addict/CServerMan.h" #include "addict/CTimer.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Interfaces from the engine IVEngineServer *engine = NULL; // helper functions (messaging clients, loading content, making entities, running commands, etc) IFileSystem *filesystem = NULL; // file I/O IGameEventManager *gameeventmanager = NULL; // game events interface IPlayerInfoManager *playerinfomanager = NULL; // game dll interface to interact with players IBotManager *botmanager = NULL; // game dll interface to interact with bots IServerPluginHelpers *helpers = NULL; // special 3rd party plugin helpers from the engine IUniformRandomStream *randomStr = NULL; IEngineTrace *enginetrace = NULL; CGlobalVars *gpGlobals = NULL; // function to initialize any cvars/command in this plugin void InitCVars( CreateInterfaceFn cvarFactory ); void Bot_RunAll( void ); //Pointers to managament, this is NEVER set using new CServerMan * pServerMan = NULL; CTimerMan * pTimerMan = NULL; // useful helper func inline bool FStrEq(const char *sz1, const char *sz2) { return(Q_stricmp(sz1, sz2) == 0); } //--------------------------------------------------------------------------------- // Purpose: a sample 3rd party plugin class //--------------------------------------------------------------------------------- class CEmptyServerPlugin: public IServerPluginCallbacks, public IGameEventListener { public: CEmptyServerPlugin(); ~CEmptyServerPlugin(); // IServerPluginCallbacks methods virtual bool Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ); virtual void Unload( void ); virtual void Pause( void ); virtual void UnPause( void ); virtual const char *GetPluginDescription( void ); virtual void LevelInit( char const *pMapName ); virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ); virtual void GameFrame( bool simulating ); virtual void LevelShutdown( void ); virtual void ClientActive( edict_t *pEntity ); virtual void ClientDisconnect( edict_t *pEntity ); virtual void ClientPutInServer( edict_t *pEntity, char const *playername ); virtual void SetCommandClient( int index ); virtual void ClientSettingsChanged( edict_t *pEdict ); virtual PLUGIN_RESULT ClientConnect( bool *bAllowConnect, edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ); virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity ); virtual PLUGIN_RESULT NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ); // IGameEventListener Interface virtual void FireGameEvent( KeyValues * event ); //Start all our management tools CServerMan ServerMan; CTimerMan TimerMan; virtual int GetCommandIndex() { return m_iClientCommandIndex; } private: int m_iClientCommandIndex; }; // // The plugin is a static singleton that is exported as an interface // CEmptyServerPlugin g_EmtpyServerPlugin; EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEmptyServerPlugin, IServerPluginCallbacks, INTERFACEVERSION_ISERVERPLUGINCALLBACKS, g_EmtpyServerPlugin ); //--------------------------------------------------------------------------------- // Purpose: constructor/destructor //--------------------------------------------------------------------------------- CEmptyServerPlugin::CEmptyServerPlugin() { m_iClientCommandIndex = 0; } CEmptyServerPlugin::~CEmptyServerPlugin() { } //--------------------------------------------------------------------------------- // Purpose: called when the plugin is loaded, load the interface we need from the engine //--------------------------------------------------------------------------------- bool CEmptyServerPlugin::Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) { playerinfomanager = (IPlayerInfoManager *)gameServerFactory(INTERFACEVERSION_PLAYERINFOMANAGER,NULL); if ( !playerinfomanager ) { Warning( "Unable to load playerinfomanager, ignoring\n" ); // this isn't fatal, we just won't be able to access specific player data } botmanager = (IBotManager *)gameServerFactory(INTERFACEVERSION_PLAYERBOTMANAGER, NULL); if ( !botmanager ) { Warning( "Unable to load botcontroller, ignoring\n" ); // this isn't fatal, we just won't be able to access specific bot functions } // get the interfaces we want to use if( !(engine = (IVEngineServer*)interfaceFactory(INTERFACEVERSION_VENGINESERVER, NULL)) || !(gameeventmanager = (IGameEventManager *)interfaceFactory(INTERFACEVERSION_GAMEEVENTSMANAGER,NULL)) || !(filesystem = (IFileSystem*)interfaceFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) || !(helpers = (IServerPluginHelpers*)interfaceFactory(INTERFACEVERSION_ISERVERPLUGINHELPERS, NULL)) || !(enginetrace = (IEngineTrace *)interfaceFactory(INTERFACEVERSION_ENGINETRACE_SERVER,NULL)) || !(randomStr = (IUniformRandomStream *)interfaceFactory(VENGINE_SERVER_RANDOM_INTERFACE_VERSION, NULL)) ) { return false; // we require all these interface to function } if ( playerinfomanager ) { gpGlobals = playerinfomanager->GetGlobalVars(); } //Set up global pointer to use in other classes pServerMan = &ServerMan; pTimerMan = &TimerMan; Msg("AddictMod 1.0 has been loaded, now prepare for action.\n"); InitCVars( interfaceFactory ); // register any cvars we have defined MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f ); return true; } //--------------------------------------------------------------------------------- // Purpose: called when the plugin is unloaded (turned off) //--------------------------------------------------------------------------------- void CEmptyServerPlugin::Unload( void ) { gameeventmanager->RemoveListener( this ); // make sure we are unloaded from the event system } //--------------------------------------------------------------------------------- // Purpose: called when the plugin is paused (i.e should stop running but isn't unloaded) //--------------------------------------------------------------------------------- void CEmptyServerPlugin::Pause( void ) { } //--------------------------------------------------------------------------------- // Purpose: called when the plugin is unpaused (i.e should start executing again) //--------------------------------------------------------------------------------- void CEmptyServerPlugin::UnPause( void ) { } //--------------------------------------------------------------------------------- // Purpose: the name of this plugin, returned in "plugin_print" command //--------------------------------------------------------------------------------- const char *CEmptyServerPlugin::GetPluginDescription( void ) { return "Addict Mod: Obviously made by Addict. This plugin does things. At least I think it does."; } //--------------------------------------------------------------------------------- // Purpose: called on level start //--------------------------------------------------------------------------------- void CEmptyServerPlugin::LevelInit( char const *pMapName ) { ServerMan.levelInit(pMapName); } //--------------------------------------------------------------------------------- // Purpose: called on level start, when the server is ready to accept client connections // edictCount is the number of entities in the level, clientMax is the max client count //--------------------------------------------------------------------------------- void CEmptyServerPlugin::ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) { ServerMan.serverActivate(clientMax); } //--------------------------------------------------------------------------------- // Purpose: called once per server frame, do recurring work here (like checking for timeouts) //--------------------------------------------------------------------------------- void CEmptyServerPlugin::GameFrame( bool simulating ) { //Activate our counter pTimerMan->gameFrame(gpGlobals->curtime); if ( simulating ) { Bot_RunAll(); } } //--------------------------------------------------------------------------------- // Purpose: called on level end (as the server is shutting down or going to a new map) //--------------------------------------------------------------------------------- void CEmptyServerPlugin::LevelShutdown( void ) // !!!!this can get called multiple times per map change { gameeventmanager->RemoveListener( this ); } //--------------------------------------------------------------------------------- // Purpose: called when a client spawns into a server (i.e as they begin to play) //--------------------------------------------------------------------------------- void CEmptyServerPlugin::ClientActive( edict_t *pEntity ) { //Bot Detection if(ServerMan.entityToSlot(pEntity) == -1 && !pEntity->IsFree()) { IPlayerInfo * botCheck = playerinfomanager->GetPlayerInfo(pEntity); int newBot = ServerMan.playerConnect(pEntity,botCheck->GetName(),"1.B.O.T",true); ServerMan.PlayerList[newBot]->setPlayerState(2); } } //--------------------------------------------------------------------------------- // Purpose: called when a client leaves a server (or is timed out) //--------------------------------------------------------------------------------- void CEmptyServerPlugin::ClientDisconnect( edict_t *pEntity ) { ServerMan.playerDisconnect(pEntity); } //--------------------------------------------------------------------------------- // Purpose: called on //--------------------------------------------------------------------------------- void CEmptyServerPlugin::ClientPutInServer( edict_t *pEntity, char const *playername ) { int index = ServerMan.entityToSlot(pEntity); if(index != -1) { ServerMan.PlayerList[index]->setPlayerState(2); } } //--------------------------------------------------------------------------------- // Purpose: called on level start //--------------------------------------------------------------------------------- void CEmptyServerPlugin::SetCommandClient( int index ) { m_iClientCommandIndex = index; } //--------------------------------------------------------------------------------- // Purpose: called on level start //--------------------------------------------------------------------------------- void CEmptyServerPlugin::ClientSettingsChanged( edict_t *pEdict ) { } //--------------------------------------------------------------------------------- // Purpose: called when a client joins a server //--------------------------------------------------------------------------------- PLUGIN_RESULT CEmptyServerPlugin::ClientConnect( bool *bAllowConnect, edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) { ServerMan.playerConnect(pEntity,pszName,pszAddress,false); return PLUGIN_CONTINUE; } //--------------------------------------------------------------------------------- // Purpose: called when a client types in a command (only a subset of commands however, not CON_COMMAND's) //--------------------------------------------------------------------------------- PLUGIN_RESULT CEmptyServerPlugin::ClientCommand( edict_t *pEntity ) { return PLUGIN_CONTINUE; } //--------------------------------------------------------------------------------- // Purpose: called when a client is authenticated //--------------------------------------------------------------------------------- PLUGIN_RESULT CEmptyServerPlugin::NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) { ServerMan.networkIdVerified(pszUserName,pszNetworkID); return PLUGIN_CONTINUE; } //--------------------------------------------------------------------------------- // Purpose: called when an event is fired //--------------------------------------------------------------------------------- void CEmptyServerPlugin::FireGameEvent( KeyValues * event ) { ServerMan.serverGameEvent(anEvent); //This feeds info so player array can be up to date }