#include #include "loader/component_loader.hpp" #include "command.hpp" #include "scheduler.hpp" #include #include #include "game/game.hpp" #include namespace map_rotation { DWORD previousPriority; namespace { void set_dvar(const std::string& dvar, const std::string& value) { command::execute(utils::string::va("%s \"%s\"", dvar.data(), value.data()), true); } void set_gametype(const std::string& gametype) { set_dvar("g_gametype", gametype); } void launch_map(const std::string& mapname) { command::execute(utils::string::va("map %s", mapname.data()), false); } void launch_default_map() { auto* mapname = game::Dvar_FindVar("mapname"); if (mapname && mapname->current.string && strlen(mapname->current.string) && mapname->current.string != "mp_vlobby_room"s) { launch_map(mapname->current.string); } else { launch_map("mp_crash_snow"); } } std::string load_current_map_rotation() { auto* rotation = game::Dvar_FindVar("sv_mapRotationCurrent"); if (!strlen(rotation->current.string)) { rotation = game::Dvar_FindVar("sv_mapRotation"); set_dvar("sv_mapRotationCurrent", rotation->current.string); } return rotation->current.string; } std::vector parse_current_map_rotation() { const auto rotation = load_current_map_rotation(); return utils::string::split(rotation, ' '); } void store_new_rotation(const std::vector& elements, const size_t index) { std::string value{}; for (auto i = index; i < elements.size(); ++i) { if (i != index) { value.push_back(' '); } value.append(elements[i]); } set_dvar("sv_mapRotationCurrent", value); } void change_process_priority() { auto* const dvar = game::Dvar_FindVar("sv_autoPriority"); if (dvar && dvar->current.enabled) { scheduler::on_game_initialized([]() { //printf("=======================setting OLD priority=======================\n"); SetPriorityClass(GetCurrentProcess(), previousPriority); }, scheduler::pipeline::main, 1s); previousPriority = GetPriorityClass(GetCurrentProcess()); //printf("=======================setting NEW priority=======================\n"); SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS); } } void perform_map_rotation() { if (game::Live_SyncOnlineDataFlags(0) != 0) { scheduler::on_game_initialized(perform_map_rotation, scheduler::pipeline::main, 1s); return; } const auto rotation = parse_current_map_rotation(); for (size_t i = 0; !rotation.empty() && i < (rotation.size() - 1); i += 2) { const auto& key = rotation[i]; const auto& value = rotation[i + 1]; if (key == "gametype") { set_gametype(value); } else if (key == "map") { store_new_rotation(rotation, i + 2); change_process_priority(); if (!game::SV_MapExists(value.data())) { printf("map_rotation: '%s' map doesn't exist!\n", value.data()); launch_default_map(); return; } launch_map(value); return; } else { printf("Invalid map rotation key: %s\n", key.data()); } } launch_default_map(); } void trigger_map_rotation() { scheduler::schedule([]() { if (game::CL_IsCgameInitialized()) { return scheduler::cond_continue; } command::execute("map_rotate", false); return scheduler::cond_end; }, scheduler::pipeline::main, 1s); } } class component final : public component_interface { public: void post_unpack() override { if (!game::environment::is_dedi()) { return; } scheduler::once([]() { dvars::register_string("sv_mapRotation", "", game::DVAR_FLAG_NONE, true); dvars::register_string("sv_mapRotationCurrent", "", game::DVAR_FLAG_NONE, true); dvars::register_string("sv_autoPriority", "", game::DVAR_FLAG_NONE, true); }, scheduler::pipeline::main); command::add("map_rotate", &perform_map_rotation); // Hook GScr_ExitLevel utils::hook::jump(0x140376630, &trigger_map_rotation); // not sure if working previousPriority = GetPriorityClass(GetCurrentProcess()); } }; } REGISTER_COMPONENT(map_rotation::component)