1ed4f717f6
This reverts commit 2a9ff72426
.
181 lines
4.2 KiB
C++
181 lines
4.2 KiB
C++
#include <std_include.hpp>
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#include "loader/component_loader.hpp"
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#include "command.hpp"
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#include "scheduler.hpp"
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#include <utils/hook.hpp>
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#include <utils/string.hpp>
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#include "game/game.hpp"
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#include <game/dvars.hpp>
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namespace map_rotation
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{
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DWORD previousPriority;
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namespace
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{
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void set_dvar(const std::string& dvar, const std::string& value)
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{
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command::execute(utils::string::va("%s \"%s\"", dvar.data(), value.data()), true);
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}
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void set_gametype(const std::string& gametype)
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{
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set_dvar("g_gametype", gametype);
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}
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void launch_map(const std::string& mapname)
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{
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command::execute(utils::string::va("map %s", mapname.data()), false);
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}
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void launch_default_map()
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{
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auto* mapname = game::Dvar_FindVar("mapname");
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if (mapname && mapname->current.string && strlen(mapname->current.string) && mapname->current.string !=
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"mp_vlobby_room"s)
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{
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launch_map(mapname->current.string);
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}
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else
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{
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launch_map("mp_crash");
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}
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}
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std::string load_current_map_rotation()
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{
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auto* rotation = game::Dvar_FindVar("sv_mapRotationCurrent");
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if (!strlen(rotation->current.string))
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{
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rotation = game::Dvar_FindVar("sv_mapRotation");
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set_dvar("sv_mapRotationCurrent", rotation->current.string);
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}
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return rotation->current.string;
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}
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std::vector<std::string> parse_current_map_rotation()
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{
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const auto rotation = load_current_map_rotation();
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return utils::string::split(rotation, ' ');
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}
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void store_new_rotation(const std::vector<std::string>& elements, const size_t index)
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{
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std::string value{};
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for (auto i = index; i < elements.size(); ++i)
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{
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if (i != index)
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{
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value.push_back(' ');
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}
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value.append(elements[i]);
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}
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set_dvar("sv_mapRotationCurrent", value);
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}
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void change_process_priority()
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{
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auto* const dvar = game::Dvar_FindVar("sv_autoPriority");
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if (dvar && dvar->current.enabled)
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{
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scheduler::on_game_initialized([]()
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{
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//printf("=======================setting OLD priority=======================\n");
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SetPriorityClass(GetCurrentProcess(), previousPriority);
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}, scheduler::pipeline::main, 1s);
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previousPriority = GetPriorityClass(GetCurrentProcess());
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//printf("=======================setting NEW priority=======================\n");
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SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
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}
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}
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void perform_map_rotation()
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{
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if (game::Live_SyncOnlineDataFlags(0) != 0)
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{
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scheduler::on_game_initialized(perform_map_rotation, scheduler::pipeline::main, 1s);
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return;
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}
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const auto rotation = parse_current_map_rotation();
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for (size_t i = 0; !rotation.empty() && i < (rotation.size() - 1); i += 2)
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{
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const auto& key = rotation[i];
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const auto& value = rotation[i + 1];
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if (key == "gametype")
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{
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set_gametype(value);
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}
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else if (key == "map")
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{
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store_new_rotation(rotation, i + 2);
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change_process_priority();
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if (!game::SV_MapExists(value.data()))
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{
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printf("map_rotation: '%s' map doesn't exist!\n", value.data());
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launch_default_map();
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return;
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}
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launch_map(value);
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return;
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}
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else
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{
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printf("Invalid map rotation key: %s\n", key.data());
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}
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}
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launch_default_map();
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}
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void trigger_map_rotation()
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{
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scheduler::schedule([]()
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{
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if (game::CL_IsCgameInitialized())
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{
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return scheduler::cond_continue;
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}
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command::execute("map_rotate", false);
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return scheduler::cond_end;
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}, scheduler::pipeline::main, 1s);
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}
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}
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class component final : public component_interface
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{
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public:
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void post_unpack() override
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{
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if (!game::environment::is_dedi())
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{
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return;
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}
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scheduler::once([]()
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{
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dvars::register_string("sv_mapRotation", "", game::DVAR_FLAG_NONE, true);
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dvars::register_string("sv_mapRotationCurrent", "", game::DVAR_FLAG_NONE, true);
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dvars::register_string("sv_autoPriority", "", game::DVAR_FLAG_NONE, true);
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}, scheduler::pipeline::main);
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command::add("map_rotate", &perform_map_rotation);
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// Hook GScr_ExitLevel
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utils::hook::jump(0x140376630, &trigger_map_rotation); // not sure if working
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previousPriority = GetPriorityClass(GetCurrentProcess());
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}
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};
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}
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REGISTER_COMPONENT(map_rotation::component)
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