Dispatch notifies in correct context
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df53923c9e
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@ -14,6 +14,7 @@
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#include "game/scripting/lua/engine.hpp"
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#include <utils/hook.hpp>
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#include <utils/concurrency.hpp>
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namespace scripting
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{
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@ -38,6 +39,8 @@ namespace scripting
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utils::hook::detour respawn_hook;
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utils::hook::detour scr_run_current_threads_hook;
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game::dvar_t* scr_auto_respawn = nullptr;
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std::string current_file;
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@ -45,6 +48,9 @@ namespace scripting
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std::unordered_map<unsigned int, std::string> canonical_string_table;
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using notify_list = std::vector<event>;
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utils::concurrency::container<notify_list> scheduled_notifies;
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void vm_notify_stub(const unsigned int notify_list_owner_id, const game::scr_string_t string_value,
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game::VariableValue* top)
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{
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@ -60,16 +66,28 @@ namespace scripting
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e.arguments.emplace_back(*value);
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}
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lua::engine::notify(e);
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scheduled_notifies.access([&](notify_list& list)
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{
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list.push_back(e);
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});
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}
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vm_notify_hook.invoke<void>(notify_list_owner_id, string_value, top);
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}
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void clear_scheduler_notifies()
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{
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scheduled_notifies.access([](notify_list& list)
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{
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list.clear();
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});
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}
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void client_spawn_stub(const game::gentity_s* client)
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{
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client_spawn_hook.invoke<void>(client);
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scr_auto_respawn->current.enabled = true;
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clear_scheduler_notifies();
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lua::engine::start();
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}
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@ -80,6 +98,7 @@ namespace scripting
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canonical_string_table.clear();
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}
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clear_scheduler_notifies();
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lua::engine::stop();
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g_shutdown_game_hook.invoke<void>(free_scripts);
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}
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@ -158,6 +177,7 @@ namespace scripting
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if (save_game != nullptr)
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{
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scr_auto_respawn->current.enabled = true;
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clear_scheduler_notifies();
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lua::engine::start();
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}
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return result;
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@ -179,6 +199,23 @@ namespace scripting
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respawn_hook.invoke<void>();
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}
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void scr_run_current_threads_stub()
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{
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notify_list list_copy{};
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scheduled_notifies.access([&](notify_list& list)
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{
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list_copy = list;
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list.clear();
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});
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for (const auto& e : list_copy)
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{
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lua::engine::notify(e);
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}
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scr_run_current_threads_hook.invoke<void>();
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}
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}
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class component final : public component_interface
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@ -200,6 +237,8 @@ namespace scripting
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scr_auto_respawn = dvars::register_bool("scr_autoRespawn", true, 0, "Automatically respawn player on death");
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respawn_hook.create(0x1404B1E00, respawn_stub);
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scr_run_current_threads_hook.create(0x1405C8370, scr_run_current_threads_stub);
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scheduler::loop([]()
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{
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lua::engine::run_frame();
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@ -44,7 +44,7 @@ namespace scripting::lua
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sol::state& state_;
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std::atomic_int64_t current_listener_id_ = 0;
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using task_list = std::list<event_listener>;
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using task_list = std::vector<event_listener>;
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utils::concurrency::container<task_list> new_callbacks_;
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utils::concurrency::container<task_list, std::recursive_mutex> callbacks_;
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