iw4x-client/src/Components/Modules/Command.cpp

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#include <STDInclude.hpp>
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namespace Components
{
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std::unordered_map<std::string, std::function<void(Command::Params*)>> Command::FunctionMap;
std::unordered_map<std::string, std::function<void(Command::Params*)>> Command::FunctionMapSV;
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std::string Command::Params::join(const int index) const
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{
std::string result;
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for (auto i = index; i < this->size(); i++)
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{
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if (i > index) result.append(" ");
result.append(this->get(i));
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}
return result;
}
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Command::ClientParams::ClientParams()
: nesting_(Game::cmd_args->nesting)
{
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assert(Game::cmd_args->nesting < Game::CMD_MAX_NESTING);
}
int Command::ClientParams::size() const noexcept
{
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return Game::cmd_args->argc[this->nesting_];
}
const char* Command::ClientParams::get(const int index) const noexcept
{
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if (index >= this->size())
{
return "";
}
return Game::cmd_args->argv[this->nesting_][index];
}
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Command::ServerParams::ServerParams()
: nesting_(Game::sv_cmd_args->nesting)
{
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assert(Game::sv_cmd_args->nesting < Game::CMD_MAX_NESTING);
}
int Command::ServerParams::size() const noexcept
{
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return Game::sv_cmd_args->argc[this->nesting_];
}
const char* Command::ServerParams::get(const int index) const noexcept
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{
if (index >= this->size())
{
return "";
}
return Game::sv_cmd_args->argv[this->nesting_][index];
}
void Command::Add(const char* name, const std::function<void()>& callback)
{
Add(name, [callback]([[maybe_unused]] const Params* params)
{
callback();
});
}
void Command::Add(const char* name, const std::function<void(Params*)>& callback)
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{
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const auto command = Utils::String::ToLower(name);
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if (!FunctionMap.contains(command))
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{
AddRaw(name, MainCallback);
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}
FunctionMap.insert_or_assign(command, callback);
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}
void Command::AddSV(const char* name, const std::function<void(Params*)>& callback)
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{
if (Loader::IsPregame())
{
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MessageBoxA(nullptr, "Registering server commands in pregame state is illegal!", nullptr, MB_ICONERROR);
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#ifdef _DEBUG
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__debugbreak();
#endif
return;
}
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const auto command = Utils::String::ToLower(name);
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if (!FunctionMapSV.contains(command))
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{
AddRawSV(name, MainCallbackSV);
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}
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FunctionMapSV.insert_or_assign(command, callback);
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}
void Command::AddRaw(const char* name, void(*callback)(), bool key)
{
Game::Cmd_AddCommand(name, callback, Allocate(), key);
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}
void Command::AddRawSV(const char* name, void(*callback)())
{
Game::Cmd_AddServerCommand(name, callback, Allocate());
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// If the main command is registered as Cbuf_AddServerText, the command will be redirected to the SV handler
AddRaw(name, Game::Cbuf_AddServerText_f, false);
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}
void Command::Execute(std::string command, bool sync)
{
command.append("\n"); // Make sure it's terminated
if (sync)
{
Game::Cmd_ExecuteSingleCommand(0, 0, command.data());
}
else
{
Game::Cbuf_AddText(0, command.data());
}
}
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Game::cmd_function_s* Command::Find(const std::string& command)
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{
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auto* cmdFunction = *Game::cmd_functions;
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while (cmdFunction != nullptr)
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{
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if (cmdFunction->name != nullptr && cmdFunction->name == command)
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{
return cmdFunction;
}
cmdFunction = cmdFunction->next;
}
return nullptr;
}
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Game::cmd_function_s* Command::Allocate()
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{
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return Utils::Memory::GetAllocator()->allocate<Game::cmd_function_s>();
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}
void Command::MainCallback()
{
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ClientParams params;
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const auto command = Utils::String::ToLower(params[0]);
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if (const auto itr = FunctionMap.find(command); itr != FunctionMap.end())
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{
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itr->second(&params);
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}
}
void Command::MainCallbackSV()
{
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ServerParams params;
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const auto command = Utils::String::ToLower(params[0]);
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if (const auto itr = FunctionMapSV.find(command); itr != FunctionMapSV.end())
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{
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itr->second(&params);
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}
}
}