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

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#include <STDInclude.hpp>
namespace Components
{
Dvar::Var MapRotation::SVRandomMapRotation;
Dvar::Var MapRotation::SVDontRotate;
MapRotation::RotationData MapRotation::DedicatedRotation;
MapRotation::RotationData::RotationData()
:index_(0)
{
}
void MapRotation::RotationData::randomize()
{
// Code from https://en.cppreference.com/w/cpp/algorithm/random_shuffle
std::random_device rd;
std::mt19937 gen(rd());
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std::ranges::shuffle(this->rotationEntries_, gen);
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}
void MapRotation::RotationData::addEntry(const std::string& key, const std::string& value)
{
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this->rotationEntries_.emplace_back(std::make_pair(key, value));
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}
std::size_t MapRotation::RotationData::getEntriesSize() const noexcept
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{
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return this->rotationEntries_.size();
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}
MapRotation::RotationData::rotationEntry& MapRotation::RotationData::getNextEntry()
{
const auto index = this->index_;
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++this->index_ %= this->rotationEntries_.size(); // Point index_ to the next entry
return this->rotationEntries_.at(index);
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}
void MapRotation::RotationData::parse(const std::string& data)
{
const auto tokens = Utils::String::Split(data, ' ');
for (std::size_t i = 0; !tokens.empty() && i < (tokens.size() - 1); i += 2)
{
const auto& key = tokens[i];
const auto& value = tokens[i + 1];
if (key == "map"s || key == "gametype"s)
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{
this->addEntry(key, value);
}
else
{
throw ParseRotationError();
}
}
}
bool MapRotation::RotationData::empty() const noexcept
{
return this->rotationEntries_.empty();
}
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bool MapRotation::RotationData::contains(const std::string& key, const std::string& value) const
{
return std::ranges::any_of(this->rotationEntries_, [&](const auto& entry)
{
return entry.first == key && entry.second == value;
});
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}
nlohmann::json MapRotation::RotationData::to_json() const
{
std::vector<std::string> mapVector;
std::vector<std::string> gametypeVector;
for (const auto& [key, val] : this->rotationEntries_)
{
if (key == "map"s)
{
mapVector.emplace_back(val);
}
else if (key == "gametype"s)
{
gametypeVector.emplace_back(val);
}
}
auto mapRotationJson = nlohmann::json
{
{"maps", mapVector},
{"gametypes", gametypeVector},
};
return mapRotationJson;
}
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void MapRotation::LoadRotation(const std::string& data)
{
static auto loaded = false;
if (loaded)
{
// Load the rotation once
return;
}
loaded = true;
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try
{
DedicatedRotation.parse(data);
}
catch (const std::exception& ex)
{
Logger::PrintError(Game::CON_CHANNEL_ERROR, "{}: {} contains invalid data!\n", ex.what(), (*Game::sv_mapRotation)->name);
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}
Logger::Debug("DedicatedRotation size after parsing is '{}'", DedicatedRotation.getEntriesSize());
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}
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void MapRotation::LoadMapRotation()
{
const std::string mapRotation = (*Game::sv_mapRotation)->current.string;
// People may have sv_mapRotation empty because they only use 'addMap' or 'addGametype'
if (!mapRotation.empty())
{
Logger::Debug("sv_mapRotation is not empty. Parsing...");
LoadRotation(mapRotation);
}
}
void MapRotation::AddMapRotationCommands()
{
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Command::Add("addMap", [](Command::Params* params)
{
if (params->size() < 2)
{
Logger::Print("{} <map name> : add a map to the map rotation\n", params->get(0));
return;
}
DedicatedRotation.addEntry("map", params->get(1));
});
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Command::Add("addGametype", [](Command::Params* params)
{
if (params->size() < 2)
{
Logger::Print("{} <gametype> : add a game mode to the map rotation\n", params->get(0));
return;
}
DedicatedRotation.addEntry("gametype", params->get(1));
});
}
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bool MapRotation::Contains(const std::string& key, const std::string& value)
{
return DedicatedRotation.contains(key, value);
}
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bool MapRotation::ShouldRotate()
{
if (!Dedicated::IsEnabled() && SVDontRotate.get<bool>())
{
Logger::Print(Game::CON_CHANNEL_SERVER, "Not performing map rotation as sv_dontRotate is true\n");
SVDontRotate.set(false);
return false;
}
if (Dvar::Var("party_enable").get<bool>() && Dvar::Var("party_host").get<bool>())
{
Logger::Print(Game::CON_CHANNEL_SERVER, "Not performing map rotation as we are hosting a party!\n");
return false;
}
return true;
}
void MapRotation::ApplyMap(const std::string& map)
{
assert(!map.empty());
if ((*Game::sv_cheats)->current.enabled)
{
Command::Execute(std::format("devmap {}", map), true);
}
else
{
Command::Execute(std::format("map {}", map), true);
}
}
void MapRotation::ApplyGametype(const std::string& gametype)
{
assert(!gametype.empty());
Dvar::Var("g_gametype").set(gametype);
}
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void MapRotation::RestartCurrentMap()
{
std::string svMapname = (*Game::sv_mapname)->current.string;
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if (svMapname.empty())
{
Logger::Print(Game::CON_CHANNEL_SERVER, "mapname dvar is empty! Defaulting to mp_afghan\n");
svMapname = "mp_afghan"s;
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}
ApplyMap(svMapname);
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}
void MapRotation::ApplyRotation(RotationData& rotation)
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{
assert(!rotation.empty());
// Continue to apply gametype until a map is found
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auto foundMap = false;
std::size_t i = 0;
while (!foundMap && i < rotation.getEntriesSize())
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{
const auto& entry = rotation.getNextEntry();
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if (entry.first == "map"s)
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{
Logger::Debug("Loading new map: '{}'", entry.second);
ApplyMap(entry.second);
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// Map was found so we exit the loop
foundMap = true;
}
else if (entry.first == "gametype"s)
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{
Logger::Debug("Applying new gametype: '{}'", entry.second);
ApplyGametype(entry.second);
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}
++i;
}
}
void MapRotation::ApplyMapRotationCurrent(const std::string& data)
{
assert(!data.empty());
// Ook, ook, eek
Logger::Warning(Game::CON_CHANNEL_SERVER, "You are using deprecated {}", (*Game::sv_mapRotationCurrent)->name);
RotationData rotationCurrent;
try
{
Logger::Debug("Parsing {}", (*Game::sv_mapRotationCurrent)->name);
rotationCurrent.parse(data);
}
catch (const std::exception& ex)
{
Logger::PrintError(Game::CON_CHANNEL_ERROR, "{}: {} contains invalid data!\n", ex.what(), (*Game::sv_mapRotationCurrent)->name);
}
Game::Dvar_SetString(*Game::sv_mapRotationCurrent, "");
if (rotationCurrent.empty())
{
Logger::Print(Game::CON_CHANNEL_SERVER, "{} is empty or contains invalid data. Restarting map\n", (*Game::sv_mapRotationCurrent)->name);
RestartCurrentMap();
return;
}
ApplyRotation(rotationCurrent);
}
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void MapRotation::RandomizeMapRotation()
{
if (SVRandomMapRotation.get<bool>())
{
Logger::Print(Game::CON_CHANNEL_SERVER, "Randomizing the map rotation\n");
DedicatedRotation.randomize();
}
else
{
Logger::Debug("Map rotation was not randomized");
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}
}
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void MapRotation::SV_MapRotate_f()
{
if (!ShouldRotate())
{
return;
}
Logger::Print(Game::CON_CHANNEL_SERVER, "Rotating map...\n");
// This takes priority because of backwards compatibility
const std::string mapRotationCurrent = (*Game::sv_mapRotationCurrent)->current.string;
if (!mapRotationCurrent.empty())
{
Logger::Debug("Applying {}", (*Game::sv_mapRotationCurrent)->name);
ApplyMapRotationCurrent(mapRotationCurrent);
return;
}
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LoadMapRotation();
if (DedicatedRotation.empty())
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{
Logger::Print(Game::CON_CHANNEL_SERVER, "{} is empty or contains invalid data. Restarting map\n", (*Game::sv_mapRotation)->name);
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RestartCurrentMap();
return;
}
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RandomizeMapRotation();
ApplyRotation(DedicatedRotation);
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}
MapRotation::MapRotation()
{
AddMapRotationCommands();
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Utils::Hook::Set<void(*)()>(0x4152E8, SV_MapRotate_f);
SVRandomMapRotation = Dvar::Register<bool>("sv_randomMapRotation", false,
Game::DVAR_ARCHIVE, "Randomize map rotation when true");
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SVDontRotate = Dvar::Register<bool>("sv_dontRotate", false,
Game::DVAR_NONE, "Do not perform map rotation");
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}
bool MapRotation::unitTest()
{
RotationData rotation;
Logger::Debug("Testing map rotation parsing...");
const auto* normal = "map mp_highrise map mp_terminal map mp_firingrange map mp_trailerpark gametype dm map mp_shipment_long";
try
{
DedicatedRotation.parse(normal);
}
catch (const std::exception& ex)
{
Logger::PrintError(Game::CON_CHANNEL_ERROR, "{}: parsing of 'normal' failed\n", ex.what());
return false;
}
const auto* mistake = "spdevmap mp_dome";
auto success = false;
try
{
DedicatedRotation.parse(mistake);
}
catch (const std::exception& ex)
{
Logger::Debug("{}: parsing of 'normal' failed as expected", ex.what());
success = true;
}
return success;
}
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}