Party integration for dedis.

This commit is contained in:
momo5502 2015-12-27 15:39:49 +01:00
parent b8a94cbf22
commit 044e937781
4 changed files with 84 additions and 47 deletions

View File

@ -4,7 +4,7 @@ namespace Components
{
char** Console::GetAutoCompleteFileList(const char *path, const char *extension, Game::FsListBehavior_e behavior, int *numfiles, int allocTrackType)
{
if (path == (char*)0xBAADF00D) return nullptr;
if (path == (char*)0xBAADF00D || IsBadReadPtr(path, 1)) return nullptr;
return Game::FS_ListFiles(path, extension, behavior, numfiles, allocTrackType);
}

View File

@ -56,6 +56,18 @@ namespace Components
}
}
void Party::ConnectError(std::string message)
{
Command::Execute("closemenu popup_reconnectingtoparty");
Dvar::Var("partyend_reason").Set(message);
Command::Execute("openmenu menu_xboxlive_partyended");
}
Game::dvar_t* Party::RegisterMinPlayers(const char* name, int value, int min, int max, Game::dvar_flag flag, const char* description)
{
return Dvar::Register<int>(name, 1, 1, max, Game::dvar_flag::DVAR_FLAG_WRITEPROTECTED | flag, description).Get<Game::dvar_t*>();
}
Party::Party()
{
// various changes to SV_DirectConnect-y stuff to allow non-party joinees
@ -91,12 +103,17 @@ namespace Components
// functions checking party heartbeat timeouts, cause random issues
Utils::Hook::Nop(0x4E532D, 5);
Utils::Hook::Nop(0x4CAA5D, 5);
// Steam_JoinLobby call causes migration
Utils::Hook::Nop(0x5AF851, 5);
Utils::Hook::Set<BYTE>(0x5AF85B, 0xEB);
// Allow xpartygo in public lobbies
Utils::Hook::Set<BYTE>(0x5A969E, 0xEB);
// Patch party_minplayers to 1 and protect it
Utils::Hook(0x4D5D51, Party::RegisterMinPlayers, HOOK_CALL).Install()->Quick();
Command::Add("connect", [] (Command::Params params)
{
if (params.Length() < 2)
@ -107,28 +124,6 @@ namespace Components
Party::Connect(Network::Address(params[1]));
});
Command::Add("connect2", [] (Command::Params params)
{
if (params.Length() < 2)
{
return;
}
Network::Address address(params[1]);
SteamID id = Party::GenerateLobbyId();
Party::LobbyMap[id.Bits] = address;
OutputDebugStringA(Utils::VA("Mapping %llX -> %s", id.Bits, address.GetString()));
Game::Steam_JoinLobby(id, 0);
// Callback not registered on first try
// TODO: Fix :D
if (Party::LobbyMap.size() <= 1) Game::Steam_JoinLobby(id, 0);
});
Renderer::OnFrame([] ()
{
if (!Party::Container.Valid) return;
@ -136,10 +131,7 @@ namespace Components
if ((Game::Com_Milliseconds() - Party::Container.JoinTime) > 5000)
{
Party::Container.Valid = false;
Command::Execute("closemenu popup_reconnectingtoparty");
Dvar::Var("partyend_reason").Set("Server connection timed out.");
Command::Execute("openmenu menu_xboxlive_partyended");
Party::ConnectError("Server connection timed out.");
}
});
@ -167,6 +159,24 @@ namespace Components
info.Set("clients", Utils::VA("%i", clientCount));
info.Set("sv_maxclients", Utils::VA("%i", *Game::svs_numclients));
// Set matchtype
// 0 - No match, connecting not possible
// 1 - Party, use Steam_JoinLobby to connect
// 2 - Match, use CL_ConnectFromParty to connect
if (Dvar::Var("party_host").Get<bool>()) // Party hosting
{
info.Set("matchtype", "1");
}
else if (Dvar::Var("sv_running").Get<bool>()) // Match hosting
{
info.Set("matchtype", "2");
}
else
{
info.Set("matchtype", "0");
}
Network::Send(Game::NS_CLIENT, address, Utils::VA("infoResponse\n%s\n", info.Build().data()));
});
@ -182,34 +192,57 @@ namespace Components
Utils::InfoString info(data);
OutputDebugStringA(data.data());
int matchType = atoi(info.Get("matchtype").data());
if (info.Get("challenge") != Party::Container.Challenge)
{
OutputDebugStringA(Utils::VA("\"%s\" vs. \"%s\"", info.Get("challenge").data(), Party::Container.Challenge.data()));
Command::Execute("closemenu popup_reconnectingtoparty");
Dvar::Var("partyend_reason").Set("Invalid join response: Challenge mismatch.");
Command::Execute("openmenu menu_xboxlive_partyended");
Party::ConnectError("Invalid join response: Challenge mismatch.");
}
else if (atoi(info.Get("clients").data()) >= atoi(info.Get("sv_maxclients").data()))
else if (matchType < 0 || 2 < matchType)
{
Command::Execute("closemenu popup_reconnectingtoparty");
Dvar::Var("partyend_reason").Set("@EXE_SERVERISFULL");
Command::Execute("openmenu menu_xboxlive_partyended");
Party::ConnectError("Invalid join response: Unknown matchtype");
}
else if (info.Get("mapname") == "" || info.Get("gametype") == "")
else if (!matchType)
{
Command::Execute("closemenu popup_reconnectingtoparty");
Dvar::Var("partyend_reason").Set("Invalid map or gametype.");
Command::Execute("openmenu menu_xboxlive_partyended");
Party::ConnectError("Server is not hosting a match.");
}
// Connect
else if (matchType == 1) // Party
{
SteamID id = Party::GenerateLobbyId();
Party::LobbyMap[id.Bits] = address;
Game::Steam_JoinLobby(id, 0);
// Callback not registered on first try
// TODO: Fix :D
if (Party::LobbyMap.size() <= 1) Game::Steam_JoinLobby(id, 0);
}
else if (matchType == 2) // Match
{
if (atoi(info.Get("clients").data()) >= atoi(info.Get("sv_maxclients").data()))
{
Party::ConnectError("@EXE_SERVERISFULL");
}
if (info.Get("mapname") == "" || info.Get("gametype") == "")
{
Party::ConnectError("Invalid map or gametype.");
}
else
{
Dvar::Var("xblive_privatematch").Set(1);
Game::Menus_CloseAll(Game::uiContext);
char xnaddr[32];
Game::CL_ConnectFromParty(0, xnaddr, *address.Get(), 0, 0, info.Get("mapname").data(), info.Get("gametype").data());
}
}
else
{
Dvar::Var("xblive_privatematch").Set(1);
Game::Menus_CloseAll(Game::uiContext);
char xnaddr[32];
Game::CL_ConnectFromParty(0, xnaddr, *address.Get(), 0, 0, info.Get("mapname").data(), info.Get("gametype").data());
// WAT?
OutputDebugStringA("WAT?");
}
}
}

View File

@ -24,5 +24,9 @@ namespace Components
static std::map<uint64_t, Network::Address> LobbyMap;
static SteamID GenerateLobbyId();
static Game::dvar_t* RegisterMinPlayers(const char* name, int value, int min, int max, Game::dvar_flag flag, const char* description);
static void ConnectError(std::string message);
};
}

View File

@ -4,6 +4,6 @@
<LocalDebuggerCommand>iw4m.exe</LocalDebuggerCommand>
<LocalDebuggerWorkingDirectory>D:\Games\SteamLibrary\steamapps\common\Call of Duty Modern Warfare 2\</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
<LocalDebuggerCommandArguments>+set dedicated 0</LocalDebuggerCommandArguments>
<LocalDebuggerCommandArguments>+set dedicated 1</LocalDebuggerCommandArguments>
</PropertyGroup>
</Project>