void ServerController::handle_client(std::shared_ptr<Socket> socket) { std::shared_ptr<Socket> client = socket; startup_player(client); is_handling = true; while (is_handling) { try { if (game_controller->get_is_ended()){ client->write("Game has ended, disconnecting"); break; } std::string command = client->read_line(); ClientCommand client_command = ClientCommand(command, client); client_queue.put(client_command); } catch (const std::exception& ex) { std::string exception_string = std::string("ERROR: ") + ex.what() + "\n"; client->write(exception_string); } catch (...) { client->write("ERROR: something went wrong"); } } client->close(); }
void CSDKPlayer::State_Enter_WELCOME() { // Important to set MOVETYPE_NONE or our physics object will fall while we're sitting at one of the intro cameras. SetMoveType( MOVETYPE_NONE ); AddSolidFlags( FSOLID_NOT_SOLID ); PhysObjectSleep(); // Show info panel if ( IsBot() ) { // If they want to auto join a team for debugging, pretend they clicked the button. CCommand args; args.Tokenize( "joingame" ); ClientCommand( args ); } else { const ConVar *hostname = cvar->FindVar( "hostname" ); const char *title = (hostname) ? hostname->GetString() : "MESSAGE OF THE DAY"; // open info panel on client showing MOTD: KeyValues *data = new KeyValues("data"); data->SetString( "title", title ); // info panel title data->SetString( "type", "1" ); // show userdata from stringtable entry data->SetString( "msg", "motd" ); // use this stringtable entry data->SetString( "cmd", "joingame" );// exec this command if panel closed ShowViewPortPanel( PANEL_INFO, true, data ); data->deleteThis(); } }
// Send a radio message void CCSBot::SendRadioMessage(GameEventType event) { // make sure this is a radio event if (event <= EVENT_START_RADIO_1 || event >= EVENT_END_RADIO) { return; } PrintIfWatched("%3.1f: SendRadioMessage( %s )\n", gpGlobals->time, GameEventName[event]); // note the time the message was sent TheCSBots()->SetRadioMessageTimestamp(event, m_iTeam); m_lastRadioSentTimestamp = gpGlobals->time; char slot[2]; slot[1] = '\0'; if (event > EVENT_START_RADIO_1 && event < EVENT_START_RADIO_2) { slot[0] = event - EVENT_START_RADIO_1; ClientCommand("radio1"); //Radio1(this, event - EVENT_START_RADIO_3); } else if (event > EVENT_START_RADIO_2 && event < EVENT_START_RADIO_3) { slot[0] = event - EVENT_START_RADIO_2; ClientCommand("radio2"); //Radio2(this, event - EVENT_START_RADIO_3); } else { slot[0] = event - EVENT_START_RADIO_3; ClientCommand("radio3"); //Radio3(this, event - EVENT_START_RADIO_3); } ClientCommand("menuselect", slot); ClientCommand("menuselect", "10"); }
int baseq3_qagame_vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { #else int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { #endif // IOS switch ( command ) { case GAME_INIT: G_InitGame( arg0, arg1, arg2 ); return 0; case GAME_SHUTDOWN: G_ShutdownGame( arg0 ); return 0; case GAME_CLIENT_CONNECT: return (int)ClientConnect( arg0, arg1, arg2 ); case GAME_CLIENT_THINK: ClientThink( arg0 ); return 0; case GAME_CLIENT_USERINFO_CHANGED: ClientUserinfoChanged( arg0 ); return 0; case GAME_CLIENT_DISCONNECT: ClientDisconnect( arg0 ); return 0; case GAME_CLIENT_BEGIN: ClientBegin( arg0 ); return 0; case GAME_CLIENT_COMMAND: ClientCommand( arg0 ); return 0; case GAME_RUN_FRAME: G_RunFrame( arg0 ); return 0; case GAME_CONSOLE_COMMAND: return ConsoleCommand(); case BOTAI_START_FRAME: return BotAIStartFrame( arg0 ); } return -1; } void QDECL G_Printf( const char *fmt, ... ) { va_list argptr; char text[1024]; va_start (argptr, fmt); vsprintf (text, fmt, argptr); va_end (argptr); trap_Printf( text ); }
/* ================ vmMain This is the only way control passes into the module. This must be the very first function compiled into the .q3vm file ================ */ Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { switch ( command ) { case GAME_INIT: G_InitGame( arg0, arg1, arg2 ); return 0; case GAME_SHUTDOWN: G_ShutdownGame( arg0 ); return 0; case GAME_CLIENT_CONNECT: return (intptr_t)ClientConnect( arg0, arg1, arg2 ); case GAME_CLIENT_THINK: ClientThink( arg0 ); return 0; case GAME_CLIENT_USERINFO_CHANGED: ClientUserinfoChanged( arg0 ); return 0; case GAME_CLIENT_DISCONNECT: ClientDisconnect( arg0 ); return 0; case GAME_CLIENT_BEGIN: ClientBegin( arg0 ); return 0; case GAME_CLIENT_COMMAND: ClientCommand( arg0 ); return 0; case GAME_RUN_FRAME: G_RunFrame( arg0 ); return 0; case GAME_CONSOLE_COMMAND: return ConsoleCommand(); case BOTAI_START_FRAME: return BotAIStartFrame( arg0 ); } return -1; }
int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { ClearGlobals(); switch ( command ) { case GAME_INIT: api_ver = trap_GetApiVersion(); if ( api_ver < MIN_API_VERSION ) { G_conprintf("Mod requried API_VERSION %d or higher, server have %d\n", MIN_API_VERSION, api_ver); return 0; } if( api_ver >= MIN_API_VERSION && api_ver <= GAME_API_VERSION ) { gamedata.APIversion = api_ver; } G_InitGame( arg0, arg1 ); return ( int ) ( &gamedata ); case GAME_LOADENTS: G_SpawnEntitiesFromString(); return 1; case GAME_START_FRAME: StartFrame( arg0 ); return 1; case GAME_CLIENT_CONNECT: self = PROG_TO_EDICT( g_globalvars.self ); self->auth_time = g_globalvars.time + 10.0; self->isSpectator = arg0?1:0; if ( arg0 ) SpectatorConnect(); else ClientConnect(); return 1; case GAME_PUT_CLIENT_IN_SERVER: self = PROG_TO_EDICT( g_globalvars.self ); if ( !arg0 ) PutClientInServer(); return 1; case GAME_CLIENT_DISCONNECT: self = PROG_TO_EDICT( g_globalvars.self ); if ( arg0 ) SpectatorDisconnect(); else ClientDisconnect(); return 1; case GAME_SETNEWPARMS: SetNewParms(); return 1; case GAME_CLIENT_PRETHINK: self = PROG_TO_EDICT( g_globalvars.self ); if ( !arg0 ) PlayerPreThink(); return 1; case GAME_CLIENT_POSTTHINK: self = PROG_TO_EDICT( g_globalvars.self ); if ( !arg0 ) PlayerPostThink(); else SpectatorThink(); return 1; case GAME_EDICT_TOUCH: G_EdictTouch(); return 1; case GAME_EDICT_THINK: G_EdictThink(); return 1; case GAME_EDICT_BLOCKED: G_EdictBlocked(); return 1; case GAME_SETCHANGEPARMS: //called before spawn new server for save client params self = PROG_TO_EDICT( g_globalvars.self ); SetChangeParms(); return 1; case GAME_CLIENT_COMMAND: self = PROG_TO_EDICT( g_globalvars.self ); return ClientCommand(); case GAME_CLIENT_USERINFO_CHANGED: // called on user /cmd setinfo if value changed // return not zero dont allow change // params like GAME_CLIENT_COMMAND, but argv(0) always "setinfo" and argc always 3 self = PROG_TO_EDICT( g_globalvars.self ); return ClientUserInfoChanged(); case GAME_SHUTDOWN: return 0; case GAME_CONSOLE_COMMAND: // called on server console command "mod" // params like GAME_CLIENT_COMMAND, but argv(0) always "mod" // self - rconner if can detect else world // other //SV_CMD_CONSOLE 0 //SV_CMD_RCON 1 //SV_CMD_MASTER 2 //SV_CMD_BOT 3 self = PROG_TO_EDICT( g_globalvars.self ); ModCommand(); return 0; } return 0; }
/* ================= ConsoleCommand ================= */ qboolean ConsoleCommand( void ) { char cmd[MAX_TOKEN_CHARS]; trap_Argv( 0, cmd, sizeof( cmd ) ); // all commands prefixed with st_ are destined for the rules engine. if ( cmd[ 0 ] == 's' && cmd[ 1 ] == 't' && cmd[ 2 ] == '_' ) { if ( G_ST_exec( ST_CONSOLECOMMAND, cmd+3 ) ) return qtrue; } switch( SWITCHSTRING( cmd ) ) { #ifdef DEVELOPER case CS('b','u','y',0): case CS('s','e','l','l'): case CS('v','i','s','i'): case CS('b','e','g','i'): case CS('a','s','s','e'): case CS('i','n','t','e'): case CS('e','n','d','i'): case CS('l','o','o','k'): case CS('p','l','a','n'): G_ST_exec( ST_CLIENTCOMMAND, 0, cmd ); trap_SendConsoleCommand( EXEC_INSERT, "wait 50 ;" ); return qtrue; // cl0_ case CS('c','l','0','_'): ClientCommand( 0, cmd + 4 ); return 0; #endif // entitylist case CS('e','n','t','i'): Svcmd_EntityList_f(); return qtrue; // forceteam case CS('f','o','r','c'): Svcmd_ForceTeam_f(); return qtrue; // game_memory case CS('g','a','m','e'): Svcmd_GameMem_f(); return qtrue; // addbot case CS('a','d','d','b'): Svcmd_AddBot_f(); return qtrue; // botlist case CS('b','o','t','l'): Svcmd_BotList_f(); return qtrue; // addip case CS('a','d','d','i'): Svcmd_AddIP_f(); return qtrue; // removeip case CS('r','e','m','o'): Svcmd_RemoveIP_f(); return qtrue; // listip case CS('l','i','s','t'): trap_SendConsoleCommand( EXEC_NOW, "g_banIPs\n" ); return qtrue; // abort case CS('a','b','o','r'): G_ST_exec( ST_CONSOLECOMMAND, cmd ); return qtrue; } if (g_dedicated.integer) { if (Q_stricmp (cmd, "say") == 0) { trap_SendServerCommand( -1, va("print \"server: %s\"", ConcatArgs(1) ) ); return qtrue; } // everything else will also be printed as a say command trap_SendServerCommand( -1, va("print \"server: %s\"", ConcatArgs(0) ) ); return qtrue; } return qfalse; }
void gsc_player_ClientCommand(int id) { stackPushInt(ClientCommand(id)); }
void ServerGame::clientCommand( int clientNum ) const { ClientCommand( clientNum ); }
void VM::VMHandleSyscall(uint32_t id, Util::Reader reader) { int major = id >> 16; int minor = id & 0xffff; if (major == VM::QVM) { switch (minor) { case GAME_STATIC_INIT: IPC::HandleMsg<GameStaticInitMsg>(VM::rootChannel, std::move(reader), [] (int milliseconds) { VM::InitializeProxies(milliseconds); FS::Initialize(); VM::VMInit(); }); break; case GAME_INIT: IPC::HandleMsg<GameInitMsg>(VM::rootChannel, std::move(reader), [](int levelTime, int randomSeed, bool cheats, bool inClient) { g_cheats.integer = cheats; G_InitGame(levelTime, randomSeed, inClient); }); break; case GAME_SHUTDOWN: IPC::HandleMsg<GameShutdownMsg>(VM::rootChannel, std::move(reader), [](bool restart) { G_ShutdownGame(restart); }); break; case GAME_CLIENT_CONNECT: IPC::HandleMsg<GameClientConnectMsg>(VM::rootChannel, std::move(reader), [](int clientNum, bool firstTime, int isBot, bool& denied, std::string& reason) { const char* deniedStr = isBot ? ClientBotConnect(clientNum, firstTime, TEAM_NONE) : ClientConnect(clientNum, firstTime); denied = deniedStr != nullptr; if (denied) reason = deniedStr; }); break; case GAME_CLIENT_THINK: IPC::HandleMsg<GameClientThinkMsg>(VM::rootChannel, std::move(reader), [](int clientNum) { ClientThink(clientNum); }); break; case GAME_CLIENT_USERINFO_CHANGED: IPC::HandleMsg<GameClientUserinfoChangedMsg>(VM::rootChannel, std::move(reader), [](int clientNum) { ClientUserinfoChanged(clientNum, false); }); break; case GAME_CLIENT_DISCONNECT: IPC::HandleMsg<GameClientDisconnectMsg>(VM::rootChannel, std::move(reader), [](int clientNum) { ClientDisconnect(clientNum); }); break; case GAME_CLIENT_BEGIN: IPC::HandleMsg<GameClientBeginMsg>(VM::rootChannel, std::move(reader), [](int clientNum) { ClientBegin(clientNum); }); break; case GAME_CLIENT_COMMAND: IPC::HandleMsg<GameClientCommandMsg>(VM::rootChannel, std::move(reader), [](int clientNum, std::string command) { Cmd::PushArgs(command); ClientCommand(clientNum); Cmd::PopArgs(); }); break; case GAME_RUN_FRAME: IPC::HandleMsg<GameRunFrameMsg>(VM::rootChannel, std::move(reader), [](int levelTime) { G_RunFrame(levelTime); }); break; case GAME_SNAPSHOT_CALLBACK: G_Error("GAME_SNAPSHOT_CALLBACK not implemented"); break; case BOTAI_START_FRAME: G_Error("BOTAI_START_FRAME not implemented"); break; case GAME_MESSAGERECEIVED: G_Error("GAME_MESSAGERECEIVED not implemented"); break; default: G_Error("VMMain(): unknown game command %i", minor); } } else if (major < VM::LAST_COMMON_SYSCALL) { VM::HandleCommonSyscall(major, minor, std::move(reader), VM::rootChannel); } else { G_Error("unhandled VM major syscall number %i", major); } }
/* ================ vmMain This is the only way control passes into the module. This must be the very first function compiled into the .q3vm file ================ */ int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) { ClearGlobals(); switch ( command ) { case GAME_INIT: if ( trap_GetApiVersion() < GAME_API_VERSION ) return 0; G_InitGame( arg0, arg1 ); return ( int ) ( &gamedata ); case GAME_LOADENTS: G_SpawnEntitiesFromString(); return 1; case GAME_START_FRAME: StartFrame( arg0 ); return 1; case GAME_CLIENT_CONNECT: self = PROG_TO_EDICT( g_globalvars.self ); if ( arg0 ) SpectatorConnect(); else ClientConnect(); return 1; case GAME_PUT_CLIENT_IN_SERVER: self = PROG_TO_EDICT( g_globalvars.self ); if ( !arg0 ) PutClientInServer(); return 1; case GAME_CLIENT_DISCONNECT: self = PROG_TO_EDICT( g_globalvars.self ); if ( arg0 ) SpectatorDisconnect(); else ClientDisconnect(); return 1; case GAME_SETNEWPARMS: SetNewParms(); return 1; case GAME_CLIENT_PRETHINK: self = PROG_TO_EDICT( g_globalvars.self ); if ( !arg0 ) PlayerPreThink(); return 1; case GAME_CLIENT_POSTTHINK: self = PROG_TO_EDICT( g_globalvars.self ); if ( !arg0 ) PlayerPostThink(); else SpectatorThink(); return 1; case GAME_EDICT_TOUCH: G_EdictTouch(); return 1; case GAME_EDICT_THINK: G_EdictThink(); return 1; case GAME_EDICT_BLOCKED: G_EdictBlocked(); return 1; case GAME_SETCHANGEPARMS: self = PROG_TO_EDICT( g_globalvars.self ); SetChangeParms(); return 1; case GAME_CLIENT_COMMAND: return ClientCommand(); /* case GAME_SHUTDOWN: G_ShutdownGame( arg0 ); return 0; case GAME_CLIENT_USERINFO_CHANGED: ClientUserinfoChanged( arg0 ); return 0; case GAME_CONSOLE_COMMAND: return ConsoleCommand();*/ } return 0; }
// Module RPC entry point static void VMMain(int index, RPC::Reader& inputs, RPC::Writer& outputs) { switch (index) { case GAME_INIT: { int levelTime = inputs.ReadInt(); int randomSeed = inputs.ReadInt(); qboolean restart = inputs.ReadInt(); G_InitGame(levelTime, randomSeed, restart); break; } case GAME_SHUTDOWN: G_ShutdownGame(inputs.ReadInt()); break; case GAME_CLIENT_CONNECT: { int clientNum = inputs.ReadInt(); qboolean firstTime = inputs.ReadInt(); qboolean isBot = inputs.ReadInt(); const char* denied = isBot ? ClientBotConnect(clientNum, firstTime, TEAM_NONE) : ClientConnect(clientNum, firstTime); outputs.WriteInt(denied ? qtrue : qfalse); if (denied) outputs.WriteString(denied); break; } case GAME_CLIENT_THINK: ClientThink(inputs.ReadInt()); break; case GAME_CLIENT_USERINFO_CHANGED: ClientUserinfoChanged(inputs.ReadInt(), qfalse); break; case GAME_CLIENT_DISCONNECT: ClientDisconnect(inputs.ReadInt()); break; case GAME_CLIENT_BEGIN: ClientBegin(inputs.ReadInt()); break; case GAME_CLIENT_COMMAND: ClientCommand(inputs.ReadInt()); break; case GAME_RUN_FRAME: G_RunFrame(inputs.ReadInt()); break; case GAME_CONSOLE_COMMAND: outputs.WriteInt(ConsoleCommand()); break; case GAME_SNAPSHOT_CALLBACK: G_Error("GAME_SNAPSHOT_CALLBACK not implemented"); break; case BOTAI_START_FRAME: G_Error("BOTAI_START_FRAME not implemented"); break; case GAME_MESSAGERECEIVED: G_Error("GAME_MESSAGERECEIVED not implemented"); break; default: G_Error("VMMain(): unknown game command %i", index); } }