sourcemod/core/UserMessages.cpp

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/**
* vim: set ts=4 sw=4 tw=99 noet :
* =============================================================================
* SourceMod
* Copyright (C) 2004-2010 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#include "UserMessages.h"
#include "sm_stringutil.h"
#include "logic_bridge.h"
#if SOURCE_ENGINE == SE_CSGO
#include <cstrike15_usermessage_helpers.h>
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#elif SOURCE_ENGINE == SE_BLADE
#include <berimbau_usermessage_helpers.h>
#endif
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#include <amtl/am-string.h>
UserMessages g_UserMsgs;
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
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#ifdef USE_PROTOBUF_USERMESSAGES
const protobuf::Message *GetMessagePrototype(int msg_type);
#endif
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#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
SH_DECL_HOOK3_void(IVEngineServer, SendUserMessage, SH_NOATTRIB, 0, IRecipientFilter &, int, const protobuf::Message &);
#else
#if SOURCE_ENGINE >= SE_LEFT4DEAD
SH_DECL_HOOK3(IVEngineServer, UserMessageBegin, SH_NOATTRIB, 0, bf_write *, IRecipientFilter *, int, const char *);
#else
SH_DECL_HOOK2(IVEngineServer, UserMessageBegin, SH_NOATTRIB, 0, bf_write *, IRecipientFilter *, int);
#endif
SH_DECL_HOOK0_void(IVEngineServer, MessageEnd, SH_NOATTRIB, 0);
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#endif // ==SE_CSGO || ==SE_BLADE
UserMessages::UserMessages()
#ifndef USE_PROTOBUF_USERMESSAGES
: m_InterceptBuffer(m_pBase, 2500)
{
#else
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
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: m_InterceptBuffer(nullptr)
{
#endif
m_HookCount = 0;
m_InExec = false;
m_InHook = false;
m_CurFlags = 0;
m_CurId = INVALID_MESSAGE_ID;
}
UserMessages::~UserMessages()
{
CStack<ListenerInfo *>::iterator iter;
for (iter=m_FreeListeners.begin(); iter!=m_FreeListeners.end(); iter++)
{
delete (*iter);
}
m_FreeListeners.popall();
}
void UserMessages::OnSourceModStartup(bool late)
{
#ifndef USE_PROTOBUF_USERMESSAGES
/* -1 means SourceMM was unable to get the user message list */
m_FallbackSearch = (g_SMAPI->GetUserMessageCount() == -1);
#endif
}
void UserMessages::OnSourceModAllInitialized()
{
sharesys->AddInterface(NULL, this);
}
void UserMessages::OnSourceModAllShutdown()
{
if (m_HookCount)
{
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#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
SH_REMOVE_HOOK(IVEngineServer, SendUserMessage, engine, SH_MEMBER(this, &UserMessages::OnSendUserMessage_Pre), false);
SH_REMOVE_HOOK(IVEngineServer, SendUserMessage, engine, SH_MEMBER(this, &UserMessages::OnSendUserMessage_Post), true);
#else
SH_REMOVE_HOOK(IVEngineServer, UserMessageBegin, engine, SH_MEMBER(this, &UserMessages::OnStartMessage_Pre), false);
SH_REMOVE_HOOK(IVEngineServer, UserMessageBegin, engine, SH_MEMBER(this, &UserMessages::OnStartMessage_Post), true);
SH_REMOVE_HOOK(IVEngineServer, MessageEnd, engine, SH_MEMBER(this, &UserMessages::OnMessageEnd_Pre), false);
SH_REMOVE_HOOK(IVEngineServer, MessageEnd, engine, SH_MEMBER(this, &UserMessages::OnMessageEnd_Post), true);
#endif
}
m_HookCount = 0;
}
int UserMessages::GetMessageIndex(const char *msg)
{
#if SOURCE_ENGINE == SE_CSGO
// Can split this per engine and/or game later
return g_Cstrike15UsermessageHelpers.GetIndex(msg);
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#elif SOURCE_ENGINE == SE_BLADE
return g_BerimbauUsermessageHelpers.GetIndex(msg);
#else
int msgid;
if (!m_Names.retrieve(msg, &msgid))
{
if (m_FallbackSearch)
{
char msgbuf[64];
int size;
msgid = 0;
while (gamedll->GetUserMessageInfo(msgid, msgbuf, sizeof(msgbuf), size))
{
if (strcmp(msgbuf, msg) == 0)
{
m_Names.insert(msg, msgid);
return msgid;
}
msgid++;
}
}
msgid = g_SMAPI->FindUserMessage(msg);
if (msgid != INVALID_MESSAGE_ID)
m_Names.insert(msg, msgid);
}
return msgid;
#endif
}
bool UserMessages::GetMessageName(int msgid, char *buffer, size_t maxlength) const
{
#ifdef USE_PROTOBUF_USERMESSAGES
#if SOURCE_ENGINE == SE_CSGO
const char *pszName = g_Cstrike15UsermessageHelpers.GetName(msgid);
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#elif SOURCE_ENGINE == SE_BLADE
const char *pszName = g_BerimbauUsermessageHelpers.GetName(msgid);
#endif
if (!pszName)
return false;
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ke::SafeStrcpy(buffer, maxlength, pszName);
return true;
#else
if (m_FallbackSearch)
{
int size;
return gamedll->GetUserMessageInfo(msgid, buffer, maxlength, size);
}
const char *msg = g_SMAPI->GetUserMessage(msgid);
if (msg)
{
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ke::SafeStrcpy(buffer, maxlength, msg);
return true;
}
return false;
#endif
}
bf_write *UserMessages::StartBitBufMessage(int msg_id, const cell_t players[], unsigned int playersNum, int flags)
{
#ifdef USE_PROTOBUF_USERMESSAGES
return NULL;
#else
bf_write *buffer;
if (m_InExec || m_InHook)
{
return NULL;
}
if (msg_id < 0 || msg_id >= 255)
{
return NULL;
}
m_CellRecFilter.Initialize(players, playersNum);
m_CurFlags = flags;
if (m_CurFlags & USERMSG_INITMSG)
{
m_CellRecFilter.SetToInit(true);
}
if (m_CurFlags & USERMSG_RELIABLE)
{
m_CellRecFilter.SetToReliable(true);
}
m_InExec = true;
if (m_CurFlags & USERMSG_BLOCKHOOKS)
{
#if SOURCE_ENGINE >= SE_LEFT4DEAD
buffer = ENGINE_CALL(UserMessageBegin)(static_cast<IRecipientFilter *>(&m_CellRecFilter), msg_id, g_SMAPI->GetUserMessage(msg_id));
#else
buffer = ENGINE_CALL(UserMessageBegin)(static_cast<IRecipientFilter *>(&m_CellRecFilter), msg_id);
#endif
} else {
#if SOURCE_ENGINE >= SE_LEFT4DEAD
buffer = engine->UserMessageBegin(static_cast<IRecipientFilter *>(&m_CellRecFilter), msg_id, g_SMAPI->GetUserMessage(msg_id));
#else
buffer = engine->UserMessageBegin(static_cast<IRecipientFilter *>(&m_CellRecFilter), msg_id);
#endif
}
return buffer;
#endif // USE_PROTOBUF_USERMESSAGES
}
google::protobuf::Message *UserMessages::StartProtobufMessage(int msg_id, const cell_t players[], unsigned int playersNum, int flags)
{
#ifndef USE_PROTOBUF_USERMESSAGES
return NULL;
#else
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
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PbHandle buffer;
if (m_InExec || m_InHook)
{
return NULL;
}
if (msg_id < 0 || msg_id >= 255)
{
return NULL;
}
m_CurId = msg_id;
m_CellRecFilter.Initialize(players, playersNum);
m_CurFlags = flags;
if (m_CurFlags & USERMSG_INITMSG)
{
m_CellRecFilter.SetToInit(true);
}
if (m_CurFlags & USERMSG_RELIABLE)
{
m_CellRecFilter.SetToReliable(true);
}
m_InExec = true;
if (m_CurFlags & USERMSG_BLOCKHOOKS)
{
// direct message creation, return buffer "from engine". keep track
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
m_FakeEngineBuffer =
PbHandle(GetMessagePrototype(msg_id)->New(), PbHandle::Owned, PbHandle::Local);
buffer = m_FakeEngineBuffer.AsUnowned();
} else {
char messageName[32];
if (!GetMessageName(msg_id, messageName, sizeof(messageName)))
{
m_InExec = false;
return NULL;
}
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
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// The message returned here should always local.
auto msg = OnStartMessage_Pre(static_cast<IRecipientFilter *>(&m_CellRecFilter), msg_id, messageName);
switch (m_FakeMetaRes)
{
case MRES_IGNORED:
case MRES_HANDLED:
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
m_FakeEngineBuffer =
PbHandle(GetMessagePrototype(msg_id)->New(), PbHandle::Owned, PbHandle::Local);
buffer = m_FakeEngineBuffer.AsUnowned();
break;
case MRES_OVERRIDE:
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
m_FakeEngineBuffer =
PbHandle(GetMessagePrototype(msg_id)->New(), PbHandle::Owned, PbHandle::Local);
// fallthrough
case MRES_SUPERCEDE:
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
buffer = std::move(msg);
break;
}
OnStartMessage_Post(static_cast<IRecipientFilter *>(&m_CellRecFilter), msg_id, messageName);
}
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
assert(!buffer.is_owned());
return buffer.GetLocalMessage();
#endif // USE_PROTOBUF_USERMESSAGES
}
bool UserMessages::EndMessage()
{
if (!m_InExec)
{
return false;
}
2020-03-11 23:36:25 +01:00
#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
if (m_CurFlags & USERMSG_BLOCKHOOKS)
{
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
PbHandle priv = m_FakeEngineBuffer.ToPrivate(m_CurId);
ENGINE_CALL(SendUserMessage)(static_cast<IRecipientFilter &>(m_CellRecFilter), m_CurId,
*priv.GetPrivateMessage());
m_FakeEngineBuffer = nullptr;
} else {
OnMessageEnd_Pre();
switch (m_FakeMetaRes)
{
case MRES_IGNORED:
case MRES_HANDLED:
case MRES_OVERRIDE:
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
{
PbHandle priv = m_FakeEngineBuffer.ToPrivate(m_CurId);
engine->SendUserMessage(static_cast<IRecipientFilter &>(m_CellRecFilter), m_CurId,
*priv.GetPrivateMessage());
m_FakeEngineBuffer = nullptr;
break;
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
}
//case MRES_SUPERCEDE:
}
OnMessageEnd_Post();
}
#else
if (m_CurFlags & USERMSG_BLOCKHOOKS)
{
ENGINE_CALL(MessageEnd)();
} else {
engine->MessageEnd();
}
2020-03-11 23:36:25 +01:00
#endif // SE_CSGO || SE_BLADE
m_InExec = false;
m_CurFlags = 0;
m_CellRecFilter.Reset();
return true;
}
UserMessageType UserMessages::GetUserMessageType() const
{
#ifdef USE_PROTOBUF_USERMESSAGES
return UM_Protobuf;
#else
return UM_BitBuf;
#endif
}
bool UserMessages::HookUserMessage2(int msg_id,
IUserMessageListener *pListener,
bool intercept)
{
#ifdef USE_PROTOBUF_USERMESSAGES
return InternalHook(msg_id, (IProtobufUserMessageListener *)pListener, intercept, true);
#else
return InternalHook(msg_id, (IBitBufUserMessageListener *)pListener, intercept, true);
#endif
}
bool UserMessages::UnhookUserMessage2(int msg_id,
IUserMessageListener *pListener,
bool intercept)
{
#ifdef USE_PROTOBUF_USERMESSAGES
return InternalUnhook(msg_id, (IProtobufUserMessageListener *)pListener, intercept, true);
#else
return InternalUnhook(msg_id, (IBitBufUserMessageListener *)pListener, intercept, true);
#endif
}
bool UserMessages::HookUserMessage(int msg_id, IUserMessageListener *pListener, bool intercept)
{
#ifdef USE_PROTOBUF_USERMESSAGES
return InternalHook(msg_id, (IProtobufUserMessageListener *)pListener, intercept, false);
#else
return InternalHook(msg_id, (IBitBufUserMessageListener *)pListener, intercept, false);
#endif
}
bool UserMessages::UnhookUserMessage(int msg_id, IUserMessageListener *pListener, bool intercept)
{
#ifdef USE_PROTOBUF_USERMESSAGES
return InternalUnhook(msg_id, (IProtobufUserMessageListener *)pListener, intercept, false);
#else
return InternalUnhook(msg_id, (IBitBufUserMessageListener *)pListener, intercept, false);
#endif
}
#ifdef USE_PROTOBUF_USERMESSAGES
bool UserMessages::InternalHook(int msg_id, IProtobufUserMessageListener *pListener, bool intercept, bool isNew)
#else
bool UserMessages::InternalHook(int msg_id, IBitBufUserMessageListener *pListener, bool intercept, bool isNew)
#endif
{
if (msg_id < 0 || msg_id >= 255)
{
return false;
}
ListenerInfo *pInfo;
if (m_FreeListeners.empty())
{
pInfo = new ListenerInfo;
} else {
pInfo = m_FreeListeners.front();
m_FreeListeners.pop();
}
pInfo->Callback = pListener;
pInfo->IsHooked = false;
pInfo->KillMe = false;
pInfo->IsNew = isNew;
if (!m_HookCount++)
{
2020-03-11 23:36:25 +01:00
#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
SH_ADD_HOOK(IVEngineServer, SendUserMessage, engine, SH_MEMBER(this, &UserMessages::OnSendUserMessage_Pre), false);
SH_ADD_HOOK(IVEngineServer, SendUserMessage, engine, SH_MEMBER(this, &UserMessages::OnSendUserMessage_Post), true);
#else
SH_ADD_HOOK(IVEngineServer, UserMessageBegin, engine, SH_MEMBER(this, &UserMessages::OnStartMessage_Pre), false);
SH_ADD_HOOK(IVEngineServer, UserMessageBegin, engine, SH_MEMBER(this, &UserMessages::OnStartMessage_Post), true);
SH_ADD_HOOK(IVEngineServer, MessageEnd, engine, SH_MEMBER(this, &UserMessages::OnMessageEnd_Pre), false);
SH_ADD_HOOK(IVEngineServer, MessageEnd, engine, SH_MEMBER(this, &UserMessages::OnMessageEnd_Post), true);
#endif
}
if (intercept)
{
m_msgIntercepts[msg_id].push_back(pInfo);
} else {
m_msgHooks[msg_id].push_back(pInfo);
}
return true;
}
#ifdef USE_PROTOBUF_USERMESSAGES
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
const protobuf::Message *GetMessagePrototype(int msg_type)
{
#if SOURCE_ENGINE == SE_CSGO
return g_Cstrike15UsermessageHelpers.GetPrototype(msg_type);
2020-03-11 23:36:25 +01:00
#elif SOURCE_ENGINE == SE_BLADE
return g_BerimbauUsermessageHelpers.GetPrototype(msg_type);
#endif
}
#endif
#ifdef USE_PROTOBUF_USERMESSAGES
bool UserMessages::InternalUnhook(int msg_id, IProtobufUserMessageListener *pListener, bool intercept, bool isNew)
#else
bool UserMessages::InternalUnhook(int msg_id, IBitBufUserMessageListener *pListener, bool intercept, bool isNew)
#endif
{
MsgList *pList;
MsgIter iter;
ListenerInfo *pInfo;
bool deleted = false;
if (msg_id < 0 || msg_id >= 255)
{
return false;
}
pList = (intercept) ? &m_msgIntercepts[msg_id] : &m_msgHooks[msg_id];
for (iter=pList->begin(); iter!=pList->end(); iter++)
{
pInfo = (*iter);
if (pInfo->Callback == pListener && pInfo->IsNew == isNew)
{
if (pInfo->IsHooked)
{
pInfo->KillMe = true;
return true;
}
pList->erase(iter);
deleted = true;
break;
}
}
if (deleted)
{
_DecRefCounter();
}
return deleted;
}
void UserMessages::_DecRefCounter()
{
if (--m_HookCount == 0)
{
2020-03-11 23:36:25 +01:00
#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
SH_REMOVE_HOOK(IVEngineServer, SendUserMessage, engine, SH_MEMBER(this, &UserMessages::OnSendUserMessage_Pre), false);
SH_REMOVE_HOOK(IVEngineServer, SendUserMessage, engine, SH_MEMBER(this, &UserMessages::OnSendUserMessage_Post), true);
#else
SH_REMOVE_HOOK(IVEngineServer, UserMessageBegin, engine, SH_MEMBER(this, &UserMessages::OnStartMessage_Pre), false);
SH_REMOVE_HOOK(IVEngineServer, UserMessageBegin, engine, SH_MEMBER(this, &UserMessages::OnStartMessage_Post), true);
SH_REMOVE_HOOK(IVEngineServer, MessageEnd, engine, SH_MEMBER(this, &UserMessages::OnMessageEnd_Pre), false);
SH_REMOVE_HOOK(IVEngineServer, MessageEnd, engine, SH_MEMBER(this, &UserMessages::OnMessageEnd_Post), true);
#endif
}
}
2020-03-11 23:36:25 +01:00
#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
void UserMessages::OnSendUserMessage_Pre(IRecipientFilter &filter, int msg_type, const protobuf::Message &msg)
{
#if SOURCE_ENGINE == SE_CSGO
2020-03-11 23:36:25 +01:00
const char *pszName = g_Cstrike15UsermessageHelpers.GetName(msg_type);
#elif SOURCE_ENGINE == SE_BLADE
const char *pszName = g_BerimbauUsermessageHelpers.GetName(msg_type);
#endif
2020-03-11 23:36:25 +01:00
OnStartMessage_Pre(&filter, msg_type, pszName);
if (m_FakeMetaRes == MRES_SUPERCEDE)
{
int size = msg.ByteSize();
uint8 *data = (uint8 *)stackalloc(size);
msg.SerializePartialToArray(data, size);
m_InterceptBuffer->ParsePartialFromArray(data, size);
}
else
{
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
m_FakeEngineBuffer =
PbHandle(&const_cast<protobuf::Message &>(msg), PbHandle::Unowned, PbHandle::Private);
}
2020-03-11 23:36:25 +01:00
OnStartMessage_Post(&filter, msg_type, pszName);
OnMessageEnd_Pre();
if (m_FakeMetaRes == MRES_SUPERCEDE)
RETURN_META(MRES_SUPERCEDE);
RETURN_META(MRES_IGNORED);
}
void UserMessages::OnSendUserMessage_Post(IRecipientFilter &filter, int msg_type, const protobuf::Message &msg)
{
OnMessageEnd_Post();
RETURN_META(MRES_IGNORED);
}
#endif
#ifdef USE_PROTOBUF_USERMESSAGES
#define UM_RETURN_META_VALUE(res, val) \
m_FakeMetaRes = res; \
return val;
#define UM_RETURN_META(res) \
m_FakeMetaRes = res; \
return;
#else
#define UM_RETURN_META_VALUE(res, val) \
RETURN_META_VALUE(res, val)
#define UM_RETURN_META(res) \
RETURN_META(res)
#endif
2020-03-11 23:36:25 +01:00
#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
PbHandle UserMessages::OnStartMessage_Pre(IRecipientFilter *filter, int msg_type, const char *msg_name)
#elif SOURCE_ENGINE >= SE_LEFT4DEAD
bf_write *UserMessages::OnStartMessage_Pre(IRecipientFilter *filter, int msg_type, const char *msg_name)
#else
bf_write *UserMessages::OnStartMessage_Pre(IRecipientFilter *filter, int msg_type)
#endif
{
bool is_intercept_empty = m_msgIntercepts[msg_type].empty();
bool is_hook_empty = m_msgHooks[msg_type].empty();
if ((is_intercept_empty && is_hook_empty)
|| (m_InExec && (m_CurFlags & USERMSG_BLOCKHOOKS)))
{
m_InHook = false;
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
UM_RETURN_META_VALUE(MRES_IGNORED, nullptr);
}
m_CurId = msg_type;
m_CurRecFilter = filter;
m_InHook = true;
m_BlockEndPost = false;
if (!is_intercept_empty)
{
#ifdef USE_PROTOBUF_USERMESSAGES
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
m_InterceptBuffer =
PbHandle(GetMessagePrototype(msg_type)->New(), PbHandle::Owned, PbHandle::Local);
UM_RETURN_META_VALUE(MRES_SUPERCEDE, m_InterceptBuffer.AsUnowned());
#else
m_InterceptBuffer.Reset();
UM_RETURN_META_VALUE(MRES_SUPERCEDE, &m_InterceptBuffer);
#endif
}
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
UM_RETURN_META_VALUE(MRES_IGNORED, nullptr);
}
2020-03-11 23:36:25 +01:00
#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
void* UserMessages::OnStartMessage_Post(IRecipientFilter *filter, int msg_type, const char *msg_name)
#elif SOURCE_ENGINE >= SE_LEFT4DEAD
bf_write *UserMessages::OnStartMessage_Post(IRecipientFilter *filter, int msg_type, const char *msg_name)
#else
bf_write *UserMessages::OnStartMessage_Post(IRecipientFilter *filter, int msg_type)
#endif
{
if (!m_InHook)
{
UM_RETURN_META_VALUE(MRES_IGNORED, NULL);
}
#ifdef USE_PROTOBUF_USERMESSAGES
if (m_FakeMetaRes == MRES_SUPERCEDE)
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
m_OrigBuffer = m_InterceptBuffer.AsUnowned();
else
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
m_OrigBuffer = m_FakeEngineBuffer.AsUnowned();
#else
m_OrigBuffer = META_RESULT_ORIG_RET(bf_write *);
#endif
UM_RETURN_META_VALUE(MRES_IGNORED, NULL);
}
void UserMessages::OnMessageEnd_Post()
{
if (!m_InHook)
{
UM_RETURN_META(MRES_IGNORED);
}
MsgList *pList;
MsgIter iter;
ListenerInfo *pInfo;
m_InHook = false;
pList = &m_msgIntercepts[m_CurId];
for (iter=pList->begin(); iter!=pList->end(); )
{
pInfo = (*iter);
if (m_BlockEndPost && !pInfo->IsNew)
{
continue;
}
pInfo->IsHooked = true;
pInfo->Callback->OnUserMessageSent(m_CurId);
if (pInfo->IsNew)
{
pInfo->Callback->OnPostUserMessage(m_CurId, !m_BlockEndPost);
}
if (pInfo->KillMe)
{
iter = pList->erase(iter);
m_FreeListeners.push(pInfo);
_DecRefCounter();
continue;
}
pInfo->IsHooked = false;
iter++;
}
pList = &m_msgHooks[m_CurId];
for (iter=pList->begin(); iter!=pList->end(); )
{
pInfo = (*iter);
if (m_BlockEndPost && !pInfo->IsNew)
{
continue;
}
pInfo->IsHooked = true;
pInfo->Callback->OnUserMessageSent(m_CurId);
if (pInfo->IsNew)
{
pInfo->Callback->OnPostUserMessage(m_CurId, !m_BlockEndPost);
}
if (pInfo->KillMe)
{
iter = pList->erase(iter);
m_FreeListeners.push(pInfo);
_DecRefCounter();
continue;
}
pInfo->IsHooked = false;
iter++;
}
}
void UserMessages::OnMessageEnd_Pre()
{
if (!m_InHook)
{
UM_RETURN_META(MRES_IGNORED);
}
MsgList *pList;
MsgIter iter;
ListenerInfo *pInfo;
ResultType res;
bool intercepted = false;
bool handled = false;
pList = &m_msgIntercepts[m_CurId];
for (iter=pList->begin(); iter!=pList->end(); )
{
pInfo = (*iter);
pInfo->IsHooked = true;
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
#ifdef USE_PROTOBUF_USERMESSAGES
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
PbHandle local = m_InterceptBuffer.ToLocal(m_CurId);
res = pInfo->Callback->InterceptUserMessage(m_CurId, local.GetLocalMessage(), m_CurRecFilter);
m_InterceptBuffer.CopyFrom(local);
#else
res = pInfo->Callback->InterceptUserMessage(m_CurId, &m_InterceptBuffer, m_CurRecFilter);
#endif
intercepted = true;
switch (res)
{
case Pl_Stop:
{
if (pInfo->KillMe)
{
pList->erase(iter);
m_FreeListeners.push(pInfo);
_DecRefCounter();
goto supercede;
}
pInfo->IsHooked = false;
goto supercede;
}
case Pl_Handled:
{
handled = true;
if (pInfo->KillMe)
{
iter = pList->erase(iter);
m_FreeListeners.push(pInfo);
_DecRefCounter();
continue;
}
break;
}
default:
{
if (pInfo->KillMe)
{
iter = pList->erase(iter);
m_FreeListeners.push(pInfo);
_DecRefCounter();
continue;
}
break;
}
}
pInfo->IsHooked = false;
iter++;
}
if (!handled && intercepted)
{
2020-03-11 23:36:25 +01:00
#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
PbHandle priv = m_InterceptBuffer.ToPrivate(m_CurId);
ENGINE_CALL(SendUserMessage)(static_cast<IRecipientFilter &>(*m_CurRecFilter), m_CurId, *priv.GetPrivateMessage());
#else
bf_write *engine_bfw;
#if SOURCE_ENGINE >= SE_LEFT4DEAD
engine_bfw = ENGINE_CALL(UserMessageBegin)(m_CurRecFilter, m_CurId, g_SMAPI->GetUserMessage(m_CurId));
#else
engine_bfw = ENGINE_CALL(UserMessageBegin)(m_CurRecFilter, m_CurId);
#endif
m_ReadBuffer.StartReading(m_InterceptBuffer.GetBasePointer(), m_InterceptBuffer.GetNumBytesWritten());
engine_bfw->WriteBitsFromBuffer(&m_ReadBuffer, m_InterceptBuffer.GetNumBitsWritten());
ENGINE_CALL(MessageEnd)();
2020-03-11 23:36:25 +01:00
#endif // SE_CSGO || SE_BLADE
}
{
2020-03-11 23:36:25 +01:00
#if SOURCE_ENGINE == SE_CSGO || SOURCE_ENGINE == SE_BLADE
Introduce a pbproxy library to solve macOS linker issues. On SDKs which use protobufs, the engine has objects compiled against a specific version of protobuf. Normally this is fine, we take care on Linux to use the same C++ ABI. On macOS however, we use libc++ to enable C++11 functionality, whereas the protobuf library has been compiled with libstc++. These ABIs are not compatible. To address the problem, we introduce PbHandle. PbHandle is a wrapper around protobuf::Message with two added pieces of state: whether or not the handle "owns" the message (and can free it in its destructor), and whether or not the handle was created by the engine (private) or created by SourceMod (local). Whenever we transfer a protobuf::Message pointer to SourceMod, we must take care to convert it to a Local version first. Whenever we transfer a protobuf pointer to the engine, we must convert it to a Private handle. For platforms with no ABI differences (almost all of them), the handle is a no-op. The private and local localities are compatible and no translation takes place. On macOS, CS:GO does require translation. SourceMod loads a tiny shim library that contains a copy of the protobuf sources compiled against the game's ABI. It then provides serialization and deserialization methods. SourceMod must not interact with the game's protobuf objects without first going through this proxy library. Note that PbHandle is not quite like unique_ptr. It can be converted into a PbHandle that does not destroy the underlying object. This is mainly because UserMessages.cpp has rather complex state, so it is useful to track locality without destroying an object. An unowned PbHandle must not outlive the owning PbHandle.
2020-05-23 07:57:42 +02:00
PbHandle tmp_msg(GetMessagePrototype(m_CurId)->New(), PbHandle::Owned, PbHandle::Local);
tmp_msg.CopyFrom(m_OrigBuffer);
auto pTempMsg = tmp_msg.GetLocalMessage();
2013-02-11 05:11:04 +01:00
#else
bf_write *pTempMsg = m_OrigBuffer;
#endif
pList = &m_msgHooks[m_CurId];
for (iter=pList->begin(); iter!=pList->end(); )
{
pInfo = (*iter);
pInfo->IsHooked = true;
pInfo->Callback->OnUserMessage(m_CurId, pTempMsg, m_CurRecFilter);
if (pInfo->KillMe)
{
iter = pList->erase(iter);
m_FreeListeners.push(pInfo);
_DecRefCounter();
continue;
}
pInfo->IsHooked = false;
iter++;
}
}
UM_RETURN_META((intercepted) ? MRES_SUPERCEDE : MRES_IGNORED);
supercede:
m_BlockEndPost = true;
UM_RETURN_META(MRES_SUPERCEDE);
}