1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
//! `IVEngineServer`, the engine's services for the game server.
use crate::edicts::Edict;
use crate::net::NetChannel;
use crate::players::UserId;
use sdk_raw::edicts::MAX_EDICTS;
use sdk_raw::players::ABSOLUTE_PLAYER_LIMIT;
use sdk_raw::tier0::MAX_PATH;
use sdk_raw::util::cstr::{copy_cstr, cstring_from_buffer};
use sdk_raw::vcall;
use std::ffi::{CStr, CString, c_char, c_int};
use std::ptr::{self, NonNull};
interface! {
/// The engine's services for the game server (`IVEngineServer`).
#[doc(alias("IVEngineServer"))]
pub struct ValveEngine(sys::IVEngineServer) = Engine sdk_raw::interfaces::valve_engine::VERSION;
}
impl<'s> ValveEngine<'s> {
/// The engine's change-tracking record for an edict.
#[doc(alias("GetChangeAccessor"))]
pub(crate) fn change_accessor(
self,
edict: Edict<'_>,
) -> Option<NonNull<sys::IChangeInfoAccessor>> {
// SAFETY: As for `user_id_of_edict`.
NonNull::new(unsafe {
vcall!(self.as_ptr() => IVEngineServer_GetChangeAccessor(edict.as_ptr()))
})
}
/// Queues a change to another level, as the `changelevel` command does.
///
/// `landmark` is only used by single-player level transitions.
#[doc(alias("ChangeLevel"))]
pub fn change_level(self, map: &CStr, landmark: Option<&CStr>) {
let landmark = landmark.map_or(ptr::null(), CStr::as_ptr);
// SAFETY: `Server::new` guarantees the interface is live.
unsafe { vcall!(self.as_ptr() => IVEngineServer_ChangeLevel(map.as_ptr(), landmark)) };
}
/// The value a client reported for one of its user settings, the console
/// variables marked `FCVAR_USERINFO`, such as `name` or `cl_interp`.
///
/// The engine reports an unknown setting, or an edict that no connected
/// client owns, as empty. Returns `None` if the engine returns null.
#[doc(alias("GetClientConVarValue"))]
pub fn client_convar_value(self, client: Edict<'_>, name: &CStr) -> Option<CString> {
// SAFETY: As for `change_level`. The engine checks the index, and the
// value is copied at once.
unsafe {
copy_cstr(
vcall!(self.as_ptr() => IVEngineServer_GetClientConVarValue(client.index(), name.as_ptr())),
)
}
}
/// Prints a message to the console of the client owning an edict.
#[doc(alias("ClientPrintf"))]
pub fn client_print(self, client: Edict<'_>, message: &CStr) {
// SAFETY: As for `change_level`, and the edict is live. The engine
// ignores edicts that no connected client owns.
unsafe {
vcall!(self.as_ptr() => IVEngineServer_ClientPrintf(client.as_ptr(), message.as_ptr()))
};
}
/// Offsets the crosshair of the client owning an edict, in degrees.
#[doc(alias("CrosshairAngle"))]
pub fn crosshair_angle(self, client: Edict<'_>, pitch: f32, yaw: f32) {
// SAFETY: As for `set_view`.
unsafe {
vcall!(self.as_ptr() => IVEngineServer_CrosshairAngle(client.as_ptr(), pitch, yaw))
};
}
/// Looks up the edict at an entity index.
///
/// Returns `None` if the index is outside the edict table or its slot is
/// free. The engine keeps every player slot's edict in use, even while no
/// client occupies it.
#[doc(alias("PEntityOfEntIndex", "INDEXENT"))]
pub fn edict_of_index(self, index: c_int) -> Option<Edict<'s>> {
// The engine validates the index too, but an out-of-range index never
// needs to reach it.
if !(0..MAX_EDICTS).contains(&index) {
return None;
}
// SAFETY: As for `change_level`.
let edict = NonNull::new(unsafe {
vcall!(self.as_ptr() => IVEngineServer_PEntityOfEntIndex(index))
})?;
// SAFETY: The engine returned an element of its edict table, which only
// a level change reallocates, and no level changes during `'s`.
Some(unsafe { Edict::from_raw(edict) })
}
/// Finds the edict of the player with a user ID.
///
/// Like the game's own `UTIL_PlayerByUserId`, this asks the engine which
/// client owns the edict of each player slot. Returns `None` if no connected
/// client has the user ID.
///
/// A client's edict resolves as soon as it connects, before its player
/// entity spawns, and until its disconnection completes, so the edict may
/// have no entity yet. A lookup scans up to [`ABSOLUTE_PLAYER_LIMIT`] slots.
pub fn edict_of_user_id(self, user_id: UserId) -> Option<Edict<'s>> {
(1..=ABSOLUTE_PLAYER_LIMIT)
.filter_map(|index| self.edict_of_index(index))
.find(|&edict| !edict.is_free() && self.user_id_of_edict(edict) == Some(user_id))
}
/// The number of edicts in use (`GetEntityCount`), one for each networked
/// entity, of the [`MAX_EDICTS`] the edict table holds. Server-only
/// entities take none.
///
/// The count is optimistic about how many more entities the engine can
/// network: it reuses a freed edict only once a second has passed since it
/// was freed, and stops the server with a fatal error when it needs an
/// edict while the table holds none it can use.
#[doc(alias("GetEntityCount"))]
pub fn entity_count(self) -> c_int {
// SAFETY: As for `change_level`.
unsafe { vcall!(self.as_ptr() => IVEngineServer_GetEntityCount()) }
}
/// The path of the game directory, such as `.../tf`.
#[doc(alias("GetGameDir"))]
pub fn game_dir(self) -> CString {
let mut buffer = [0 as c_char; MAX_PATH];
// SAFETY: As for `change_level`, and the buffer length is passed.
unsafe {
vcall!(self.as_ptr() => IVEngineServer_GetGameDir(buffer.as_mut_ptr(), MAX_PATH as c_int))
};
cstring_from_buffer(&buffer)
}
/// Whether a map file exists and can be loaded, such as `maps/ctf_2fort.bsp`.
#[doc(alias("IsMapValid"))]
pub fn is_map_valid(self, file: &CStr) -> bool {
// SAFETY: As for `change_level`.
unsafe { vcall!(self.as_ptr() => IVEngineServer_IsMapValid(file.as_ptr())) != 0 }
}
/// Locks or unlocks the network string tables, and returns whether they
/// were locked before.
///
/// While a level runs, the game unlocks the tables around code that adds
/// strings, such as spawning a player, and then restores the state this
/// returned, as the engine's interface asks of every caller.
/// [`Self::with_unlocked_string_tables`] does both.
#[doc(alias("LockNetworkStringTables"))]
pub fn lock_network_string_tables(self, lock: bool) -> bool {
// SAFETY: As for `change_level`. The game itself sets both states during
// ordinary play, such as around a player's first spawn.
unsafe { vcall!(self.as_ptr() => IVEngineServer_LockNetworkStringTables(lock)) }
}
/// Writes a line to the server log, as the `log` command does.
#[doc(alias("LogPrint"))]
pub fn log_print(self, message: &CStr) {
// SAFETY: As for `change_level`.
unsafe { vcall!(self.as_ptr() => IVEngineServer_LogPrint(message.as_ptr())) };
}
/// The net channel of the client owning an edict.
///
/// Returns `None` for an edict that no connected client owns, and for fake
/// clients such as bots and SourceTV, which have no channel.
#[doc(alias("GetPlayerNetInfo"))]
pub fn net_channel(self, client: Edict<'_>) -> Option<NetChannel<'s>> {
// SAFETY: As for `change_level`. The engine checks the index.
let info = NonNull::new(unsafe {
vcall!(self.as_ptr() => IVEngineServer_GetPlayerNetInfo(client.index()))
})?;
// SAFETY: The engine returns its client's `CNetChan`, whose only base is
// `INetChannel`, which derives only from `INetChannelInfo`, so both are
// at the same address. The engine frees a channel when its client
// disconnects, which nothing safe causes during `'s`.
Some(unsafe { NetChannel::from_raw(info.cast()) })
}
/// The network ID of the client owning an edict, such as a rendered Steam
/// ID or `BOT`.
///
/// Returns `None` for an edict that no client owns, which covers the edict
/// of every entity that is not a player. The edict of an empty player slot
/// can still report an ID, such as `STEAM_ID_PENDING`.
#[doc(alias("GetPlayerNetworkIDString"))]
pub fn player_network_id(self, edict: Edict<'_>) -> Option<CString> {
// SAFETY: As for `user_id_of_edict`. The engine renders the ID into a
// buffer it reuses, so it is copied immediately.
unsafe {
copy_cstr(
vcall!(self.as_ptr() => IVEngineServer_GetPlayerNetworkIDString(edict.as_ptr())),
)
}
}
/// Queues a command as though it were entered at the server console.
///
/// Commands are normally processed on the next frame. Include a command
/// separator such as a trailing newline when required by the command parser.
#[doc(alias("ServerCommand"))]
pub fn server_command(self, command: &CStr) {
// SAFETY: As for `change_level`.
unsafe { vcall!(self.as_ptr() => IVEngineServer_ServerCommand(command.as_ptr())) };
}
/// Renders a client's view from another entity, such as a camera, or from
/// its own player again.
#[doc(alias("SetView"))]
pub fn set_view(self, client: Edict<'_>, view: Edict<'_>) {
// SAFETY: As for `change_level`, and both edicts are live. The engine
// ignores edicts that no connected client owns.
unsafe { vcall!(self.as_ptr() => IVEngineServer_SetView(client.as_ptr(), view.as_ptr())) };
}
/// The engine's per-frame record of changed network variables.
#[doc(alias("GetSharedEdictChangeInfo"))]
pub(crate) fn shared_edict_change_info(self) -> Option<NonNull<sys::CSharedEdictChangeInfo>> {
// SAFETY: As for `change_level`.
NonNull::new(unsafe { vcall!(self.as_ptr() => IVEngineServer_GetSharedEdictChangeInfo()) })
}
/// Returns the user ID of the player whose client owns an edict.
///
/// Returns `None` for an edict that no connected client owns, which covers
/// the edict of every entity that is not a player.
#[doc(alias("GetPlayerUserId"))]
pub fn user_id_of_edict(self, edict: Edict<'_>) -> Option<UserId> {
// The engine returns -1 for an edict none of its clients own, and can
// return 0 for the edict of a client slot nobody occupies. Neither is a
// user ID, and both mean no player owns the edict.
//
// SAFETY: As for `change_level`, and the edict is live.
UserId::from_raw(unsafe {
vcall!(self.as_ptr() => IVEngineServer_GetPlayerUserId(edict.as_ptr()))
})
.ok()
}
/// Runs `f` with the network string tables unlocked, then restores the lock
/// state they had before, even if `f` panics.
///
/// Wrap additions made while a level runs, such as
/// [`NetworkStringTable::add`], in this, as the game does around its own
/// additions.
///
/// [`NetworkStringTable::add`]: crate::interfaces::network_string_tables::NetworkStringTable::add
#[doc(alias("LockNetworkStringTables"))]
pub fn with_unlocked_string_tables<R>(self, f: impl FnOnce() -> R) -> R {
/// Restores the tables' previous lock state when dropped.
struct Restore<'s> {
engine: ValveEngine<'s>,
locked: bool,
}
impl Drop for Restore<'_> {
fn drop(&mut self) {
self.engine.lock_network_string_tables(self.locked);
}
}
let _restore = Restore {
engine: self,
locked: self.lock_network_string_tables(false),
};
f()
}
}