amxmodx/public/resdk/common/hookchains.h

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Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* 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, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
2017-03-09 18:59:38 +00:00
#pragma once
template<typename t_ret, typename ...t_args>
class IHookChain {
protected:
virtual ~IHookChain() {}
public:
virtual t_ret callNext(t_args... args) = 0;
virtual t_ret callOriginal(t_args... args) = 0;
};
template<typename t_ret, typename t_class, typename ...t_args>
class IHookChainClass {
protected:
virtual ~IHookChainClass() {}
public:
virtual t_ret callNext(t_class *, t_args... args) = 0;
virtual t_ret callOriginal(t_class *, t_args... args) = 0;
};
template<typename ...t_args>
class IVoidHookChain
{
protected:
virtual ~IVoidHookChain() {}
public:
virtual void callNext(t_args... args) = 0;
virtual void callOriginal(t_args... args) = 0;
};
template<typename t_class, typename ...t_args>
class IVoidHookChainClass
{
protected:
virtual ~IVoidHookChainClass() {}
public:
virtual void callNext(t_class *, t_args... args) = 0;
virtual void callOriginal(t_class *, t_args... args) = 0;
};
// Specifies priorities for hooks call order in the chain.
// For equal priorities first registered hook will be called first.
enum HookChainPriority
{
HC_PRIORITY_UNINTERRUPTABLE = 255, // Hook will be called before other hooks.
HC_PRIORITY_HIGH = 192, // Hook will be called before hooks with default priority.
HC_PRIORITY_DEFAULT = 128, // Default hook call priority.
HC_PRIORITY_MEDIUM = 64, // Hook will be called after hooks with default priority.
HC_PRIORITY_LOW = 0, // Hook will be called after all other hooks.
};
// Hook chain registry(for hooks [un]registration)
template<typename t_ret, typename ...t_args>
class IHookChainRegistry {
public:
typedef t_ret(*hookfunc_t)(IHookChain<t_ret, t_args...>*, t_args...);
virtual void registerHook(hookfunc_t hook, int priority = HC_PRIORITY_DEFAULT) = 0;
virtual void unregisterHook(hookfunc_t hook) = 0;
};
// Hook chain registry(for hooks [un]registration)
template<typename t_ret, typename t_class, typename ...t_args>
class IHookChainRegistryClass {
public:
typedef t_ret(*hookfunc_t)(IHookChainClass<t_ret, t_class, t_args...>*, t_class *, t_args...);
virtual void registerHook(hookfunc_t hook, int priority = HC_PRIORITY_DEFAULT) = 0;
virtual void unregisterHook(hookfunc_t hook) = 0;
};
// Hook chain registry(for hooks [un]registration)
template<typename ...t_args>
class IVoidHookChainRegistry {
public:
typedef void(*hookfunc_t)(IVoidHookChain<t_args...>*, t_args...);
virtual void registerHook(hookfunc_t hook, int priority = HC_PRIORITY_DEFAULT) = 0;
virtual void unregisterHook(hookfunc_t hook) = 0;
};
// Hook chain registry(for hooks [un]registration)
template<typename t_class, typename ...t_args>
class IVoidHookChainRegistryClass {
public:
typedef void(*hookfunc_t)(IVoidHookChainClass<t_class, t_args...>*, t_class *, t_args...);
virtual void registerHook(hookfunc_t hook, int priority = HC_PRIORITY_DEFAULT) = 0;
virtual void unregisterHook(hookfunc_t hook) = 0;
};