//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #include "cbase.h" #include "tier1/KeyValues.h" #include "econ_gcmessages.h" #include "econ_item_system.h" #include "econ_item_inventory.h" #include "game_item_schema.h" #include "gc_clientsystem.h" #include "utldict.h" #include "filesystem.h" #include "steam/isteamhttp.h" #if defined(CLIENT_DLL) || defined(GAME_DLL) #include "gamestringpool.h" #include "ihasattributes.h" #include "tier0/icommandline.h" #endif #if defined(CLIENT_DLL) #include "igameevents.h" #endif // FIXME FIXME FIXME #if defined(TF_DLL) || defined(TF_CLIENT_DLL) #include "tf_item_system.h" #endif // defined(TF_DLL) || defined(TF_CLIENT_DLL) #if defined (DOTA_CLIENT_DLL) || defined (DOTA_DLL) #include "econ/dota_item_system.h" #endif // defined (DOTA_CLIENT_DLL) || defined (DOTA_DLL) // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #if ( defined( GAME_DLL ) || defined( CLIENT_DLL ) ) && ( defined( _DEBUG ) || defined( STAGING_ONLY ) ) ConVar item_debug( "item_debug", "0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY ); ConVar items_game_use_gc_copy( "items_game_use_gc_copy", "1", FCVAR_CHEAT | FCVAR_REPLICATED | FCVAR_ARCHIVE, "If set, items_game.txt will be stomped by the GC." ); ConVar item_debug_validation( "item_debug_validation", "1", FCVAR_REPLICATED | FCVAR_ARCHIVE, "If set, CEconEntity::ValidateEntityAttachedToPlayer behaves as it would in release builds and also allows bot players to take the same code path as real players." ); #endif static ConVar item_quality_chance_unique( "item_quality_chance_unique", "0.1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Percentage chance that a random item is unique." ); static ConVar item_quality_chance_rare( "item_quality_chance_rare", "0.5", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Percentage chance that a random item is a rare." ); static ConVar item_quality_chance_common( "item_quality_chance_common", "1.0", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "Percentage chance that a random item is common." ); //----------------------------------------------------------------------------- // Purpose: Get at the global item system //----------------------------------------------------------------------------- CEconItemSystem *ItemSystem( void ) { static GameItemSystem_t *pSystem = NULL; if ( !pSystem ) { pSystem = new GameItemSystem_t(); } return pSystem; } //----------------------------------------------------------------------------- // Purpose: Global schema access, declared in game_item_schema.h //----------------------------------------------------------------------------- GameItemSchema_t *GetItemSchema() { return ItemSystem()->GetItemSchema(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEconItemSystem::CEconItemSystem( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEconItemSystem::~CEconItemSystem( void ) { Shutdown(); } //----------------------------------------------------------------------------- // Purpose: Parse in our data files. //----------------------------------------------------------------------------- void CEconItemSystem::Init( void ) { #if defined(USES_ECON_ITEMS) ParseItemSchemaFile( "scripts/items/items_game.txt" ); #endif #ifdef CLIENT_DLL IGameEvent *event = gameeventmanager->CreateEvent( "item_schema_initialized" ); if ( event ) { gameeventmanager->FireEventClientSide( event ); } #endif } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEconItemSystem::Shutdown( void ) { } extern ConVar mp_tournament; #ifdef GAME_DLL ConVar mp_tournament_whitelist( "mp_tournament_whitelist", "item_whitelist.txt", FCVAR_NONE, "Specifies the item whitelist file to use." ); #endif //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEconItemSystem::ReloadWhitelist( void ) { // Default state of items depends on whether we're in tourney mode, and whether there's a whitelist bool bDefault = true; bool bFoundWhitelist = false; KeyValues *pWhitelistKV = new KeyValues( "item_whitelist" ); #ifdef GAME_DLL if ( mp_tournament.GetBool() && mp_tournament_whitelist.GetString() ) { const char *pszWhitelistFile = mp_tournament_whitelist.GetString(); if ( pWhitelistKV->LoadFromFile( filesystem, pszWhitelistFile ) ) { // Allow the whitelist to override the default, so they can turn it into a blacklist if they want to bDefault = pWhitelistKV->GetBool( "unlisted_items_default_to" ); bFoundWhitelist = true; } else if ( pszWhitelistFile && pszWhitelistFile[0] ) { Msg("Item Whitelist file '%s' could not be found. All items will be allowed.\n", pszWhitelistFile ); } } #endif const CEconItemSchema::ItemDefinitionMap_t& mapItemDefs = m_itemSchema.GetItemDefinitionMap(); FOR_EACH_MAP_FAST( mapItemDefs, i ) { mapItemDefs[i]->SetAllowedInMatch( bDefault ); } // If we didn't find a file, we're done. if ( !bFoundWhitelist ) return; // Otherwise, go through the KVs and turn on the matching items. Msg("Parsing item whitelist (default: %s)\n", bDefault ? "allowed" : "disallowed" ); pWhitelistKV = pWhitelistKV->GetFirstSubKey(); while ( pWhitelistKV ) { bool bAllow = pWhitelistKV->GetBool(); const char *pszItemName = pWhitelistKV->GetName(); if ( pszItemName && pszItemName[0] && !FStrEq("unlisted_items_default_to", pszItemName) ) { CEconItemDefinition *pItemDef = m_itemSchema.GetItemDefinitionByName( pszItemName ); if ( pItemDef ) { pItemDef->SetAllowedInMatch( bAllow ); Msg(" -> %s '%s'\n", bAllow ? "Allowing" : "Removing", pszItemName ); } else { Warning(" -> Could not find an item definition named '%s'\n", pszItemName ); } } pWhitelistKV = pWhitelistKV->GetNextKey(); } Msg("Finished.\n"); } #ifdef GAME_DLL CON_COMMAND_F( item_show_whitelistable_definitions, "Lists the item definitions that can be whitelisted in the item_whitelist.txt file in tournament mode.", FCVAR_CHEAT ) { Msg("Available item definitions for whitelisting:\n"); const CEconItemSchema::SortedItemDefinitionMap_t& mapItemDefs = ItemSystem()->GetItemSchema()->GetSortedItemDefinitionMap(); FOR_EACH_MAP( mapItemDefs, i ) { const CEconItemDefinition *pItemDef = mapItemDefs[i]; if ( pItemDef && pItemDef->GetQuality() != AE_NORMAL && !pItemDef->IsHidden() ) { Msg(" '%s'\n", pItemDef->GetDefinitionName() ); } } } #endif // GAME_DLL //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEconItemSystem::ResetAttribStringCache( void ) { const CUtlMap &mapDefs = m_itemSchema.GetAttributeDefinitionMap(); FOR_EACH_MAP_FAST( mapDefs, i ) { mapDefs[i].ClearStringCache(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CEconItemSystem::DecryptItemFiles( KeyValues *pKV, const char *pName ) { char szFullName[512]; Q_snprintf(szFullName,sizeof(szFullName), "%s.ctx", pName ); FileHandle_t f = filesystem->Open( szFullName, "rb", "MOD" ); if (!f) { #if !defined(CSTRIKE_DLL) Warning("No %s file found. May be unable to create items.\n", pName ); #endif // CSTRIKE_DLL return false; } int fileSize = filesystem->Size(f); char *buffer = (char*)MemAllocScratch(fileSize + 1); Assert(buffer); filesystem->Read(buffer, fileSize, f); // read into local buffer buffer[fileSize] = 0; // null terminate file as EOF filesystem->Close( f ); // close file after reading UTIL_DecodeICE( (unsigned char*)buffer, fileSize, GetEncryptionKey() ); bool retOK = pKV->LoadFromBuffer( szFullName, buffer, filesystem ); MemFreeScratch(); if ( !retOK ) return false; return true; } //----------------------------------------------------------------------------- // Purpose: Read the specified item schema file. Init the item schema with the contents //----------------------------------------------------------------------------- void CEconItemSystem::ParseItemSchemaFile( const char *pFilename ) { CUtlVector< CUtlString > vecErrors; bool bSuccess = m_itemSchema.BInit( pFilename, "MOD", &vecErrors ); if( !bSuccess ) { FOR_EACH_VEC( vecErrors, nError ) { // we want this to be an Error because several // places rely on loading a valid item schema Error( "%s\n", vecErrors[nError].String() ); } } } //----------------------------------------------------------------------------- // Purpose: Generate a random item matching the specified criteria //----------------------------------------------------------------------------- item_definition_index_t CEconItemSystem::GenerateRandomItem( CItemSelectionCriteria *pCriteria, entityquality_t *outEntityQuality ) { // First, pick a random item quality (use the one passed in first) if ( !pCriteria->BQualitySet() ) { pCriteria->SetQuality( GetRandomQualityForItem() ); } pCriteria->SetIgnoreEnabledFlag( true ); // Determine which item templates match the criteria CUtlVector vecMatches; const CEconItemSchema::ItemDefinitionMap_t &mapDefs = m_itemSchema.GetItemDefinitionMap(); HackMakeValidList: FOR_EACH_MAP_FAST( mapDefs, i ) { if ( pCriteria->BEvaluate( mapDefs[i] ) ) { vecMatches.AddToTail( mapDefs.Key( i ) ); } } // No valid items? int iValidItems = vecMatches.Count(); if ( !iValidItems ) { // If we were searching for a unique item, drop back to a non-unique if ( pCriteria->GetQuality() == AE_UNIQUE ) { pCriteria->SetQuality( GetRandomQualityForItem( true ) ); goto HackMakeValidList; } return INVALID_ITEM_DEF_INDEX; } // Choose a random match int iChosenIdx = RandomInt( 0, (iValidItems-1) ); item_definition_index_t iChosenItem = vecMatches[iChosenIdx]; const CEconItemDefinition *pItemDef = m_itemSchema.GetItemDefinition( iChosenItem ); if ( !pItemDef ) return INVALID_ITEM_DEF_INDEX; // If we haven't specified an entity quality, we want to use the item's specified one if ( pCriteria->GetQuality() == AE_USE_SCRIPT_VALUE ) { int32 iScriptQuality = pItemDef->GetQuality(); pCriteria->SetQuality( iScriptQuality == AE_UNDEFINED ? GetRandomQualityForItem( true ) : iScriptQuality ); } // If we haven't specified an item level, we want to use the item's specified one. if ( !pCriteria->BItemLevelSet() ) { pCriteria->SetItemLevel( RandomInt( pItemDef->GetMinLevel(), pItemDef->GetMaxLevel() ) ); } if ( outEntityQuality ) { *outEntityQuality = pCriteria->GetQuality(); } return iChosenItem; } //----------------------------------------------------------------------------- // Purpose: Return a random quality for the item specified //----------------------------------------------------------------------------- entityquality_t CEconItemSystem::GetRandomQualityForItem( bool bPreventUnique ) { // Start on the rarest, and work backwards if ( !bPreventUnique ) { if ( RandomFloat(0,1) < item_quality_chance_unique.GetFloat() ) return AE_UNIQUE; } if ( RandomFloat(0,1) < item_quality_chance_rare.GetFloat() ) return AE_RARITY2; if ( RandomFloat(0,1) < item_quality_chance_common.GetFloat() ) return AE_RARITY1; return AE_NORMAL; } static ISteamHTTP *GetISteamHTTP() { if ( steamapicontext != NULL && steamapicontext->SteamHTTP() ) { return steamapicontext->SteamHTTP(); } #ifndef CLIENT_DLL if ( steamgameserverapicontext != NULL ) { return steamgameserverapicontext->SteamHTTP(); } #endif return NULL; } //----------------------------------------------------------------------------- // Purpose: Common functionality for using our raw buffer data to initialize // the schema when safe. //----------------------------------------------------------------------------- bool IDelayedSchemaData::InitializeSchemaInternal( CEconItemSchema *pItemSchema, CUtlBuffer& bufRawData, bool bInitAsBinary, uint32 nExpectedVersion ) { Msg( "Applying new item schema, version %08X\n", nExpectedVersion ); CUtlVector vecErrors; bool bSuccess = bInitAsBinary ? pItemSchema->BInitBinaryBuffer( bufRawData, &vecErrors ) : pItemSchema->BInitTextBuffer( bufRawData, &vecErrors ); if( bSuccess ) { // Sanity-check that we received the version that they sent us uint32 nOurVersion = pItemSchema->GetVersion(); if ( nExpectedVersion != 0 && nOurVersion != nExpectedVersion ) { Warning( "**WARNING** Item schema mismatch after update!\n" ); Warning( "GC told us to expect %08X, we got %08X\n", nExpectedVersion, nOurVersion ); } } else { Warning( "**WARNING** Failed to apply item schema!\n" ); FOR_EACH_VEC( vecErrors, nError ) { Warning( "%s\n", vecErrors[nError].Get() ); } } return bSuccess; } //----------------------------------------------------------------------------- // Purpose: The GC sent us a single block of binary data. //----------------------------------------------------------------------------- class DelayedSchemaData_GCDirectData : public IDelayedSchemaData { public: DelayedSchemaData_GCDirectData( const std::string& strBuffer ) : m_bufRawData( strBuffer.data(), strBuffer.size(), CUtlBuffer::READ_ONLY ) { // } virtual bool InitializeSchema( CEconItemSchema *pItemSchema ) { return InitializeSchemaInternal( pItemSchema, m_bufRawData, true, 0 ); } private: CUtlBuffer m_bufRawData; }; extern bool CheckValveSignature( const void *data, uint32 nDataSize, const void *signature, uint32 nSignatureSize ); //----------------------------------------------------------------------------- // Purpose: We received a text file from an HTML request. //----------------------------------------------------------------------------- class DelayedSchemaData_HTTPResponseData : public IDelayedSchemaData { public: DelayedSchemaData_HTTPResponseData( ISteamHTTP *pHTTP, HTTPRequestHandle handleHTTPRequest, uint32 unBodySize, uint32 nExpectedVersion, const std::string &sSignature ) : m_nExpectedVersion( nExpectedVersion ) { Assert( pHTTP ); m_bufRawData.SetBufferType( true, true ); m_bufRawData.SeekPut( CUtlBuffer::SEEK_HEAD, unBodySize ); m_bValid = pHTTP->GetHTTPResponseBodyData( handleHTTPRequest, (uint8*)m_bufRawData.Base(), m_bufRawData.TellPut() ); if ( m_bValid ) m_bValid = CheckValveSignature( m_bufRawData.Base(), m_bufRawData.TellPut(), sSignature.c_str(), sSignature.length() ); } virtual bool InitializeSchema( CEconItemSchema *pItemSchema ) { if ( !m_bValid ) return false; return InitializeSchemaInternal( pItemSchema, m_bufRawData, false, m_nExpectedVersion ); } private: bool m_bValid; CUtlBuffer m_bufRawData; uint32 m_nExpectedVersion; }; #define GC_ITEM_SCHEMA_UPDATE_APPLIED "Applied updated item schema from GC. %d bytes, version %08X.\n" #define GC_ITEM_SCHEMA_UPDATE_QUEUED "Received %d bytes item schema version %08X direct data; update is queued.\n" //----------------------------------------------------------------------------- // Purpose: Update the item schema from the GC //----------------------------------------------------------------------------- class CGCUpdateItemSchema : public GCSDK::CGCClientJob { public: CGCUpdateItemSchema( GCSDK::CGCClient *pClient ) : GCSDK::CGCClientJob( pClient ) { m_szUrl[0] = '\0'; m_nExpectedVersion = 0; bHTTPCompleted = false; } char m_szUrl[512]; uint32 m_nExpectedVersion; bool bHTTPCompleted; CCallResult< CGCUpdateItemSchema, HTTPRequestCompleted_t > callback; std::string m_sSignature; virtual bool BYieldingRunGCJob( GCSDK::IMsgNetPacket *pNetPacket ) { GCSDK::CProtoBufMsg< CMsgUpdateItemSchema > msg( pNetPacket ); #if ( defined( GAME_DLL ) || defined( CLIENT_DLL ) ) && ( defined( _DEBUG ) || defined( STAGING_ONLY ) ) const bool bUseGCCopy = items_game_use_gc_copy.GetBool(); #else const bool bUseGCCopy = true; #endif if ( bUseGCCopy == false && k_EUniversePublic != GetUniverse() ) { Msg( "Loading item schema from local file.\n" ); KeyValuesAD pItemsGameKV( "ItemsGameFile" ); if ( pItemsGameKV->LoadFromFile( g_pFullFileSystem, "scripts/items/items_game.txt", "GAME" ) ) { CUtlBuffer buffer; pItemsGameKV->WriteAsBinary( buffer ); CUtlVector< CUtlString > vecErrors; bool bSuccess = ItemSystem()->GetItemSchema()->BInitBinaryBuffer( buffer, &vecErrors ); if( !bSuccess ) { FOR_EACH_VEC( vecErrors, nError ) { Warning( "%s\n", vecErrors[nError].Get() ); } } } return true; } // Check if we're already up-to-date m_nExpectedVersion = msg.Body().item_schema_version(); uint32 nCurrentSchemaVersion = ItemSystem()->GetItemSchema()->GetVersion(); if ( m_nExpectedVersion != 0 && m_nExpectedVersion == nCurrentSchemaVersion ) { Msg( "Current item schema is up-to-date with version %08X.\n", nCurrentSchemaVersion ); return true; } m_sSignature = msg.Body().signature(); // !TEST! //const char *szURL = "http://cdn.beta.steampowered.com/apps/440/scripts/items/items_game.b8b7a85b4dd98b139957004b86ec0bc070a59d18.txt"; if ( msg.Body().has_items_game() ) { bool bDidInit = ItemSystem()->GetItemSchema()->MaybeInitFromBuffer( new DelayedSchemaData_GCDirectData( msg.Body().items_game() ) ); Msg( bDidInit ? GC_ITEM_SCHEMA_UPDATE_APPLIED : GC_ITEM_SCHEMA_UPDATE_QUEUED, (int)msg.Body().items_game().size(), m_nExpectedVersion ); } else { // Remember URL const char *szURL = msg.Body().items_game_url().c_str(); if ( !szURL || !szURL[0] ) { Warning( "GC sent malformed CGCUpdateItemSchema message: No schema data, no URL\n" ); } else { Q_strncpy( m_szUrl, szURL, sizeof( m_szUrl ) ); //Msg( "Fetching %s to update item schema\n", m_szUrl ); // Send an HTTP request for the file ISteamHTTP *pHTTP = GetISteamHTTP(); if ( !pHTTP ) { //Warning( "Can't get ISteamHTTP to update item schema\n"); return true; } HTTPRequestHandle hReq = pHTTP->CreateHTTPRequest( k_EHTTPMethodGET, m_szUrl ); pHTTP->SetHTTPRequestNetworkActivityTimeout( hReq, 10 ); SteamAPICall_t hCall; if ( !pHTTP->SendHTTPRequest( hReq, &hCall ) ) { Warning( "Failed to update item schema: couldn't fetch %s\n", m_szUrl ); return true; } // // *Wait* for completion. // // This is important. The GC needs to be able to safely assume that // we will not process the next message until we have finished // dealing with this one. // bHTTPCompleted = false; #ifndef CLIENT_DLL if ( steamgameserverapicontext != NULL && pHTTP == steamgameserverapicontext->SteamHTTP() ) { callback.SetGameserverFlag(); } #endif callback.Set( hCall, this, &CGCUpdateItemSchema::OnHTTPCompleted ); // Wait for it to finish. while ( !bHTTPCompleted ) { BYieldingWaitOneFrame(); } } } return true; } void OnHTTPCompleted( HTTPRequestCompleted_t *arg, bool bFailed ) { // Clear flag, no matter what else, so we can stop yielding bHTTPCompleted = true; ISteamHTTP *pHTTP = GetISteamHTTP(); Assert( pHTTP ); if ( !pHTTP ) return; if ( arg->m_eStatusCode != k_EHTTPStatusCode200OK ) { Warning( "Failed to update item schema: HTTP status %d fetching %s\n", arg->m_eStatusCode, m_szUrl ); } else { if ( !arg->m_bRequestSuccessful ) { bFailed = true; } if ( !bFailed ) { uint32 unBodySize; if ( !pHTTP->GetHTTPResponseBodySize( arg->m_hRequest, &unBodySize ) ) { Assert( false ); bFailed = true; } else { bool bDidInit = ItemSystem()->GetItemSchema()->MaybeInitFromBuffer( new DelayedSchemaData_HTTPResponseData( pHTTP, arg->m_hRequest, unBodySize, m_nExpectedVersion, m_sSignature ) ); Msg( bDidInit ? GC_ITEM_SCHEMA_UPDATE_APPLIED : GC_ITEM_SCHEMA_UPDATE_QUEUED, unBodySize, m_nExpectedVersion ); } } if ( bFailed ) { Warning( "Failed to update item schema from %s\n", m_szUrl ); } } pHTTP->ReleaseHTTPRequest( arg->m_hRequest ); } }; GC_REG_JOB( GCSDK::CGCClient, CGCUpdateItemSchema, "CGCUpdateItemSchema", k_EMsgGCUpdateItemSchema, GCSDK::k_EServerTypeGCClient ); #ifdef CLIENT_DLL //----------------------------------------------------------------------------- // Purpose: Update the item schema from the GC //----------------------------------------------------------------------------- CON_COMMAND_F( econ_show_items_with_tag, "Lists the item definitions that have a specified tag.", FCVAR_CLIENTDLL ) { if ( args.ArgC() != 2 ) return; econ_tag_handle_t tagHandle = GetItemSchema()->GetHandleForTag( args.Arg( 1 ) ); FOR_EACH_MAP( GetItemSchema()->GetSortedItemDefinitionMap(), i ) { const CEconItemDefinition *pItemDef = GetItemSchema()->GetItemDefinitionMap()[i]; if ( pItemDef->HasEconTag( tagHandle ) ) { Msg(" '%s'\n", pItemDef->GetDefinitionName() ); } } } #endif // CLIENT_DLL #ifdef STAGING_ONLY //----------------------------------------------------------------------------- // Purpose: Update the item schema from the GC //----------------------------------------------------------------------------- #ifdef CLIENT_DLL CON_COMMAND_F( cl_reload_local_item_schema, "Reloads the local item schema copy.", FCVAR_CLIENTDLL ) #else CON_COMMAND_F( sv_reload_local_item_schema, "Reloads the local item schema copy.", FCVAR_GAMEDLL ) #endif { #ifdef CLIENT_DLL engine->ClientCmd_Unrestricted( "cmd sv_reload_local_item_schema" ); #endif Msg( "Loading item schema from local file.\n" ); KeyValuesAD pItemsGameKV( "ItemsGameFile" ); if ( pItemsGameKV->LoadFromFile( g_pFullFileSystem, "scripts/items/items_game.txt", "GAME" ) ) { CUtlBuffer buffer; pItemsGameKV->WriteAsBinary( buffer ); CUtlVector< CUtlString > vecErrors; bool bSuccess = ItemSystem()->GetItemSchema()->BInitBinaryBuffer( buffer, &vecErrors ); if( !bSuccess ) { FOR_EACH_VEC( vecErrors, nError ) { Warning( "%s\n", vecErrors[nError].Get() ); } } } } #endif