/** * vim: set ts=4 : * ============================================================================= * SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved. * ============================================================================= * * This file is part of the SourceMod/SourcePawn SDK. * * 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 . * * 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 . * * Version: $Id$ */ #if defined _console_included #endinput #endif #define _console_included #define INVALID_FCVAR_FLAGS (-1) /** * Console variable query helper values. */ enum QueryCookie { QUERYCOOKIE_FAILED = 0, }; /** * Reply sources for commands. */ enum ReplySource { SM_REPLY_TO_CONSOLE = 0, SM_REPLY_TO_CHAT = 1, }; /** * @section Flags for console commands and console variables. The descriptions * for each constant come directly from the Source SDK. */ #pragma deprecated No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk. #define FCVAR_PLUGIN 0 // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later. #pragma deprecated Did you mean FCVAR_DEVELOPMENTONLY? (No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.) #define FCVAR_LAUNCHER (1<<1) // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use. #define FCVAR_NONE 0 // The default, no flags at all #define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc. #define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+) #define FCVAR_GAMEDLL (1<<2) // Defined by the game DLL. #define FCVAR_CLIENTDLL (1<<3) // Defined by the client DLL. #define FCVAR_MATERIAL_SYSTEM (1<<4) // Defined by the material system. (EP1-only) #define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+) #define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc. // Sends 1 if it's not bland/zero, 0 otherwise as value. #define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server. #define FCVAR_ARCHIVE (1<<7) // Set to cause it to be saved to vars.rc #define FCVAR_NOTIFY (1<<8) // Notifies players when changed. #define FCVAR_USERINFO (1<<9) // Changes the client's info string. #define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.) #define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log #define FCVAR_NEVER_AS_STRING (1<<12) // Never try to print that cvar. #define FCVAR_REPLICATED (1<<13) // Server setting enforced on clients. #define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats #define FCVAR_SS (1<<15) // causes varnameN where N 2 through max splitscreen slots for mod to be autogenerated (L4D+) #define FCVAR_DEMO (1<<16) // Record this cvar when starting a demo file. #define FCVAR_DONTRECORD (1<<17) // Don't record these command in demo files. #define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+) #define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars available to customers (L4D+) #define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload (OB+) #define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload (OB+) #define FCVAR_NOT_CONNECTED (1<<22) // Cvar cannot be changed by a client that is connected to a server. #define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread (OB+) #define FCVAR_ARCHIVE_XBOX (1<<24) // Cvar written to config.cfg on the Xbox. #define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // Cvar written to config.cfg on the Xbox. #define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars (OB+) #define FCVAR_SERVER_CAN_EXECUTE (1<<28) // the server is allowed to execute this command on clients via // ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+) #define FCVAR_SERVER_CANNOT_QUERY (1<<29) // If this is set, then the server is not allowed to query this cvar's value (via // IServerPluginHelpers::StartQueryCvarValue). #define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command. // Note: IVEngineClient::ClientCmd_Unrestricted can run any client command. /** * @endsection */ /** * Executes a server command as if it were on the server console (or RCON) * * @param format Formatting rules. * @param ... Variable number of format parameters. */ native void ServerCommand(const char[] format, any ...); /** * Executes a server command as if it were on the server console (or RCON) * and stores the printed text into buffer. * * Warning: This calls ServerExecute internally and may have issues if * certain commands are in the buffer, only use when you really need * the response. * Also, on L4D2 this will not print the command output to the server console. * * @param buffer String to store command result into. * @param maxlen Length of buffer. * @param format Formatting rules. * @param ... Variable number of format parameters. */ native void ServerCommandEx(char[] buffer, int maxlen, const char[] format, any ...); /** * Inserts a server command at the beginning of the server command buffer. * * @param format Formatting rules. * @param ... Variable number of format parameters. */ native void InsertServerCommand(const char[] format, any ...); /** * Executes every command in the server's command buffer, rather than once per frame. */ native void ServerExecute(); /** * Executes a client command. Note that this will not work on clients unless * they have cl_restrict_server_commands set to 0. * * @param client Index of the client. * @param fmt Format of the client command. * @param ... Format parameters * @error Invalid client index, or client not connected. */ native void ClientCommand(int client, const char[] fmt, any ...); /** * Executes a client command on the server without being networked. * * FakeClientCommand() overwrites the command tokenization buffer. This can * cause undesired effects because future calls to GetCmdArg* will return * data from the FakeClientCommand(), not the parent command. If you are in * a hook where this matters (for example, a "say" hook), you should use * FakeClientCommandEx() instead. * * @param client Index of the client. * @param fmt Format of the client command. * @param ... Format parameters * @error Invalid client index, or client not connected. */ native void FakeClientCommand(int client, const char[] fmt, any ...); /** * Executes a client command on the server without being networked. The * execution of the client command is delayed by one frame to prevent any * re-entrancy issues that might surface with FakeClientCommand(). * * @param client Index of the client. * @param fmt Format of the client command. * @param ... Format parameters * @error Invalid client index, or client not connected. */ native void FakeClientCommandEx(int client, const char[] fmt, any ...); /** * Executes a KeyValues client command on the server without being networked. * * @param client Index of the client. * @param kv KeyValues data to be sent. * @error Invalid client index, client not connected, * or unsupported on current game. */ native void FakeClientCommandKeyValues(int client, KeyValues kv); /** * Sends a message to the server console. * * @param format Formatting rules. * @param ... Variable number of format parameters. */ native void PrintToServer(const char[] format, any ...); /** * Sends a message to a client's console. * * @param client Client index. * @param format Formatting rules. * @param ... Variable number of format parameters. * @error If the client is not connected an error will be thrown. */ native void PrintToConsole(int client, const char[] format, any ...); /** * Reples to a message in a command. * * A client index of 0 will use PrintToServer(). * If the command was from the console, PrintToConsole() is used. * If the command was from chat, PrintToChat() is used. * * @param client Client index, or 0 for server. * @param format Formatting rules. * @param ... Variable number of format parameters. * @error If the client is not connected or invalid. */ native void ReplyToCommand(int client, const char[] format, any ...); /** * Returns the current reply source of a command. * * @return ReplySource value. */ native ReplySource GetCmdReplySource(); /** * Sets the current reply source of a command. * * Only use this if you know what you are doing. You should save the old value * and restore it once you are done. * * @param source New ReplySource value. * @return Old ReplySource value. */ native ReplySource SetCmdReplySource(ReplySource source); /** * Returns whether the current say hook is a chat trigger. * * This function is only meaningful inside say or say_team hooks. * * @return True if a chat trigger, false otherwise. */ native bool IsChatTrigger(); /** * Displays usage of an admin command to users depending on the * setting of the sm_show_activity cvar. All users receive a message * in their chat text, except for the originating client, who receives * the message based on the current ReplySource. * * @param client Client index doing the action, or 0 for server. * @param tag Tag to prepend to the message. * @param format Formatting rules. * @param ... Variable number of format parameters. * @error */ native void ShowActivity2(int client, const char[] tag, const char[] format, any ...); /** * Displays usage of an admin command to users depending on the * setting of the sm_show_activity cvar. * * This version does not display a message to the originating client * if used from chat triggers or menus. If manual replies are used * for these cases, then this function will suffice. Otherwise, * ShowActivity2() is slightly more useful. * * @param client Client index doing the action, or 0 for server. * @param format Formatting rules. * @param ... Variable number of format parameters. * @error */ native void ShowActivity(int client, const char[] format, any ...); /** * Same as ShowActivity(), except the tag parameter is used instead of * "[SM] " (note that you must supply any spacing). * * @param client Client index doing the action, or 0 for server. * @param tag Tag to display with. * @param format Formatting rules. * @param ... Variable number of format parameters. * @error */ native void ShowActivityEx(int client, const char[] tag, const char[] format, any ...); /** * Given an originating client and a target client, returns the string * that describes the originating client according to the sm_show_activity cvar. * * For example, "ADMIN", "PLAYER", or a player's name could be placed in this buffer. * * @param client Originating client; may be 0 for server console. * @param target Targeted client. * @param namebuf Name buffer. * @param maxlength Maximum size of the name buffer. * @return True if activity should be shown. False otherwise. In either * case, the name buffer is filled. The return value can be used * to broadcast a "safe" name to all players regardless of the * sm_show_activity filters. * @error Invalid client index or client not connected. */ native bool FormatActivitySource(int client, int target, const char[] namebuf, int maxlength); /** * Called when a server-only command is invoked. * * @param args Number of arguments that were in the argument string. * @return An Action value. Not handling the command * means that Source will report it as "not found." */ typedef SrvCmd = function Action (int args); /** * Creates a server-only console command, or hooks an already existing one. * * Server commands are case sensitive. * * @param cmd Name of the command to hook or create. * @param callback A function to use as a callback for when the command is invoked. * @param description Optional description to use for command creation. * @param flags Optional flags to use for command creation. * @error Command name is the same as an existing convar. */ native void RegServerCmd(const char[] cmd, SrvCmd callback, const char[] description="", int flags=0); /** * Called when a generic console command is invoked. * * @param client Index of the client, or 0 from the server. * @param args Number of arguments that were in the argument string. * @return An Action value. Not handling the command * means that Source will report it as "not found." */ typedef ConCmd = function Action (int client, int args); /** * Creates a console command, or hooks an already existing one. * * Console commands are case sensitive. However, if the command already exists in the game, * a client may enter the command in any case. SourceMod corrects for this automatically, * and you should only hook the "real" version of the command. * * @param cmd Name of the command to hook or create. * @param callback A function to use as a callback for when the command is invoked. * @param description Optional description to use for command creation. * @param flags Optional flags to use for command creation. * @error Command name is the same as an existing convar. */ native void RegConsoleCmd(const char[] cmd, ConCmd callback, const char[] description="", int flags=0); /** * Creates a console command as an administrative command. If the command does not exist, * it is created. When this command is invoked, the access rights of the player are * automatically checked before allowing it to continue. * * Admin commands are case sensitive from both the client and server. * * @param cmd String containing command to register. * @param callback A function to use as a callback for when the command is invoked. * @param adminflags Administrative flags (bitstring) to use for permissions. * @param description Optional description to use for help. * @param group String containing the command group to use. If empty, * the plugin's filename will be used instead. * @param flags Optional console flags. * @error Command name is the same as an existing convar. */ native void RegAdminCmd(const char[] cmd, ConCmd callback, int adminflags, const char[] description="", const char[] group="", int flags=0); /** * Returns whether there is a command callback available. * * @return True if called from inside a command callback. */ native bool IsCommandCallback(); /** * Returns the number of arguments from the current console or server command. * @note Unlike the HL2 engine call, this does not include the command itself. * * @return Number of arguments to the current command. */ native int GetCmdArgs(); /** * Retrieves a command argument given its index, from the current console or * server command. * @note Argument indexes start at 1; 0 retrieves the command name. * * @param argnum Argument number to retrieve. * @param buffer Buffer to use for storing the string. * @param maxlength Maximum length of the buffer. * @return Length of string written to buffer. */ native int GetCmdArg(int argnum, char[] buffer, int maxlength); /** * Retrieves the entire command argument string in one lump from the current * console or server command. * * @param buffer Buffer to use for storing the string. * @param maxlength Maximum length of the buffer. * @return Length of string written to buffer. */ native int GetCmdArgString(char[] buffer, int maxlength); /** * Gets a command iterator. Must be freed with CloseHandle(). * * @return A new command iterator. */ native Handle GetCommandIterator(); /** * Reads a command iterator, then advances to the next command if any. * Only SourceMod specific commands are returned. * * @param iter Command iterator Handle. * @param name Name buffer. * @param nameLen Name buffer size. * @param eflags Effective default flags of a command. * @param desc Command description buffer. * @param descLen Command description buffer size. * @return True on success, false if there are no more commands. */ native bool ReadCommandIterator(Handle iter, char[] name, int nameLen, int &eflags=0, char[] desc="", int descLen=0); /** * Returns whether a client has access to a given command string. The string * can be any override string, as overrides can be independent of * commands. This feature essentially allows you to create custom * flags using the override system. * * @param client Client index. * @param command Command name. If the command is not found, the default * flags are used. * @param flags Flag string to use as a default, if the command or override * is not found. * @param override_only If true, SourceMod will not attempt to find a matching * command, and it will only use the default flags specified. * Otherwise, SourceMod will ignore the default flags if * there is a matching admin command. * @return True if the client has access, false otherwise. */ native bool CheckCommandAccess(int client, const char[] command, int flags, bool override_only=false); /** * Returns whether an admin has access to a given command string. The string * can be any override string, as overrides can be independent of * commands. This feature essentially allows you to create custom flags * using the override system. * * @param id AdminId of the admin. * @param command Command name. If the command is not found, the default * flags are used. * @param flags Flag string to use as a default, if the command or override * is not found. * @param override_only If true, SourceMod will not attempt to find a matching * command, and it will only use the default flags specified. * Otherwise, SourceMod will ignore the default flags if * there is a matching admin command. * @return True if the admin has access, false otherwise. */ native bool CheckAccess(AdminId id, const char[] command, int flags, bool override_only=false); /** * Returns the bitstring of flags of a command. * * @param name Name of the command. * @return A bitstring containing the FCVAR_* flags that are enabled * or INVALID_FCVAR_FLAGS if command not found. */ native int GetCommandFlags(const char[] name); /** * Sets the bitstring of flags of a command. * * @param name Name of the command. * @param flags A bitstring containing the FCVAR_* flags to enable. * @return True on success, otherwise false. */ native bool SetCommandFlags(const char[] name, int flags); /** * Starts a ConCommandBase search, traversing the list of ConVars and * ConCommands. If a Handle is returned, the next entry must be read * via FindNextConCommand(). The order of the list is undefined. * * @param buffer Buffer to store entry name. * @param max_size Maximum size of the buffer. * @param isCommand Variable to store whether the entry is a command. * If it is not a command, it is a ConVar. * @param flags Variable to store entry flags. * @param description Buffer to store the description, empty if no description present. * @param descrmax_size Maximum size of the description buffer. * @return On success, a ConCmdIter Handle is returned, which * can be read via FindNextConCommand(), and must be * closed via CloseHandle(). Additionally, the output * parameters will be filled with information of the * first ConCommandBase entry. * On failure, INVALID_HANDLE is returned, and the * contents of outputs is undefined. */ native Handle FindFirstConCommand(char[] buffer, int max_size, bool &isCommand, int &flags=0, char[] description="", int descrmax_size=0); /** * Reads the next entry in a ConCommandBase iterator. * * @param search ConCmdIter Handle to search. * @param buffer Buffer to store entry name. * @param max_size Maximum size of the buffer. * @param isCommand Variable to store whether the entry is a command. * If it is not a command, it is a ConVar. * @param flags Variable to store entry flags. * @param description Buffer to store the description, empty if no description present. * @param descrmax_size Maximum size of the description buffer. * @return On success, the outputs are filled, the iterator is * advanced to the next entry, and true is returned. * If no more entries exist, false is returned, and the * contents of outputs is undefined. */ native bool FindNextConCommand(Handle search, char[] buffer, int max_size, bool &isCommand, int &flags=0, char[] description="", int descrmax_size=0); /** * Adds an informational string to the server's public "tags". * This string should be a short, unique identifier. * * Note: Tags are automatically removed when a plugin unloads. * Note: Currently, this function does nothing because of bugs in the Valve master. * * @param tag Tag string to append. */ native void AddServerTag(const char[] tag); /** * Removes a tag previously added by the calling plugin. * * @param tag Tag string to remove. */ native void RemoveServerTag(const char[] tag); /** * Callback for command listeners. This is invoked whenever any command * reaches the server, from the server console itself or a player. * * Clients may be in the process of connecting when they are executing commands * IsClientConnected(client) is not guaranteed to return true. Other functions * such as GetClientIP() may not work at this point either. * * Returning Plugin_Handled or Plugin_Stop will prevent the original, * baseline code from running. * * -- TEXT BELOW IS IMPLEMENTATION, AND NOT GUARANTEED -- * Even if returning Plugin_Handled or Plugin_Stop, some callbacks will still * trigger. These are: * * C++ command dispatch hooks from Metamod:Source plugins * * Reg*Cmd() hooks that did not create new commands. * * @param client Client, or 0 for server. * Client may not be connected or in game. * @param command Command name, lower case. To get name as typed, use * GetCmdArg() and specify argument 0. * @param argc Argument count. * @return Action to take (see extended notes above). */ typedef CommandListener = function Action (int client, const char[] command, int argc); #define FEATURECAP_COMMANDLISTENER "command listener" /** * Adds a callback that will fire when a command is sent to the server. * * Registering commands is designed to create a new command as part of the UI, * whereas this is a lightweight hook on a command string, existing or not. * Using Reg*Cmd to intercept is in poor practice, as it physically creates a * new command and can slow down dispatch in general. * * To see if this feature is available, use FeatureType_Capability and * FEATURECAP_COMMANDLISTENER. * * @param callback Callback. * @param command Command, or if not specified, a global listener. * The command is case insensitive. * @return True if this feature is available on the current game, * false otherwise. */ native bool AddCommandListener(CommandListener callback, const char[] command=""); /** * Removes a previously added command listener, in reverse order of being added. * * @param callback Callback. * @param command Command, or if not specified, a global listener. * The command is case insensitive. * @error Callback has no active listeners. */ native void RemoveCommandListener(CommandListener callback, const char[] command=""); /** * Returns true if the supplied command exists. * * @param command Command to find. * @return True if command is found, false otherwise. */ stock bool CommandExists(const char[] command) { return (GetCommandFlags(command) != INVALID_FCVAR_FLAGS); } /** * Global listener for the chat commands. * * @param client Client index. * @param command Command name. * @param sArgs Chat argument string. * * @return An Action value. Returning Plugin_Handled bypasses the game function call. Returning Plugin_Stop bypasses the post hook as well as the game function. */ forward Action OnClientSayCommand(int client, const char[] command, const char[] sArgs); /** * Global post listener for the chat commands. * * @param client Client index. * @param command Command name. * @param sArgs Chat argument string. */ forward void OnClientSayCommand_Post(int client, const char[] command, const char[] sArgs);