Server plugins: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(partial cleanup)
Line 1: Line 1:
The Source engine comes with a built in 3rd party plugin API similar to the API provided by MetaMod under the HL1 engine. This document provides a brief description of the interfaces provided and how to best use them.
{{otherlang2
| ru = Server Plugins:ru
| es = Server Plugins:es
}}


=Needed includes for a compile=
{{toc-right}}


In order to compile your plugin you need to set up your compiler to include the following directories:
'''Server plugins''' are code libraries that modify the behaviour of [[dedicated server]]s.
<pre>
* public
* public/dlls
* public/engine
* public/tier0
* public/tier1
* public/vstdlib
* tier1
</pre>
In order to do this you must get the SDK's files by creating a mod in Source SDK.


=Compiling the Sample=
{{warning|Plugins ''do not'' work with the GUI dedicated servers available through Steam. Only servers installed through the HLDS Update Tool can use them.}}


The SDK contains a sample plugin that exercises the various capabilities available in a plugin. You can find the sample in <code>src/utils/serverplugin_sample</code>. Under Windows load the <code>serverplugin_empty.vcproj</code> project, under linux you can type:
== Compiling ==
<pre>
make plugin
</pre>


from the <code>linux_sdk</code> directory.
You can find a sample plugin project at <code>src\utils\serverplugin_sample\</code>. The Orange Box version is good for both [[Source 2007]] and [[Source 2009|2009]].


=Running a Plugin=
; Windows
: Build with the Visual Studio project provided; see [[Compiling under VS2008]] or [[Compiling under VS2010]] for help with upgrading
; Linux
: Execute <code>make plugin</code> from <code>src/linux_sdk/</code>
; Mac
: Not possible yet


The engine will load plugins based upon specially formatted key value files put in the <code><mod dir>/addons/</code> folder (you may have to create this directory, a default server install doesn't come with one). To load your plugin place a file in this folder with the extension vdf and with the following format:
To debug your plugin, you must launch the server with <code>-allowdebug</code>.
<pre>
"Plugin"
{
        "file"  "serverplugin_empty"
}
</pre>
The <code>"file"</code> parameter should point to the file to load. In this example the binary created after you compiled the code should be copied to the <code>bin/</code> folder of the server install. The file extension (.dll for Windows) is added automatically to the filename when it is loaded. The file name should be relative to the base bin/ folder on the server (i.e you would use <code>../cstrike/addons/serverplugin_empty</code> to specify a file in the cstrike addons folder).


{{note|For Linux server the file extension (.so) needs to be added.}}
== Installing ==


{{note|"file" defines the type of plugin to load, i.e. it tells the [[Source Engine]] it is a file; "serverplugin_empty" is the path to the file.}}
Source automatically loads plugins from files matching <code><game>\addons\*.vdf*</code>. Their format is:
'''Example:'''


  "Plugin"
  Plugin
  {
  {
        "file"  "../cstrike/addons/serverplugin_empty"
    file <path to plugin>
  }
  }


==Simplified Version==
* On Windows, do not add the file extension. On Linux, do.
*Put the compiled file inside of your <game dir>/bin folder (.dll file for windows)
* The path value is relative to the engine's binary folder (''not'' the game's), so if you want to load a plugin from TF2's addons folder it will need to read <code>..\tf\addons\plugin</code>.
*make a file exactly like the top example, and change "serverplugin_empty" to your file's name (keeping the quotes)
 
{{note|To make a .vdf file, just make a text file, right click it and change .txt to .vdf}}
=== Managing ===
 
The following console commands are provided:


=The IServerPlugin interface=
* <code>plugin_print</code> (particularly useful for confirming that your plugin is installed correctly)
* <code>plugin_load</code>
* <code>plugin_unload</code>
* <code>plugin_pause</code>
* <code>plugin_unpause</code>
* <code>plugin_pause_all</code>
* <code>plugin_unpause_all</code>
 
== Coding ==
 
===The IServerPlugin interface===


Plugins work by exposing an <code>IServerPluginCallbacks</code> interface to the engine. The engine calls back into this interface when various events happen. The definition of this interface can be found in <code>public/engine/iserverplugin.h</code>. The <code>PLUGIN_RESULT</code> return type of some of the functions allows the plugin to control whether this call is passed onto the underlying mod or not, see the header file for details.
Plugins work by exposing an <code>IServerPluginCallbacks</code> interface to the engine. The engine calls back into this interface when various events happen. The definition of this interface can be found in <code>public/engine/iserverplugin.h</code>. The <code>PLUGIN_RESULT</code> return type of some of the functions allows the plugin to control whether this call is passed onto the underlying mod or not, see the header file for details.


=IServerPluginCallbacks explained=
===IServerPluginCallbacks explained===
{| class=standard-table
| <code>Load</code> || This function is called when the plugin is loaded by the engine. This can happen either on initialization or when being re-loaded after being unloaded. The two parameters provide the interface factories that the plugin needs to operate.
|-
| <code>UnLoad</code> || Called when a plugin is unloaded, use this to disable any asynchronous tasks and remove any callbacks you have registered with the engine (for example a game events listener).
|-
| <code>Pause</code> || Called when the operation of the plugin is paused (i.e it will stop receiving callbacks but should not be unloaded).
|-
| <code>UnPause</code> || Called when a plugin is brought out of the paused state. You should re-enable any asynchronous events your plugin uses in this call
|-
| <code>GetPluginDescription</code> || This function should return a friendly string describing your plugin. Typically this would be its name and the author.
|-
| <code>LevelInit</code> || Called on level (map) startup, it is the first function called as a server enters a new level.
|-
| <code>ServerActivate</code> || This is called when the server successfully enters a new level, this will happen after the LevelInit call. This call provides pointers to the list of edicts created on the server and the maxplayer count of the server.
|-
| <code>GameFrame</code> || Called once per server frame (typically 60 times a second). Server performance is very sensitive to the execution time of this function so keep anything you do in this function to a minimum.
|-
| <code>LevelShutdown</code> || Called when a server is changing to a new level or is being shutdown. Remove any map specific allocations in this call. This can be called multiple times during a map change.
|-
| <code>ClientConnect</code> || Called when a client initially connects to a server. Set bAllowConnect to false to stop this user from connecting.
|-
| <code>ClientPutInServer</code> || Called when a client spawns into a server. This is called before the server spawn function.
|-
| <code>ClientActive</code> || Called after a client is fully spawned and configured by the Mod. Use this call to change any player specific settings.
|-
| <code>ClientDisconnect</code> || Called when a client disconnects from the server.
|-
| <code>SetCommandClient</code> || Called by the ConVar code to let you keep track of which client is entering a ConCommand. Use this index in ConCommands if you want to see who is running the command. As ConVar commands don't have an edict associated with them when they run you can use this index to look up the entity that is running the command.  The index is one less than the entity index.
|-
| <code>ClientSettingsChanged</code> ||
Called when player specific cvars about a player change (for example the users name). Use this function to control what operations a user is allowed to perform to their settings (for example limiting usernames).
|-
| <code>ClientCommand</code> || Called when a remote client enters a command into the console. This should be used to provide commands to clients (and ConCommand used to implement server side only commands).
|-
| <code>NetworkIDValidated</code> || Called when the server retrieves a clients network ID (i.e Steam ID). Note that a clients network ID is not set on connect, you must wait for this callback before a users network ID is valid. The client name is passed into this function, you need to search the currently connected players to find the associated edict pointer. Note that the clients name can change between connect and id validation, you should use the entity index to track specific players.  Note also that this function is NOT called for the local user when running a listen/non-dedicated server.
|}


=Listening to Events=
==== Management ====
 
; <code>bool Load([[CreateInterfaceFn]] interfaceFactory, CreateInterfaceFn gameServerFactory)</code>
: Called when the plugin is loaded by the engine. This can happen either on initialization or when being re-loaded after being unloaded. The two parameters provide the interface factories that the plugin needs to operate. Returns false on error.
; <code>void UnLoad()</code>
: Called when a plugin is unloaded, use this to disable any asynchronous tasks and remove any callbacks you have registered with the engine (for example a game events listener).
; <code>void Pause()</code>
: Called when the operation of the plugin is paused (i.e it will stop receiving callbacks but should not be unloaded).
; <code>void UnPause()</code>
: Called when a plugin is brought out of the paused state. You should re-enable any asynchronous events your plugin uses in this call
; <code>[[char]]* GetPluginDescription()</code>
: This function should return a friendly string describing your plugin. Typically this would be its name and the author.
 
==== Server events ====
; <code>void LevelInit(char* pMapName)</code>
: Called on level (map) startup, it is the first function called as a server enters a new level.
; <code>void ServerActivate([[edict_t]] *pEdictList, [[int]] edictCount, int clientMax)</code>
: This is called when the server successfully enters a new level, this will happen after the LevelInit call. This call provides pointers to the list of edicts created on the server and the maxplayer count of the server.
; <code>void GameFrame(bool simulating)</code>
: Called once per server frame (typically 60 times a second). Server performance is very sensitive to the execution time of this function so keep anything you do in this function to a minimum.
; <code>void LevelShutdown()</code>
: Called when a server is changing to a new level or is being shutdown. Remove any map specific allocations in this call. This can be called multiple times during a map change.
; <code>void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, [[edict_t]] *pPlayerEntity, EQueryCvarValueStatus eStatus, char *pCvarName, char *pCvarValue )
: Called when a query from <code>[[IServerPluginHelpers]]::StartQueryCvarValue</code> finishes. <code>iCookie</code> is the value requested.
; <code>void OnEdictAllocated(edict_t *edict)</code>
; <code>void OnEdictAllocated(const edict_t *edict)</code>
 
==== Clients ====
 
; <code>[[PLUGIN_RESULT]] ClientConnect(bool *bAllowConnect, [[edict_t]] *pEntity, char *pszName, char *pszAddress, char *reject, int maxrejectlen)</code>
: Called when a client initially connects to a server. Set bAllowConnect to false to stop this user from connecting.
; <code>void ClientPutInServer(edict_t *pEntity, char const *playername)</code>
: Called when a client spawns into a server. This is called before the server spawn function.
; <code>void ClientActive(edict_t *pEntity)</code>
: Called after a client is fully spawned and configured by the Mod. Use this call to change any player specific settings.
; <code>void ClientDisconnect(edict_t *pEntity)</code>
: Called when a client disconnects from the server.
; <code>void SetCommandClient(int index)</code>
: Called by the ConVar code to let you keep track of which client is entering a ConCommand. Use this index in ConCommands if you want to see who is running the command. As ConVar commands don't have an edict associated with them when they run you can use this index to look up the entity that is running the command.  The index is one less than the entity index.
; <code>void ClientSettingsChanged(edict_t *pEdict)</code>
: Called when player specific cvars about a player change (for example the users name). Use this function to control what operations a user is allowed to perform to their settings (for example limiting usernames).
; <code>PLUGIN_RESULT ClientCommand(edict_t *pEntity, const CCommand &args)</code>
: Called when a remote client enters a command into the console. This should be used to provide commands to clients (and ConCommand used to implement server side only commands).
; <code>PLUGIN_RESULT NetworkIDValidated(const char *pszUserName, const char *pszNetworkID)</code>
: Called when the server retrieves a clients network ID (i.e Steam ID). Note that a clients network ID is not set on connect, you must wait for this callback before a users network ID is valid. The client name is passed into this function, you need to search the currently connected players to find the associated edict pointer. Note that the clients name can change between connect and id validation, you should use the entity index to track specific players.  Note also that this function is NOT called for the local user when running a listen/non-dedicated server.
 
===Listening to Events===


The <code>IGameEventManager2</code> (<code>IGameEventManager</code> was used previously) interface allows a plugin to listen to game events. Game events are fired by a Mod when things of interest happen, like a player dying or the bomb being planted. <code>IGameEventManager2::AddListener</code> should be called to subscribe to particular game events. It must be called for each event that your listener wishes to be aware of. FireGameEvent is then called in your plugin when an one of the listened for events happen. The data contained in each event is described by event configuration files, in particular:
The <code>IGameEventManager2</code> (<code>IGameEventManager</code> was used previously) interface allows a plugin to listen to game events. Game events are fired by a Mod when things of interest happen, like a player dying or the bomb being planted. <code>IGameEventManager2::AddListener</code> should be called to subscribe to particular game events. It must be called for each event that your listener wishes to be aware of. FireGameEvent is then called in your plugin when an one of the listened for events happen. The data contained in each event is described by event configuration files, in particular:
Line 100: Line 109:
* <code><mod dir>/resource/ModEvents.res</code>
* <code><mod dir>/resource/ModEvents.res</code>


=Creating [[ConVar]]s and [[Command]]s=
===Creating [[ConVar]]s and [[Command]]s===


[[ConVar]]s let you specify variables that users can use to configure the behavior of your plugin. [[ConCommand]]s allow the creation of commands that your plugin provides. Creating both is easy and self contained, the code snippet below creates a new command <code>empty_version</code> and a new variable <code>plugin_empty</code>. These commands can be run from the server or client, you should use the index provided by <code>SetCommandClient</code> to determine the source of the command.
[[ConVar]]s let you specify variables that users can use to configure the behavior of your plugin. [[ConCommand]]s allow the creation of commands that your plugin provides. Creating both is easy and self contained, the code snippet below creates a new command <code>empty_version</code> and a new variable <code>plugin_empty</code>. These commands can be run from the server or client, you should use the index provided by <code>SetCommandClient</code> to determine the source of the command.
Line 112: Line 121:
</pre>
</pre>


=Interacting with Clients=
===Interacting with Clients===


The engine provides the <code>IServerPluginHelpers</code> interface to allow plugins to message clients. This interface provides a single function, <code>CreateMessage</code> that is called with 3 different dialog options to message users in different ways.
The engine provides the <code>IServerPluginHelpers</code> interface to allow plugins to message clients. This interface provides a single function, <code>CreateMessage</code> that is called with 3 different dialog options to message users in different ways.
Line 122: Line 131:
Examples of how to use this interface are shown in the sample plugin example. Each message will be displayed for 10 seconds in the HUD and for the menu and text option for up to 200 seconds in GameUI. Only 1 message can be displayed at a time, you have to wait for the current one to expire before a new one can be shown. Messages with a lower <code>"level"</code> field can be used to override current messages (the minimum level value is 0). Details of valid message fields can be found in the sample code.
Examples of how to use this interface are shown in the sample plugin example. Each message will be displayed for 10 seconds in the HUD and for the menu and text option for up to 200 seconds in GameUI. Only 1 message can be displayed at a time, you have to wait for the current one to expire before a new one can be shown. Messages with a lower <code>"level"</code> field can be used to override current messages (the minimum level value is 0). Details of valid message fields can be found in the sample code.


=Debug your plugin=
===Release your plugin===
When add "-allowdebug" to your server startup line
 
=Release your plugin=
When ready for public consumption or beta testing, announce your server plugin at a community website like [http://www.sourceplugins.com SourcePlugins].
When ready for public consumption or beta testing, announce your server plugin at a community website like [http://www.sourceplugins.com SourcePlugins].
=Console commands=
In the console, you can get a list of available plugin related commands with this command: '''cvarlist plugin_'''
<pre>
cvar list
--------------
plugin_load        : cmd : : plugin_load <filename> : loads a plugin
plugin_pause      : cmd : : plugin_pause <index> : pauses a loaded plugin
plugin_pause_all  : cmd : : pauses all loaded plugins
plugin_print      : cmd : : Prints details about loaded plugins
plugin_unload      : cmd : : plugin_unload <index> : unloads a plugin
plugin_unpause    : cmd : : plugin_unpause <index> : unpauses a disabled plugin
plugin_unpause_all : cmd : : unpauses all disabled plugins
--------------
  7 convars/concommands for [plugin_]
</pre>
{{otherlang:en}}
{{otherlang:en:ru|Server Plugins:ru}}, {{otherlang:en:es|Server Plugins:es}}


[[Category:Programming]]
[[Category:Programming]]

Revision as of 09:05, 5 September 2010

Template:Otherlang2

Server plugins are code libraries that modify the behaviour of dedicated servers.

Warning.pngWarning:Plugins do not work with the GUI dedicated servers available through Steam. Only servers installed through the HLDS Update Tool can use them.

Compiling

You can find a sample plugin project at src\utils\serverplugin_sample\. The Orange Box version is good for both Source 2007 and 2009.

Windows
Build with the Visual Studio project provided; see Compiling under VS2008 or Compiling under VS2010 for help with upgrading
Linux
Execute make plugin from src/linux_sdk/
Mac
Not possible yet

To debug your plugin, you must launch the server with -allowdebug.

Installing

Source automatically loads plugins from files matching <game>\addons\*.vdf*. Their format is:

Plugin
{
    file <path to plugin>
}
  • On Windows, do not add the file extension. On Linux, do.
  • The path value is relative to the engine's binary folder (not the game's), so if you want to load a plugin from TF2's addons folder it will need to read ..\tf\addons\plugin.

Managing

The following console commands are provided:

  • plugin_print (particularly useful for confirming that your plugin is installed correctly)
  • plugin_load
  • plugin_unload
  • plugin_pause
  • plugin_unpause
  • plugin_pause_all
  • plugin_unpause_all

Coding

The IServerPlugin interface

Plugins work by exposing an IServerPluginCallbacks interface to the engine. The engine calls back into this interface when various events happen. The definition of this interface can be found in public/engine/iserverplugin.h. The PLUGIN_RESULT return type of some of the functions allows the plugin to control whether this call is passed onto the underlying mod or not, see the header file for details.

IServerPluginCallbacks explained

Management

bool Load(CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory)
Called when the plugin is loaded by the engine. This can happen either on initialization or when being re-loaded after being unloaded. The two parameters provide the interface factories that the plugin needs to operate. Returns false on error.
void UnLoad()
Called when a plugin is unloaded, use this to disable any asynchronous tasks and remove any callbacks you have registered with the engine (for example a game events listener).
void Pause()
Called when the operation of the plugin is paused (i.e it will stop receiving callbacks but should not be unloaded).
void UnPause()
Called when a plugin is brought out of the paused state. You should re-enable any asynchronous events your plugin uses in this call
char* GetPluginDescription()
This function should return a friendly string describing your plugin. Typically this would be its name and the author.

Server events

void LevelInit(char* pMapName)
Called on level (map) startup, it is the first function called as a server enters a new level.
void ServerActivate(edict_t *pEdictList, int edictCount, int clientMax)
This is called when the server successfully enters a new level, this will happen after the LevelInit call. This call provides pointers to the list of edicts created on the server and the maxplayer count of the server.
void GameFrame(bool simulating)
Called once per server frame (typically 60 times a second). Server performance is very sensitive to the execution time of this function so keep anything you do in this function to a minimum.
void LevelShutdown()
Called when a server is changing to a new level or is being shutdown. Remove any map specific allocations in this call. This can be called multiple times during a map change.
void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, char *pCvarName, char *pCvarValue )
Called when a query from IServerPluginHelpers::StartQueryCvarValue finishes. iCookie is the value requested.
void OnEdictAllocated(edict_t *edict)
void OnEdictAllocated(const edict_t *edict)

Clients

PLUGIN_RESULT ClientConnect(bool *bAllowConnect, edict_t *pEntity, char *pszName, char *pszAddress, char *reject, int maxrejectlen)
Called when a client initially connects to a server. Set bAllowConnect to false to stop this user from connecting.
void ClientPutInServer(edict_t *pEntity, char const *playername)
Called when a client spawns into a server. This is called before the server spawn function.
void ClientActive(edict_t *pEntity)
Called after a client is fully spawned and configured by the Mod. Use this call to change any player specific settings.
void ClientDisconnect(edict_t *pEntity)
Called when a client disconnects from the server.
void SetCommandClient(int index)
Called by the ConVar code to let you keep track of which client is entering a ConCommand. Use this index in ConCommands if you want to see who is running the command. As ConVar commands don't have an edict associated with them when they run you can use this index to look up the entity that is running the command. The index is one less than the entity index.
void ClientSettingsChanged(edict_t *pEdict)
Called when player specific cvars about a player change (for example the users name). Use this function to control what operations a user is allowed to perform to their settings (for example limiting usernames).
PLUGIN_RESULT ClientCommand(edict_t *pEntity, const CCommand &args)
Called when a remote client enters a command into the console. This should be used to provide commands to clients (and ConCommand used to implement server side only commands).
PLUGIN_RESULT NetworkIDValidated(const char *pszUserName, const char *pszNetworkID)
Called when the server retrieves a clients network ID (i.e Steam ID). Note that a clients network ID is not set on connect, you must wait for this callback before a users network ID is valid. The client name is passed into this function, you need to search the currently connected players to find the associated edict pointer. Note that the clients name can change between connect and id validation, you should use the entity index to track specific players. Note also that this function is NOT called for the local user when running a listen/non-dedicated server.

Listening to Events

The IGameEventManager2 (IGameEventManager was used previously) interface allows a plugin to listen to game events. Game events are fired by a Mod when things of interest happen, like a player dying or the bomb being planted. IGameEventManager2::AddListener should be called to subscribe to particular game events. It must be called for each event that your listener wishes to be aware of. FireGameEvent is then called in your plugin when an one of the listened for events happen. The data contained in each event is described by event configuration files, in particular:

  • hl2/resource/serverevents.res
  • hl2/resource/GameEvents.res
  • <mod dir>/resource/ModEvents.res

Creating ConVars and Commands

ConVars let you specify variables that users can use to configure the behavior of your plugin. ConCommands allow the creation of commands that your plugin provides. Creating both is easy and self contained, the code snippet below creates a new command empty_version and a new variable plugin_empty. These commands can be run from the server or client, you should use the index provided by SetCommandClient to determine the source of the command.

CON_COMMAND( empty_version, "prints the version of the empty plugin" )
{
        Msg( "Version:1.0.0.0\n" );
}

static ConVar empty_cvar("plugin_empty", "0", 0, "Example plugin cvar");

Interacting with Clients

The engine provides the IServerPluginHelpers interface to allow plugins to message clients. This interface provides a single function, CreateMessage that is called with 3 different dialog options to message users in different ways.

  1. DIALOG_MSG, this prints a simple message to a client.
  2. DIALOG_MENU, this provides a client with a menu of options.
  3. DIALOG_TEXT, this shows a user a larger text field.

Examples of how to use this interface are shown in the sample plugin example. Each message will be displayed for 10 seconds in the HUD and for the menu and text option for up to 200 seconds in GameUI. Only 1 message can be displayed at a time, you have to wait for the current one to expire before a new one can be shown. Messages with a lower "level" field can be used to override current messages (the minimum level value is 0). Details of valid message fields can be found in the sample code.

Release your plugin

When ready for public consumption or beta testing, announce your server plugin at a community website like SourcePlugins.