Mounting multiple games

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Revision as of 13:58, 21 February 2010 by Andrewmcwatters (talk | contribs) (Removed misleading notice)
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Mounting additional content will not make other games weapons, NPCs and what not available, but allows you use the content, such as maps, models, textures.. The info_player_*** will not work (unless it's identical to the spawn-points in your mod), so you'll have to fix this in CBasePlayer::EntSelectSpawnPoint.

Warning.pngWarning:Your mod will run regardless of whether or not the user owns the game that you mount content for. If the game isn't owned the content will not be mounted, and error signs will appear everywhere instead!

Mounting

Scripted Mounting

This feature builds on top of Tony Sergis AdditionalAppId-code, but it can be used in older SDK versions, too.

This will however allow to mount multiple AppIds.

cdll_client_init.cpp - client

Search for the function "static void MountAdditionalContent()". If you don't have it, just add it right above CHLClient::Init.

This is the code:

static void MountAdditionalContent()
{
	KeyValues *pMainFile, *pExtraContent, *pContentKey;
	bool bKVHack = true;
	int nExtraContentId;

	pMainFile = new KeyValues( "gameinfo.txt" );

	if ( pMainFile->LoadFromFile( filesystem, VarArgs("%s/gameinfo.txt", engine->GetGameDirectory()), "MOD" ) )
	{
		pExtraContent = pMainFile->FindKey( "FileSystem" );
		if ( pExtraContent )
		{
			pExtraContent = pExtraContent->FindKey( "AdditionalContentId" );
			if ( pExtraContent )
			{
				pContentKey = pExtraContent->GetFirstSubKey();
				if ( pContentKey )
				{
					do {
						//HACK: key and value cannot be accesed uniformly
						if( bKVHack )
							nExtraContentId = V_atoi( pContentKey->GetName() );
						else
							nExtraContentId = pContentKey->GetInt();

						if ( nExtraContentId == 0 )
						{
							if( !bKVHack && !pContentKey->GetNextKey() )
							{
								//the KeyValues will have been complaining about a missing key
								Msg( "(Client) Dear user, this code has detected, that you've received one KeyValues Error in the console. Do not worry about it.\n" );
								break;
							}
							Warning( "(Client) Extra content appId \'%s\' is no integer\n", bKVHack ? pContentKey->GetName() : pContentKey->GetString() );
						}
						else if ( nExtraContentId == INT_MAX || nExtraContentId == INT_MIN )
							Warning( "(Client) Extra content appId \'%s\' is out of range\n", bKVHack ? pContentKey->GetName() : pContentKey->GetString() );
						else if ( filesystem->MountSteamContent( -abs( nExtraContentId ) ) != FILESYSTEM_MOUNT_OK )
							Warning( "(Client) Unable to mount extra content with appId: %i\n", nExtraContentId );
						else
							DevMsg( "(Client) Successfully mounted extra content with appId: %i\n", nExtraContentId );

						//HACK
						if( bKVHack ) {
							bKVHack = false;
							continue;
						}
						else
							bKVHack = true;

						pContentKey = pContentKey->GetNextKey();
					} while( pContentKey );
				}
				else
				{
					nExtraContentId = pExtraContent->GetInt();
					if ( !nExtraContentId )
						Warning( "(Client) AdditionalContentId specified with invalid appId: %s\n", pExtraContent->GetString() );
					else if ( filesystem->MountSteamContent( -abs( nExtraContentId ) ) != FILESYSTEM_MOUNT_OK )
						Warning( "(Client) Unable to mount extra content with appId: %i\n", nExtraContentId );
					else
						DevMsg( "(Client) Successfully mounted extra content with appId: %i\n", nExtraContentId );
				}
			}
		}
	}
	pMainFile->deleteThis();
}

If you did not have this function before, then call this function in CHLClient::Init right before

if ( CommandLine()->FindParm( "-textmode" ) )
	g_bTextMode = true;

gameinterface.cpp - server

Again, search for the function "static void MountAdditionalContent()" and if you don't have it, just add it right above CServerGameDLL::DLLInit.

This is the code:

static void MountAdditionalContent()
{
	KeyValues *pMainFile, *pExtraContent, *pContentKey;
	bool bFileFound, bKVHack = true;
	int nExtraContentId;
	char gamePath[256];

	engine->GetGameDir( gamePath, 256 );
	Q_StripTrailingSlash( gamePath );
	
	pMainFile = new KeyValues( "gameinfo.txt" );

	//On linux because of case sensitiviy we need to check for both.
#ifdef _LINUX
	bFileFound = pMainFile->LoadFromFile( filesystem, UTIL_VarArgs("%s/GameInfo.txt", gamePath), "MOD" );
	if ( !bFileFound )
#endif
	bFileFound = pMainFile->LoadFromFile( filesystem, UTIL_VarArgs("%s/gameinfo.txt", gamePath), "MOD" );
	if ( bFileFound )
	{
		pExtraContent = pMainFile->FindKey( "FileSystem" );
		if ( pExtraContent )
		{
			pExtraContent = pExtraContent->FindKey( "AdditionalContentId" );
			if ( pExtraContent )
			{
				pContentKey = pExtraContent->GetFirstSubKey();
				if ( pContentKey )
				{
					do {
						//HACK: key and value cannot be accesed uniformly
						if( bKVHack )
							nExtraContentId = V_atoi( pContentKey->GetName() );
						else
							nExtraContentId = pContentKey->GetInt();

						if ( nExtraContentId == 0 )
						{
							if( !bKVHack && !pContentKey->GetNextKey() )
							{
								//the KeyValues will have been complaining about a missing key
								Msg( "(Server) Dear user, this code has detected, that you've received one KeyValues Error in the console. Do not worry about it.\n" );
								break;
							}
							Warning( "(Server) Extra content appId \'%s\' is no integer\n", bKVHack ? pContentKey->GetName() : pContentKey->GetString() );
						}
						else if ( nExtraContentId == INT_MAX || nExtraContentId == INT_MIN )
							Warning( "(Server) Extra content appId \'%s\' is out of range\n", bKVHack ? pContentKey->GetName() : pContentKey->GetString() );
						else if ( filesystem->MountSteamContent( -abs( nExtraContentId ) ) != FILESYSTEM_MOUNT_OK )
							Warning( "(Server) Unable to mount extra content with appId: %i\n", nExtraContentId );
						else
							DevMsg( "(Server) Successfully mounted extra content with appId: %i\n", nExtraContentId );

						//HACK
						if( bKVHack ) {
							bKVHack = false;
							continue;
						}
						else
							bKVHack = true;

						pContentKey = pContentKey->GetNextKey();
					} while( pContentKey );
				}
				else
				{
					nExtraContentId = pExtraContent->GetInt();
					if ( nExtraContentId == 0 )
						Warning( "(Server) AdditionalContentId specified with invalid appId: %s\n", pExtraContent->GetString() );
					else if ( filesystem->MountSteamContent( -abs( nExtraContentId ) ) != FILESYSTEM_MOUNT_OK )
						Warning( "(Server) Unable to mount extra content with appId: %i\n", nExtraContentId );
					else
						DevMsg( "(Server) Successfully mounted extra content with appId: %i\n", nExtraContentId );
				}
			}
		}
	}
	pMainFile->deleteThis();
}

If you did not have this function before, then call this function in CServerGameDLL::DLLInit right before

gpGlobals = pGlobals;

gameinfo.txt - scripting

Now you can mount content by adding this after the ToolsAppId

 AdditionalContentId
 {
   220 //HL2
   240 //CS:S
   280 //HL:S
   320 //HL2:DM
   340 //HL2:LC
   360 //HL:SDM
   380 //Ep1
   400 //Portal
   420 //Ep2
   440 //TF2
 }

Add/Remove what you need/don't need. The code also allowed 'old-style' mounting with a single Id

AdditionalContentId 220

Bugs

Really big numbers will crash the game with an Error-Dialog by Valve. You could check if the value is within a certain range to stop this from happening, but I think the user will get by himself that this value cannot be mounted.

A KeyValues-error will appear in the console when you mount an uneven number of games. Nope, neither me (z33ky) or Valve think it's unlucky to do that (or maybe I do..!), it's rather that the KeyValues-class will expect a value, when there is none left. You can fix this by modifying KeyValues::RecursiveLoadFromBuffer in tier1/KeyValues.cpp, compiling a new tier1.lib and link against that. You can either silently ignore that error (which means that it will be ignored for other KeyValues-buffers as well!) or think of how to ignore that error properly.

An alternative is to load the file contents into a buffer yourself, checking that out and cheating another value in, so the KeyValues-parser is happy when you then do LoadFromBuffer.

I (z33ky) decided not to do that so I don't have to merge that code and compile a new tier1.lib or copy it over when I port my code to an updated SDK version. And I found the alternative too messy for this little draw-back; it's probably the better way to go if you really don't want that error to show up though. Currently, the code simply tells the user not to worry about it.

Hard-coded Mounting

The following short section of code allows you to mount additional files from the following games:

  • Counter Strike Source,
  • Hl2MP,
  • Episode 1,
  • Episode 2,
  • Team Fortress 2
  • Portal
  • Day of Defeat Source,
  • Half Life 2 (fixes),

Firstly for cdll_client_int.cpp (CLIENTSIDE)

After the big list of conditions to return false in CHLClient::Init - and paste this:

  filesystem->AddSearchPath("hl2mp", "GAME");
  filesystem->AddSearchPath("hl2", "GAME");
  filesystem->AddSearchPath("episodic", "GAME");
  filesystem->AddSearchPath("dod", "GAME");
  filesystem->AddSearchPath("cstrike", "GAME");
  filesystem->AddSearchPath("tf", "GAME");
  filesystem->AddSearchPath("portal", "GAME");
  filesystem->AddSearchPath("ep2", "GAME");
  filesystem->AddSearchPath("hl1", "GAME");
  filesystem->AddSearchPath("hl1mp", "GAME");
  filesystem->AddSearchPath("lostcoast", "GAME");
  filesystem->MountSteamContent(-220);  //Half-Life 2
  filesystem->MountSteamContent(-320);  //Half-Life 2: Deathmatch
  filesystem->MountSteamContent(-380);  //Half-Life 2: Episode One
  filesystem->MountSteamContent(-300);  //Day of Defeat: Source
  filesystem->MountSteamContent(-240);  //Counter-Strike: Source
  filesystem->MountSteamContent(-440);  //Team Fortress 2 
  filesystem->MountSteamContent(-400);  //Portal
  filesystem->MountSteamContent(-420);  //Half-Life 2: Episode Two
  filesystem->MountSteamContent(-280);  //Half-Life: Source
  filesystem->MountSteamContent(-360);  //Half-Life: Source Deathmatch
  filesystem->MountSteamContent(-340);  //Half-Life 2: Lost Coast
Note.pngNote:The above code mounts all Source games. Simply comment out the games you don't want to mount, if any.

Now open GameInterface.cpp (SERVERSIDE)

After the list of conditions to return false in CServerGameDLL::DLLInit - and paste the same code above.

Compile or rebuild and run your game.

Tip.pngTip:This works in debug mode. (By keeping the - sign in front of the app number.

Add Order

You can also select how the path should be added to the directory table, to affect the priority given to files of the same name:

filesystem->AddSearchPath("dod", "GAME", PATH_ADD_TO_TAIL); //Add to the Tail
filesystem->AddSearchPath("dod", "GAME", PATH_ADD_TO_HEAD); //Add to the Head

Bugs

filesystem->MountSteamContent returns FILESYSTEM_MOUNT_OK, even if the content is not available. There's nothing you can do about it, apart from poking some guy from Valvesoftware.

See also