Coding for Metamod
Compiling
You'll need the Half-Life SDK, of course. In particular you'll need HL SDK
version 2.3. You can find the original SDK 2.3 at the Valve Editing Resource Center (VERC),
and a modified version of SDK 2.3 at metamod.org/files/sdk.
Operation
The basic operation is, for each api call:
- iterate through list of plugins
- for each plugin, if it provides this api call, then call the function
in the plugin
- call the "real" function (in the game dll, or from the engine)
- for each plugin, check for a "post" version of the function, and call
if present
Also, for any api call, each plugin has the opportunity to replace the
real routine, in two ways:
- prevent the real routine from being called (SUPERCEDE).
- allow the real routine to be called, but change the value that's
returned (OVERRIDE)
Thus after each plugin is called, its META_RESULT flag is
checked, and action taken appropriately. Note that supercede/override only
affects the _real_ routine; other plugins will still be called.
In addition to the SUPERCEDE and
OVERRIDE flags, there are two additional flags a plugin can
return:
- HANDLED ("I did something here")
- IGNORED ("I didn't really do anything")
These aren't used by Metamod itself, but could be used by plugins to
get an idea if a previous plugin did anything.
Note that each routine needs to set its
META_RESULT value before returning. Plugin routines that
do not set a value will be reported as errors in the logs.
Plugin coding requirements
Plugins must provide the following standard HLSDK exported function:
void GiveFnptrsToDll(enginefuncs_t* pengfuncsFromEngine, globalvars_t *pGlobals);
As well as the following new functions:
void Meta_Init(void); (optional)
int Meta_Query(char *interfaceVersion, plugin_info_t **pinfo, mutil_funcs_t *pMetaUtilFuncs);
int Meta_Attach(PLUG_LOADTIME now, META_FUNCTIONS *pFunctionTable, meta_globals_t *pMGlobals, gamedll_funcs_t *pGamedllFuncs);
int Meta_Detach(PLUG_LOADTIME now, PL_UNLOAD_REASON reason);
Also, it must provide at least one function returning a standard HL
function table, from either the following standard HLSDK functions:
int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion );
int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion );
int GetNewDLLFunctions( NEW_DLL_FUNCTIONS *pNewFunctionTable, int *interfaceVersion );
or from the following new functions:
int GetEntityAPI_Post(DLL_FUNCTIONS *pFunctionTable, int interfaceVersion);
int GetEntityAPI2_Post(DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion ;
int GetNewDLLFunctions_Post(NEW_DLL_FUNCTIONS *pNewFunctionTable, int *interfaceVersion);
int GetEngineFunctions(enginefuncs_t *pengfuncsFromEngine, int *interfaceVersion);
int GetEngineFunctions_Post(enginefuncs_t *pengfuncsFromEngine, int *interfaceVersion);
Thus, it needs to have (at least):
GiveFnptrsToDll
Meta_Query
Meta_Attach
Meta_Detach
<one or more Get function>
See the "stub_plugin" for an example of bare
minimum code. See "trace_plugin" for an example of
more complete functionality.
Also, if the plugin needs to use LINK_ENTITY_TO_CLASS,
support for the particular entity(ies) has to be added explicitly to
Metamod (linkfunc.cpp), just as it does for entities in game DLLs.
Operation Details
These are the valid META_RESULT values a plugin routine can
specify:
MRES_IGNORED
The plugin did nothing. This could be used to tell a subsequent
plugin that the some situation hasn't been handled yet. This would be
recognized only by other plugins; Metamod itself doesn't do anything
special for this situation. Unless otherwise specified by a later
plugin, execution of routine in the gameDLL will take place. This is
valid in both normal and post routines.
MRES_HANDLED
The plugin handled the situation, or did something with the
information. Again, this could be used to tell a subsequent plugin
that some situation has already been taken care of, and is not
recognized specially by Metamod. Unless otherwise specified by a later
plugin, execution of routine in the gameDLL will take place. This is
valid in both normal and post routines.
MRES_OVERRIDE
The plugin is providing a return value for the routine, which
should be used in place of the return value from the gameDLL's routine
(the plugin "overrides" the gameDLL's return value).
Unless otherwise specified by a later plugin, the gameDLL routine will
still be called. Note this only makes sense for non-void routines.
This is valid in both normal and post routines.
MRES_SUPERCEDE
The plugin has performed sufficient actions for the routine, and
the gameDLL's routine should not be called (the plugin
"supercedes" the gameDLL's routine, more or less replacing it
entirely). Any return value for the routine should be specified as
well by the plugin. Note this is only valid for normal routines, as
post routines cannot prevent calling the gameDLL's routine (as it has
already happened!). Also note, this doesn't prevent subsequent plugins
from being called for this routine; it supercedes only
the gameDLL.
As the plugins are called, a running status is kept of the "highest" meta
status so far, in the order (lowest to highets) shown above. After calling
all the "normal" routines, the status is checked to see if the gameDLL's
routine should be called - ie, it will not be called if one (or more) of
the plugin's has specified META_SUPERCEDE. The gameDLL's
routine is then called, or skipped, as appropriate. Then, all the "post"
routines are called in the same manner (except
META_SUPERCEDE is no longer a valid meta result).
Last, if any plugins specified META_OVERRIDE or
META_SUPERCEDE, the return value given by the
last such plugin is returned as the routine's return code to
the engine (assuming a non-void routine). Thus, the order of the plugins
as specified in the metamod.ini does have a possible
effect.
Available Macros
The meta_api.h
header that describes the Metamod API functions, types, and structures also
includes several macros that can be of help when coding a plugin.
SET_META_RESULT(result)
Sets the META_RESULT for the plugin.
RETURN_META(result)
Sets the META_RESULT for the plugin, and then calls
return. This assumes a void function.
RETURN_META_VALUE(result, value)
Sets the META_RESULT for the plugin, and then returns the
given value. This assumes a non-void function, and
it doesn't matter the particular type of the return value.
META_RESULT_STATUS
Gives the current status of META_RESULT for this routine
from plugins so far. It will return the "highest" result so far, in
the order of lesser to greater: IGNORED, HANDLED,
OVERRIDE, SUPERCEDE (see also above Operation Details)
META_RESULT_PREVIOUS
Gives the META_RESULT of the previous plugin.
META_RESULT_ORIG_RET(type)
Gives the "original" return value for the routine, ie the return
value of the routine from gameDLL. The type for the routine's return
value must be specified in the macro; this is used as a cast for
assignment. Note this is only valid in a "post" routine.
META_RESULT_OVERRIDE_RET(type)
Gives the return value from any previous plugin that specified
META_OVERRIDE or META_SUPERCEDE. The
type for the routine's return value must be specified in the macro;
this is used as a cast for assignment. This should only be used after
checking the META_RESULT to see if there's actually an override value
available.
MDLL_*(args)
Calls a given DLLAPI routine in the gameDLL. For instance,
MDLL_GameDLLInit(args), MDLL_Spawn(args),
etc.
MNEW_*(args)
Calls a given NEWAPI routine in the gameDLL. For instance,
MNEW_GameShutdown(args), etc.
Utility Callback Functions
In version 1.05, Metamod began providing a set of utility functions to
plugins to centralize functionality, reduce code reuse, and to provide some
convenience in plugin coding. Presently, only a few functions are
provided. More are added as I find the time, and identify some advantage
to having them (either for my own plugins, or by others' request for their
plugins).
Note the PLID keyword passed to each function. This is
basically a "plugin id" to indicate to Metamod which plugin is calling the
function (else it's difficult to tell), and is a macro that should be
specified verbatim with each call. (Currently, the macro is merely the
plugin_info struct pointer returned by the plugin via Meta_Query;
in the future this could change to some other identifier.)
void LOG_CONSOLE(PLID, char *fmt, ...)
Print a message line on the console. Message is specified as a
printf style format string and arguments. A trailing newline
is provided by the routine and should not be specified in the string
(unless you want two newlines).
void LOG_MESSAGE(PLID, char *fmt, ...)
Print a message line in the server logs. Message is specified as a
printf style format string and arguments. A trailing newline
is provided by the routine and should not be specified in the string.
Log message is prefixed by the logtag string in the plugin's
"info" struct, surrounded by brackets. For instance:
L 04/17/2001 - 18:00:35: [TraceAPI] Tracing Engine routine 'RegUserMsg'
void LOG_ERROR(PLID, char *fmt, ...)
As in LOG_MESSAGE above, only marked as well with the
string "ERROR:". For example:
L 04/17/2001 - 18:03:13: [TraceAPI] ERROR: malloc failed
void LOG_DEVELOPER(PLID, char *fmt, ...)
As in LOG_MESSAGE above, only message will be logged only
if cvar developer is set to 1; message is marked as well with
the string "dev:". For example:
L 04/17/2001 - 18:03:13: [TraceAPI] dev: called: GiveFnptrsToDll
void CENTER_SAY(PLID, char *fmt, ...)
Prints a message on the center of all players' screens. This is
like the "centersay" of AdminMod, with pretty_say enabled, with the
same defaults (green, and a 10 second fade-in). A message is logged as
well, ie: [added in 1.06]
L 04/17/2001 - 15:44:52: [WDMISC] (centersay) random set up us the bomb!
void CENTER_SAY_PARMS(PLID, hudtextparms_t tparms, char *fmt, ...)
As in CENTER_SAY above, but allows specifying all the
parameters. (see SDK dlls/util.h for the struct
hudtextparms_t). [added in 1.06]
void CENTER_SAY_VARARGS(PLID, hudtextparms_t tparms, char *fmt, va_list ap)
As in CENTER_SAY_PARMS above, only the message is passed
as a vsnprintf style varargs format string and args list.
This is included merely because both the previous CENTER_SAY functions
actually call this, and it was convenient to include it as well.
[added in 1.06]
qboolean CALL_GAME_ENTITY(PLID, char *entStr, entvars_t *pev)
Calls an entity function in the gameDLL. For instance, a bot usually
needs to call the player entity function.
[added in 1.09]
int GET_USER_MSG_ID(PLID, const char *name, int *size)
Returns the id number corresponding to the given message name, of
those messages registered by the gamedll with RegUserMsg, optionally
returning the registered size of the message as well. This is to
allow things like bots to access the name/id mapping without having to
catch RegUserMsg themselves, and thus have to be loaded at startup.
[added in 1.11]
const char * GET_USER_MSG_NAME(PLID, int msgid, int *size)
Returns the name corresponding to the given msgid number, of those
messages registered by the gamedll with RegUserMsg, optionally
returning the registered size of the message as well. It will return
guess-names for any builtin Engine messages that it knows about
(SVC_TEMPENTITY, etc). The returned string is presumed to be
a compile-time constant string, stored in the text segment of the
gamedll.
[added in 1.11]
const char * GET_PLUGIN_PATH(PLID)
Returns the full pathname of the loaded dll/so file for the calling
plugin. The returned string is a pointer to a static buffer, and should be
copied by the caller to local storage.
[added in 1.12]
const char * GET_GAME_INFO(PLID, ginfo_t type)
Returns various string-based information about the running
game/MOD/gamedll. The given type can be one of:
- GINFO_NAME - short name of game, from "-game" argument to hlds (ie "cstrike")
- GINFO_DESC - long name of game, from autodetection (ie "Counter-Strike")
- GINFO_GAMEDIR - game directory, full pathname (ie "/usr/local/half-life/cstrike")
- GINFO_DLL_FULLPATH - full pathname of the game dll (ie "/usr/local/half-life/cstrike/dlls/cs_i386.so")
- GINFO_DLL_FILENAME - bare filename of the gamedll (ie "cs_i386.so")
The returned string is a pointer to a static buffer, and should be
copied by the caller to local storage.
[added in 1.14]
int LOAD_PLUGIN(PLID, const char *name, PLUG_LOADTIME now, void **handle)
Attempts to load a plugin as if "meta load <name>" was passed. If
handle is passed, it will be NULL on failure or contain the DLL handle on success.
Returns 0 for success, non-zero Metamod error value for failure.
[added in 1.18]
int UNLOAD_PLUGIN(PLID, const char *name, PLUG_LOADTIME now, PL_UNLOAD_REASON reason)
Attempts to unload a plugin given by name. A plugin cannot unload itself.
Returns 0 for success, non-zero Metamod error value for failure.
[added in 1.18]
int UNLOAD_PLUGIN_BY_HANDLE(PLID, void *handle, PLUG_LOADTIME now, PL_UNLOAD_REASON reason)
Attempts to unload a plugin given by the DLL handle from LOAD_PLUGIN. A plugin cannot unload itself.
Returns 0 for success, non-zero Metamod error value for failure.
[added in 1.18]
const char *IS_QUERYING_CLIENT_CVAR(PLID, const edict_t
*player) OBSOLETE
Returns the current cvar name that a client is being queried for,
NULL if no queries are in session.
[added in 1.18]
This function is considered obsolete as the new method of
querying a client's cvar (added in hlsdk-2.3-p3/MM 1.18.1) is much more
reliable than the old one and doesn't need this function anymore. It is
strongly recommended to not use this function and the old
QueryClientCvar() and CvarValue() functions anymore, but only use the
new QueryClientCvar2() and CvarValue2() functions.
Note: This function can only be used in conjunction with the
old QueryClientCvar() function. Use with the new QueryClientCvar2()
function is not needed and therefor undefined, i.e. it doesn't return
anything meaningful when used in conjunction with it.
int MAKE_REQUEST_ID(PLID)
Returns a unique integer that can be passed to the ClientCvarQuery2
engine function. The integer is designed to be identifiable from
requests the GameDLL might make, and also unique among plugins.
[added in 1.19]
void *GET_HOOK_TABLES(PLID, enginefuncs_t **, DLL_FUNCTIONS **, NEW_DLL_FUNCTIONS **)
Returns pointers to tables that contain the Metamod hook functions. These can be used
to make engine or GameDLL calls that are interceptable by other plugins. Use with caution,
as calling a hook from a hook can lead to infinite recursion in some scenarios.
[added in 1.19]
Plugin Loading
(this is some rough notes I intend to fill in in the future)
Plugins are loaded when the engine calls GiveFnptrsToDll().
The config file is parsed, and for each valid plugin (uncommented, platform
relevant), the operation is:
- dlopen() the file, store the handle
- dlsym() and call:
Meta_Init (if present)
GiveFnptrsToDll
Meta_Query
Meta_Attach
- if present, call function pointers, and store resulting function table:
GetEntityAPI
GetEntityAPI2
GetNewDLLFunctions
GetEntityAPI_Post
GetEntityAPI2_Post
GetNewDLLFunctions_Post
GetEngineFunctions
GetEngineFunctions_Post