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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2023-12-27 00:32:01 +0000
committerGitHub <noreply@github.com>2023-12-27 01:32:01 +0100
commitf5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch)
tree90f2c6a4885dbd181799e2325cf33588697674e1 /primedev/dedicated/dedicated.cpp
parentbb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff)
downloadNorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.tar.gz
NorthstarLauncher-f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287.zip
Folder restructuring from primedev (#624)v1.21.2-rc3v1.21.2
Copies of over the primedev folder structure for easier cherry-picking of further changes Co-authored-by: F1F7Y <filip.bartos07@proton.me>
Diffstat (limited to 'primedev/dedicated/dedicated.cpp')
-rw-r--r--primedev/dedicated/dedicated.cpp296
1 files changed, 296 insertions, 0 deletions
diff --git a/primedev/dedicated/dedicated.cpp b/primedev/dedicated/dedicated.cpp
new file mode 100644
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+++ b/primedev/dedicated/dedicated.cpp
@@ -0,0 +1,296 @@
+#include "dedicated.h"
+#include "dedicatedlogtoclient.h"
+#include "core/tier0.h"
+#include "shared/playlist.h"
+#include "engine/r2engine.h"
+#include "engine/hoststate.h"
+#include "server/auth/serverauthentication.h"
+#include "masterserver/masterserver.h"
+#include "util/printcommands.h"
+
+AUTOHOOK_INIT()
+
+bool IsDedicatedServer()
+{
+ static bool result = strstr(GetCommandLineA(), "-dedicated");
+ return result;
+}
+
+// CDedidcatedExports defs
+struct CDedicatedExports; // forward declare
+
+typedef void (*DedicatedSys_PrintfType)(CDedicatedExports* dedicated, const char* msg);
+typedef void (*DedicatedRunServerType)(CDedicatedExports* dedicated);
+
+// would've liked to just do this as a class but have not been able to get it to work
+struct CDedicatedExports
+{
+ void* vtable; // because it's easier, we just set this to &this, since CDedicatedExports has no props we care about other than funcs
+
+ char unused[56];
+
+ DedicatedSys_PrintfType Sys_Printf;
+ DedicatedRunServerType RunServer;
+};
+
+void Sys_Printf(CDedicatedExports* dedicated, const char* msg)
+{
+ spdlog::info("[DEDICATED SERVER] {}", msg);
+}
+
+void RunServer(CDedicatedExports* dedicated)
+{
+ spdlog::info("CDedicatedExports::RunServer(): starting");
+ spdlog::info(CommandLine()->GetCmdLine());
+
+ // initialise engine
+ g_pEngine->Frame();
+
+ // add +map if no map loading command is present
+ // don't manually execute this from cbuf as users may have it in their startup args anyway, easier just to run from stuffcmds if present
+ if (!CommandLine()->CheckParm("+map") && !CommandLine()->CheckParm("+launchplaylist"))
+ CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString());
+
+ // re-run commandline
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), "stuffcmds", cmd_source_t::kCommandSrcCode);
+ Cbuf_Execute();
+
+ // main loop
+ double frameTitle = 0;
+ while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING)
+ {
+ double frameStart = Plat_FloatTime();
+ g_pEngine->Frame();
+
+ std::this_thread::sleep_for(
+ std::chrono::duration<double, std::ratio<1>>(g_pGlobals->m_flTickInterval - fmin(Plat_FloatTime() - frameStart, 0.25)));
+ }
+}
+
+// use server presence to update window title
+class DedicatedConsoleServerPresence : public ServerPresenceReporter
+{
+ void ReportPresence(const ServerPresence* pServerPresence) override
+ {
+ SetConsoleTitleA(fmt::format(
+ "{} - {} {}/{} players ({})",
+ pServerPresence->m_sServerName,
+ pServerPresence->m_MapName,
+ pServerPresence->m_iPlayerCount,
+ pServerPresence->m_iMaxPlayers,
+ pServerPresence->m_PlaylistName)
+ .c_str());
+ }
+};
+
+HANDLE consoleInputThreadHandle = NULL;
+DWORD WINAPI ConsoleInputThread(PVOID pThreadParameter)
+{
+ while (!g_pEngine || !g_pHostState || g_pHostState->m_iCurrentState != HostState_t::HS_RUN)
+ Sleep(1000);
+
+ // Bind stdin to receive console input.
+ FILE* fp = nullptr;
+ freopen_s(&fp, "CONIN$", "r", stdin);
+
+ spdlog::info("Ready to receive console commands.");
+
+ {
+ // Process console input
+ std::string input;
+ while (g_pEngine && g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING && std::getline(std::cin, input))
+ {
+ input += "\n";
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), input.c_str(), cmd_source_t::kCommandSrcCode);
+ TryPrintCvarHelpForCommand(input.c_str()); // this needs to be done on main thread, unstable in this one
+ }
+ }
+
+ return 0;
+}
+
+// clang-format off
+AUTOHOOK(IsGameActiveWindow, engine.dll + 0x1CDC80,
+bool,, ())
+// clang-format on
+{
+ return true;
+}
+
+ON_DLL_LOAD_DEDI_RELIESON("engine.dll", DedicatedServer, ServerPresence, (CModule module))
+{
+ spdlog::info("InitialiseDedicated");
+
+ AUTOHOOK_DISPATCH_MODULE(engine.dll)
+
+ // Host_Init
+ // prevent a particle init that relies on client dll
+ module.Offset(0x156799).NOP(5);
+
+ // Host_Init
+ // don't call Key_Init to avoid loading some extra rsons from rpak (will be necessary to boot if we ever wanna disable rpaks entirely on
+ // dedi)
+ module.Offset(0x1565B0).NOP(5);
+
+ {
+ // CModAppSystemGroup::Create
+ // force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment
+ CMemoryAddress base = module.Offset(0x1C4EBD);
+
+ // cmp => mov
+ base.Offset(1).Patch("C6 87");
+
+ // 00 => 01
+ base.Offset(7).Patch("01");
+ }
+
+ // Some init that i'm not sure of that crashes
+ // nop the call to it
+ module.Offset(0x156A63).NOP(5);
+
+ // runframeserver
+ // nop some access violations
+ module.Offset(0x159819).NOP(17);
+
+ module.Offset(0x156B4C).NOP(7);
+
+ // previously patched these, took me a couple weeks to figure out they were the issue
+ // removing these will mess up register state when this function is over, so we'll write HS_RUN to the wrong address
+ // so uhh, don't do that
+ // NSMem::NOP(ea + 0x156B4C + 7, 8);
+ module.Offset(0x156B4C).Offset(15).NOP(9);
+
+ // HostState_State_NewGame
+ // nop an access violation
+ module.Offset(0xB934C).NOP(9);
+
+ // CEngineAPI::Connect
+ // remove call to Shader_Connect
+ module.Offset(0x1C4D7D).NOP(5);
+
+ // Host_Init
+ // remove call to ui loading stuff
+ module.Offset(0x156595).NOP(5);
+
+ // some function that gets called from RunFrameServer
+ // nop a function that makes requests to stryder, this will eventually access violation if left alone and isn't necessary anyway
+ module.Offset(0x15A0BB).NOP(5);
+
+ // RunFrameServer
+ // nop a function that access violations
+ module.Offset(0x159BF3).NOP(5);
+
+ // func that checks if origin is inited
+ // always return 1
+ module.Offset(0x183B70).Patch("B0 01 C3"); // mov al,01 ret
+
+ // HostState_State_ChangeLevel
+ // nop clientinterface call
+ module.Offset(0x1552ED).NOP(16);
+
+ // HostState_State_ChangeLevel
+ // nop clientinterface call
+ module.Offset(0x155363).NOP(16);
+
+ // IVideoMode::CreateGameWindow
+ // nop call to ShowWindow
+ module.Offset(0x1CD146).NOP(5);
+
+ CDedicatedExports* dedicatedExports = new CDedicatedExports;
+ dedicatedExports->vtable = dedicatedExports;
+ dedicatedExports->Sys_Printf = Sys_Printf;
+ dedicatedExports->RunServer = RunServer;
+
+ *module.Offset(0x13F0B668).RCast<CDedicatedExports**>() = dedicatedExports;
+
+ // extra potential patches:
+ // nop engine.dll+1c67d1 and +1c67d8 to skip videomode creategamewindow
+ // also look into launcher.dll+d381, seems to cause renderthread to get made
+ // this crashes HARD if no window which makes sense tbh
+ // also look into materialsystem + 5B344 since it seems to be the base of all the renderthread stuff
+
+ // big note: datatable gets registered in window creation
+ // make sure it still gets registered
+
+ // add cmdline args that are good for dedi
+ CommandLine()->AppendParm("-nomenuvid", 0);
+ CommandLine()->AppendParm("-nosound", 0);
+ CommandLine()->AppendParm("-windowed", 0);
+ CommandLine()->AppendParm("-nomessagebox", 0);
+ CommandLine()->AppendParm("+host_preload_shaders", "0");
+ CommandLine()->AppendParm("+net_usesocketsforloopback", "1");
+ CommandLine()->AppendParm("+community_frame_run", "0");
+
+ // use presence reporter for console title
+ DedicatedConsoleServerPresence* presenceReporter = new DedicatedConsoleServerPresence;
+ g_pServerPresence->AddPresenceReporter(presenceReporter);
+
+ // setup dedicated printing to client
+ RegisterCustomSink(std::make_shared<DedicatedServerLogToClientSink>());
+
+ // Disable Quick Edit mode to reduce chance of user unintentionally hanging their server by selecting something.
+ if (!CommandLine()->CheckParm("-bringbackquickedit"))
+ {
+ HANDLE stdIn = GetStdHandle(STD_INPUT_HANDLE);
+ DWORD mode = 0;
+
+ if (GetConsoleMode(stdIn, &mode))
+ {
+ if (mode & ENABLE_QUICK_EDIT_MODE)
+ {
+ mode &= ~ENABLE_QUICK_EDIT_MODE;
+ mode &= ~ENABLE_MOUSE_INPUT;
+
+ mode |= ENABLE_PROCESSED_INPUT;
+
+ SetConsoleMode(stdIn, mode);
+ }
+ }
+ }
+ else
+ spdlog::info("Quick Edit enabled by user request");
+
+ // create console input thread
+ if (!CommandLine()->CheckParm("-noconsoleinput"))
+ consoleInputThreadHandle = CreateThread(0, 0, ConsoleInputThread, 0, 0, NULL);
+ else
+ spdlog::info("Console input disabled by user request");
+}
+
+ON_DLL_LOAD_DEDI("tier0.dll", DedicatedServerOrigin, (CModule module))
+{
+ // disable origin on dedicated
+ // for any big ea lawyers, this can't be used to play the game without origin, game will throw a fit if you try to do anything without
+ // an origin id as a client for dedi it's fine though, game doesn't care if origin is disabled as long as there's only a server
+ module.GetExport("Tier0_InitOrigin").Patch("C3");
+}
+
+// clang-format off
+AUTOHOOK(PrintSquirrelError, server.dll + 0x794D0,
+void, __fastcall, (void* sqvm))
+// clang-format on
+{
+ PrintSquirrelError(sqvm);
+
+ // close dedicated server if a fatal error is hit
+ // atm, this will crash if not aborted, so this just closes more gracefully
+ static ConVar* Cvar_fatal_script_errors = g_pCVar->FindVar("fatal_script_errors");
+ if (Cvar_fatal_script_errors->GetBool())
+ {
+ NS::log::FlushLoggers();
+ abort();
+ }
+}
+
+ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, (CModule module))
+{
+ AUTOHOOK_DISPATCH_MODULE(server.dll)
+
+ if (CommandLine()->CheckParm("-nopakdedi"))
+ {
+ module.Offset(0x6BA350).Patch("C3"); // dont load skins.rson from rpak if we don't have rpaks, as loading it will cause a crash
+ module.Offset(0x6BA300).Patch(
+ "B8 C8 00 00 00 C3"); // return 200 as the number of skins from server.dll + 6BA300, this is the normal value read from
+ // skins.rson and should be updated when we need it more modular
+ }
+}