#include "playlist.h" #include "core/convar/concommand.h" #include "core/convar/convar.h" #include "squirrel/squirrel.h" #include "engine/hoststate.h" #include "engine/r2engine.h" #include "server/serverpresence.h" AUTOHOOK_INIT() // use the R2 namespace for game funcs namespace R2 { DEFINED_VAR_AT(engine.dll + 0x18C640, GetCurrentPlaylistName); DEFINED_VAR_AT(engine.dll + 0x18EB20, SetCurrentPlaylist); DEFINED_VAR_AT(engine.dll + 0x18ED00, SetPlaylistVarOverride); DEFINED_VAR_AT(engine.dll + 0x18C680, GetCurrentPlaylistVar); } // namespace R2 ConVar* Cvar_ns_use_clc_SetPlaylistVarOverride; // clang-format off AUTOHOOK(clc_SetPlaylistVarOverride__Process, engine.dll + 0x222180, char, __fastcall, (void* a1, void* a2)) // clang-format on { // the private_match playlist on mp_lobby is the only situation where there should be any legitimate sending of this netmessage if (!Cvar_ns_use_clc_SetPlaylistVarOverride->GetBool() || strcmp(R2::GetCurrentPlaylistName(), "private_match") || strcmp(g_pGlobals->m_pMapName, "mp_lobby")) return 1; return clc_SetPlaylistVarOverride__Process(a1, a2); } // clang-format off AUTOHOOK(SetCurrentPlaylist, engine.dll + 0x18EB20, bool, __fastcall, (const char* pPlaylistName)) // clang-format on { bool bSuccess = SetCurrentPlaylist(pPlaylistName); if (bSuccess) { spdlog::info("Set playlist to {}", R2::GetCurrentPlaylistName()); g_pServerPresence->SetPlaylist(R2::GetCurrentPlaylistName()); } return bSuccess; } // clang-format off AUTOHOOK(SetPlaylistVarOverride, engine.dll + 0x18ED00, void, __fastcall, (const char* pVarName, const char* pValue)) // clang-format on { if (strlen(pValue) >= 64) return; SetPlaylistVarOverride(pVarName, pValue); } // clang-format off AUTOHOOK(GetCurrentPlaylistVar, engine.dll + 0x18C680, const char*, __fastcall, (const char* pVarName, bool bUseOverrides)) // clang-format on { if (!bUseOverrides && !strcmp(pVarName, "max_players")) bUseOverrides = true; return GetCurrentPlaylistVar(pVarName, bUseOverrides); } // clang-format off AUTOHOOK(GetCurrentGamemodeMaxPlayers, engine.dll + 0x18C430, int, __fastcall, ()) // clang-format on { const char* pMaxPlayers = R2::GetCurrentPlaylistVar("max_players", 0); if (!pMaxPlayers) return GetCurrentGamemodeMaxPlayers(); int iMaxPlayers = atoi(pMaxPlayers); return iMaxPlayers; } void ConCommand_playlist(const CCommand& args) { if (args.ArgC() < 2) return; R2::SetCurrentPlaylist(args.Arg(1)); } void ConCommand_setplaylistvaroverride(const CCommand& args) { if (args.ArgC() < 3) return; for (int i = 1; i < args.ArgC(); i += 2) R2::SetPlaylistVarOverride(args.Arg(i), args.Arg(i + 1)); } ON_DLL_LOAD_RELIESON("engine.dll", PlaylistHooks, (ConCommand, ConVar), (CModule module)) { AUTOHOOK_DISPATCH() // playlist is the name of the command on respawn servers, but we already use setplaylist so can't get rid of it RegisterConCommand("playlist", ConCommand_playlist, "Sets the current playlist", FCVAR_NONE); RegisterConCommand("setplaylist", ConCommand_playlist, "Sets the current playlist", FCVAR_NONE); RegisterConCommand("setplaylistvaroverrides", ConCommand_setplaylistvaroverride, "sets a playlist var override", FCVAR_NONE); // note: clc_SetPlaylistVarOverride is pretty insecure, since it allows for entirely arbitrary playlist var overrides to be sent to the // server, this is somewhat restricted on custom servers to prevent it being done outside of private matches, but ideally it should be // disabled altogether, since the custom menus won't use it anyway this should only really be accepted if you want vanilla client // compatibility Cvar_ns_use_clc_SetPlaylistVarOverride = new ConVar( "ns_use_clc_SetPlaylistVarOverride", "0", FCVAR_GAMEDLL, "Whether the server should accept clc_SetPlaylistVarOverride messages"); // patch to prevent clc_SetPlaylistVarOverride from being able to crash servers if we reach max overrides due to a call to Error (why is // this possible respawn, wtf) todo: add a warning for this module.Offset(0x18ED8D).Patch("C3"); // patch to allow setplaylistvaroverride to be called before map init on dedicated and private match launched through the game module.Offset(0x18ED17).NOP(6); }