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author | pg9182 <96569817+pg9182@users.noreply.github.com> | 2022-02-17 08:04:02 -0500 |
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committer | GitHub <noreply@github.com> | 2022-02-17 13:04:02 +0000 |
commit | f3c8dba536329e2907e12b80f6774467d93779cf (patch) | |
tree | 3951d1fc468f4c952f87f836bdf97c301eb18825 | |
parent | 1a7b41cc722c05eb97006d29e124c17559c45324 (diff) | |
download | NorthstarLauncher-f3c8dba536329e2907e12b80f6774467d93779cf.tar.gz NorthstarLauncher-f3c8dba536329e2907e12b80f6774467d93779cf.zip |
Implement stub loading (#81)
When starting the dedicated server from NorthstarLauncher, always
default to loading the d3d11 and gfsdk stubs from `bin/x64_dedi`. If
the stubs fail to load or `-nostubs` is specified, the launcher reverts
to the old behaviour of using the GPU, or WARP if `-softwared3d11` is
specified.
updates #79
-rw-r--r-- | LauncherInjector/main.cpp | 80 | ||||
-rw-r--r-- | NorthstarDedicatedTest/dedicatedmaterialsystem.cpp | 1 |
2 files changed, 71 insertions, 10 deletions
diff --git a/LauncherInjector/main.cpp b/LauncherInjector/main.cpp index a52b71fe..e62f83db 100644 --- a/LauncherInjector/main.cpp +++ b/LauncherInjector/main.cpp @@ -227,29 +227,89 @@ bool LoadNorthstar() return true; } +HMODULE LoadDediStub(const char* name) +{ + // this works because materialsystem_dx11.dll uses relative imports, and even a DLL loaded with an absolute path will take precedence + printf("[*] Loading %s\n", name); + swprintf_s(buffer, L"%s\\bin\\x64_dedi\\%hs", exePath, name); + HMODULE h = LoadLibraryExW(buffer, 0, LOAD_WITH_ALTERED_SEARCH_PATH); + if (!h) + { + wprintf(L"[*] Failed to load stub %hs from \"%ls\": %hs\n", name, buffer, std::system_category().message(GetLastError()).c_str()); + } + return h; +} + int main(int argc, char* argv[]) { + if (!GetExePathWide(exePath, sizeof(exePath))) + { + MessageBoxA( + GetForegroundWindow(), "Failed getting game directory.\nThe game cannot continue and has to exit.", "Northstar Launcher Error", + 0); + return 1; + } - // checked to avoid starting origin, Northstar.dll will check for -dedicated as well on its own bool noOriginStartup = false; + bool dedicated = false; + bool nostubs = false; + for (int i = 0; i < argc; i++) - if (!strcmp(argv[i], "-noOriginStartup") || !strcmp(argv[i], "-dedicated")) + if (!strcmp(argv[i], "-noOriginStartup")) noOriginStartup = true; + else if (!strcmp(argv[i], "-dedicated")) // also checked by Northstar.dll + dedicated = true; + else if (!strcmp(argv[i], "-nostubs")) + nostubs = true; - if (!noOriginStartup) - { + if (!noOriginStartup && !dedicated) EnsureOriginStarted(); - } + if (dedicated && !nostubs) { - if (!GetExePathWide(exePath, sizeof(exePath))) + // clang-format keeps messing with the easy-to-read if statements, so + // clang-format off + printf("[*] Loading stubs\n"); + HMODULE gssao, gtxaa, d3d11; + if (!(gssao = GetModuleHandleA("GFSDK_SSAO.win64.dll")) && + !(gtxaa = GetModuleHandleA("GFSDK_TXAA.win64.dll")) && + !(d3d11 = GetModuleHandleA("d3d11.dll"))) { - MessageBoxA( - GetForegroundWindow(), "Failed getting game directory.\nThe game cannot continue and has to exit.", - "Northstar Launcher Error", 0); - return 1; + if (!(gssao = LoadDediStub("GFSDK_SSAO.win64.dll")) || + !(gtxaa = LoadDediStub("GFSDK_TXAA.win64.dll")) || + !(d3d11 = LoadDediStub("d3d11.dll"))) + { + if ((!gssao || FreeLibrary(gssao)) && + (!gtxaa || FreeLibrary(gtxaa)) && + (!d3d11 || FreeLibrary(d3d11))) + { + printf( + "[*] WARNING: Failed to load d3d11/gfsdk stubs from bin/x64_dedi. " + "The stubs have been unloaded and the original libraries will be used instead.\n"); + } + else + { + // this is highly unlikely + MessageBoxA( + GetForegroundWindow(), + "Failed to load one or more stubs, but could not unload them either.\n" + "The game cannot continue and has to exit.", + "Northstar Launcher Error", 0); + return 1; + } + } } + else + { + // this should never happen + printf( + "[*] WARNING: Failed to load stubs because conflicting modules are already loaded, so those will be used instead " + "(did Northstar initialize too late?).\n"); + } + // clang-format on + } + { PrependPath(); printf("[*] Loading tier0.dll\n"); diff --git a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp index 5db3d629..0689bc74 100644 --- a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp +++ b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp @@ -20,6 +20,7 @@ HRESULT __stdcall D3D11CreateDeviceHook( // atm, i think the play might be to run d3d in software, and then just stub out any calls that allocate memory/use alot of resources // (e.g. createtexture and that sorta thing) + // note: this has been succeeded by the d3d11 and gfsdk stubs, and is only being kept around for posterity and as a fallback option if (CommandLine()->CheckParm("-softwared3d11")) DriverType = 5; // D3D_DRIVER_TYPE_WARP |