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author | Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> | 2023-12-27 00:32:01 +0000 |
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committer | GitHub <noreply@github.com> | 2023-12-27 01:32:01 +0100 |
commit | f5ab6fb5e8be7b73e6003d4145081d5e0c0ce287 (patch) | |
tree | 90f2c6a4885dbd181799e2325cf33588697674e1 /NorthstarDLL/dedicated | |
parent | bb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff) | |
download | NorthstarLauncher-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 'NorthstarDLL/dedicated')
-rw-r--r-- | NorthstarDLL/dedicated/dedicated.cpp | 296 | ||||
-rw-r--r-- | NorthstarDLL/dedicated/dedicated.h | 3 | ||||
-rw-r--r-- | NorthstarDLL/dedicated/dedicatedlogtoclient.cpp | 48 | ||||
-rw-r--r-- | NorthstarDLL/dedicated/dedicatedlogtoclient.h | 11 | ||||
-rw-r--r-- | NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp | 40 |
5 files changed, 0 insertions, 398 deletions
diff --git a/NorthstarDLL/dedicated/dedicated.cpp b/NorthstarDLL/dedicated/dedicated.cpp deleted file mode 100644 index df6e5787..00000000 --- a/NorthstarDLL/dedicated/dedicated.cpp +++ /dev/null @@ -1,296 +0,0 @@ -#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 - } -} diff --git a/NorthstarDLL/dedicated/dedicated.h b/NorthstarDLL/dedicated/dedicated.h deleted file mode 100644 index 82806763..00000000 --- a/NorthstarDLL/dedicated/dedicated.h +++ /dev/null @@ -1,3 +0,0 @@ -#pragma once - -bool IsDedicatedServer(); diff --git a/NorthstarDLL/dedicated/dedicatedlogtoclient.cpp b/NorthstarDLL/dedicated/dedicatedlogtoclient.cpp deleted file mode 100644 index bf2cf77a..00000000 --- a/NorthstarDLL/dedicated/dedicatedlogtoclient.cpp +++ /dev/null @@ -1,48 +0,0 @@ -#include "dedicatedlogtoclient.h" -#include "engine/r2engine.h" - -void (*CGameClient__ClientPrintf)(CBaseClient* pClient, const char* fmt, ...); - -void DedicatedServerLogToClientSink::custom_sink_it_(const custom_log_msg& msg) -{ - if (*g_pServerState == server_state_t::ss_dead) - return; - - enum class eSendPrintsToClient - { - NONE = -1, - FIRST, - ALL - }; - - static const ConVar* Cvar_dedi_sendPrintsToClient = g_pCVar->FindVar("dedi_sendPrintsToClient"); - eSendPrintsToClient eSendPrints = static_cast<eSendPrintsToClient>(Cvar_dedi_sendPrintsToClient->GetInt()); - if (eSendPrints == eSendPrintsToClient::NONE) - return; - - std::string sLogMessage = fmt::format("[DEDICATED SERVER] [{}] {}", level_names[msg.level], msg.payload); - for (int i = 0; i < g_pGlobals->m_nMaxClients; i++) - { - CBaseClient* pClient = &g_pClientArray[i]; - - if (pClient->m_Signon >= eSignonState::CONNECTED) - { - CGameClient__ClientPrintf(pClient, sLogMessage.c_str()); - - if (eSendPrints == eSendPrintsToClient::FIRST) - break; - } - } -} - -void DedicatedServerLogToClientSink::sink_it_(const spdlog::details::log_msg& msg) -{ - throw std::runtime_error("sink_it_ called on DedicatedServerLogToClientSink with pure log_msg. This is an error!"); -} - -void DedicatedServerLogToClientSink::flush_() {} - -ON_DLL_LOAD_DEDI("engine.dll", DedicatedServerLogToClient, (CModule module)) -{ - CGameClient__ClientPrintf = module.Offset(0x1016A0).RCast<void (*)(CBaseClient*, const char*, ...)>(); -} diff --git a/NorthstarDLL/dedicated/dedicatedlogtoclient.h b/NorthstarDLL/dedicated/dedicatedlogtoclient.h deleted file mode 100644 index 82f4c56b..00000000 --- a/NorthstarDLL/dedicated/dedicatedlogtoclient.h +++ /dev/null @@ -1,11 +0,0 @@ -#pragma once -#include "logging/logging.h" -#include "core/convar/convar.h" - -class DedicatedServerLogToClientSink : public CustomSink -{ -protected: - void custom_sink_it_(const custom_log_msg& msg); - void sink_it_(const spdlog::details::log_msg& msg) override; - void flush_() override; -}; diff --git a/NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp deleted file mode 100644 index 01078086..00000000 --- a/NorthstarDLL/dedicated/dedicatedmaterialsystem.cpp +++ /dev/null @@ -1,40 +0,0 @@ -#include "dedicated.h" -#include "core/tier0.h" - -AUTOHOOK_INIT() - -// clang-format off -AUTOHOOK(D3D11CreateDevice, materialsystem_dx11.dll + 0xD9A0E, -HRESULT, __stdcall, ( - void* pAdapter, - int DriverType, - HMODULE Software, - UINT Flags, - int* pFeatureLevels, - UINT FeatureLevels, - UINT SDKVersion, - void** ppDevice, - int* pFeatureLevel, - void** ppImmediateContext)) -// clang-format on -{ - // note: this is super duper temp pretty much just messing around with it - // does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't - // really call gpu much even with renderthread still being a thing will be using this hook for actual d3d stubbing and stuff later - - // 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 - - return D3D11CreateDevice( - pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); -} - -ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (CModule module)) -{ - AUTOHOOK_DISPATCH() - - // CMaterialSystem::FindMaterial - // make the game always use the error material - module.Offset(0x5F0F1).Patch("E9 34 03 00"); -} |