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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/engine/hoststate.cpp | |
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/engine/hoststate.cpp')
-rw-r--r-- | NorthstarDLL/engine/hoststate.cpp | 191 |
1 files changed, 0 insertions, 191 deletions
diff --git a/NorthstarDLL/engine/hoststate.cpp b/NorthstarDLL/engine/hoststate.cpp deleted file mode 100644 index ec728afb..00000000 --- a/NorthstarDLL/engine/hoststate.cpp +++ /dev/null @@ -1,191 +0,0 @@ -#include "engine/hoststate.h" -#include "masterserver/masterserver.h" -#include "server/auth/serverauthentication.h" -#include "server/serverpresence.h" -#include "shared/playlist.h" -#include "core/tier0.h" -#include "engine/r2engine.h" -#include "shared/exploit_fixes/ns_limits.h" -#include "squirrel/squirrel.h" -#include "plugins/plugins.h" -#include "plugins/pluginbackend.h" - -AUTOHOOK_INIT() - -CHostState* g_pHostState; - -std::string sLastMode; - -VAR_AT(engine.dll + 0x13FA6070, ConVar*, Cvar_hostport); -FUNCTION_AT(engine.dll + 0x1232C0, void, __fastcall, _Cmd_Exec_f, (const CCommand& arg, bool bOnlyIfExists, bool bUseWhitelists)); - -void ServerStartingOrChangingMap() -{ - ConVar* Cvar_mp_gamemode = g_pCVar->FindVar("mp_gamemode"); - - // directly call _Cmd_Exec_f to avoid weirdness with ; being in mp_gamemode potentially - // if we ran exec {mp_gamemode} and mp_gamemode contained semicolons, this could be used to execute more commands - char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor - memset(commandBuf, 0, sizeof(commandBuf)); - CCommand tempCommand = *(CCommand*)&commandBuf; - if (sLastMode.length() && - CCommand__Tokenize(tempCommand, fmt::format("exec server/cleanup_gamemode_{}", sLastMode).c_str(), cmd_source_t::kCommandSrcCode)) - _Cmd_Exec_f(tempCommand, false, false); - - memset(commandBuf, 0, sizeof(commandBuf)); - if (CCommand__Tokenize( - tempCommand, - fmt::format("exec server/setup_gamemode_{}", sLastMode = Cvar_mp_gamemode->GetString()).c_str(), - cmd_source_t::kCommandSrcCode)) - { - _Cmd_Exec_f(tempCommand, false, false); - } - - Cbuf_Execute(); // exec everything right now - - // net_data_block_enabled is required for sp, force it if we're on an sp map - // sucks for security but just how it be - if (!strncmp(g_pHostState->m_levelName, "sp_", 3)) - { - g_pCVar->FindVar("net_data_block_enabled")->SetValue(true); - g_pServerAuthentication->m_bStartingLocalSPGame = true; - } - else - g_pServerAuthentication->m_bStartingLocalSPGame = false; -} - -// clang-format off -AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0, -void, __fastcall, (CHostState* self)) -// clang-format on -{ - spdlog::info("HostState: NewGame"); - - Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode); - Cbuf_Execute(); - - // need to do this to ensure we don't go to private match - if (g_pServerAuthentication->m_bNeedLocalAuthForNewgame) - R2::SetCurrentPlaylist("tdm"); - - ServerStartingOrChangingMap(); - - double dStartTime = Plat_FloatTime(); - CHostState__State_NewGame(self); - spdlog::info("loading took {}s", Plat_FloatTime() - dStartTime); - - // setup server presence - g_pServerPresence->CreatePresence(); - g_pServerPresence->SetMap(g_pHostState->m_levelName, true); - g_pServerPresence->SetPlaylist(R2::GetCurrentPlaylistName()); - g_pServerPresence->SetPort(Cvar_hostport->GetInt()); - - g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false; -} - -// clang-format off -AUTOHOOK(CHostState__State_LoadGame, engine.dll + 0x16E730, -void, __fastcall, (CHostState* self)) -// clang-format on -{ - // singleplayer server starting - // useless in 99% of cases but without it things could potentially break very much - - spdlog::info("HostState: LoadGame"); - - Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode); - Cbuf_Execute(); - - // this is normally done in ServerStartingOrChangingMap(), but seemingly the map name isn't set at this point - g_pCVar->FindVar("net_data_block_enabled")->SetValue(true); - g_pServerAuthentication->m_bStartingLocalSPGame = true; - - double dStartTime = Plat_FloatTime(); - CHostState__State_LoadGame(self); - spdlog::info("loading took {}s", Plat_FloatTime() - dStartTime); - - // no server presence, can't do it because no map name in hoststate - // and also not super important for sp saves really - - g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false; -} - -// clang-format off -AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520, -void, __fastcall, (CHostState* self)) -// clang-format on -{ - spdlog::info("HostState: ChangeLevelMP"); - - ServerStartingOrChangingMap(); - - double dStartTime = Plat_FloatTime(); - CHostState__State_ChangeLevelMP(self); - spdlog::info("loading took {}s", Plat_FloatTime() - dStartTime); - - g_pServerPresence->SetMap(g_pHostState->m_levelName); -} - -// clang-format off -AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E640, -void, __fastcall, (CHostState* self)) -// clang-format on -{ - spdlog::info("HostState: GameShutdown"); - - g_pServerPresence->DestroyPresence(); - - CHostState__State_GameShutdown(self); - - // run gamemode cleanup cfg now instead of when we start next map - if (sLastMode.length()) - { - char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor - memset(commandBuf, 0, sizeof(commandBuf)); - CCommand tempCommand = *(CCommand*)&commandBuf; - if (CCommand__Tokenize( - tempCommand, fmt::format("exec server/cleanup_gamemode_{}", sLastMode).c_str(), cmd_source_t::kCommandSrcCode)) - { - _Cmd_Exec_f(tempCommand, false, false); - Cbuf_Execute(); - } - - sLastMode.clear(); - } -} - -// clang-format off -AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00, -void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime)) -// clang-format on -{ - CHostState__FrameUpdate(self, flCurrentTime, flFrameTime); - - if (*g_pServerState == server_state_t::ss_active) - { - // update server presence - g_pServerPresence->RunFrame(flCurrentTime); - - // update limits for frame - g_pServerLimits->RunFrame(flCurrentTime, flFrameTime); - } - - // Run Squirrel message buffer - if (g_pSquirrel<ScriptContext::UI>->m_pSQVM != nullptr && g_pSquirrel<ScriptContext::UI>->m_pSQVM->sqvm != nullptr) - g_pSquirrel<ScriptContext::UI>->ProcessMessageBuffer(); - - if (g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM != nullptr && g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM->sqvm != nullptr) - g_pSquirrel<ScriptContext::CLIENT>->ProcessMessageBuffer(); - - if (g_pSquirrel<ScriptContext::SERVER>->m_pSQVM != nullptr && g_pSquirrel<ScriptContext::SERVER>->m_pSQVM->sqvm != nullptr) - g_pSquirrel<ScriptContext::SERVER>->ProcessMessageBuffer(); - - g_pPluginManager->RunFrame(); -} - -ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module)) -{ - AUTOHOOK_DISPATCH() - - g_pHostState = module.Offset(0x7CF180).RCast<CHostState*>(); -} |