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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-10-17 23:26:07 +0100 |
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committer | GitHub <noreply@github.com> | 2022-10-17 23:26:07 +0100 |
commit | 841881af9ea6ec73b1d505d5a8f7c1f766273724 (patch) | |
tree | 91feb40fe810984b59d2d2da440e289370b0a137 /NorthstarDLL/hoststate.cpp | |
parent | dc0934d29caacc8da1e7df8b775d24b4e99c381c (diff) | |
download | NorthstarLauncher-841881af9ea6ec73b1d505d5a8f7c1f766273724.tar.gz NorthstarLauncher-841881af9ea6ec73b1d505d5a8f7c1f766273724.zip |
big refactor (#171)v1.10.0-rc1
* use in-file macros rather than global funcs for registering dll load callbacks
* move more things to macros
* fix debug crashes
* move sqvm funcs to sq managers
* get rid of context file
* refactor some squirrel stuff and ingame compilation error message
* move tier0 and playlist funcs to namespaces
* uiscript_reset concommand: don't loop forever if compilation fails
* improve showing console for ui script compile errors
* standardise concommand func naming in c++
* use lambdas for dll load callbacks so intellisense shits itself less
* use cvar change callbacks for unescaping ns_server_name and ns_server_desc
* add proper helpstrings to masterserver cvars
* add cvar help and find
* allow parsing of convar flags from string
* normalise mod fs paths to be lowercase
* move hoststate to its own file and add host_init hooks
* better IsFlagSet def
* replace files in ReadFromCache
* rename g_ModManager to g_pModManager
* formatting changes
* make cvar print work on dedi, move demo fix stuff, add findflags
* add proper map autocompletes and maps command
* formatting changes
* separate gameutils into multiple r2 headers
* Update keyvalues.cpp
* move sqvm funcs into wrappers in the manager class
* remove unnecessary header files
* lots of cleanup and starting moving to new hooking macros
* update more stuff to new hook macros
* rename project folder (:tf: commit log)
* fix up postbuild commands to use relative dir
* almost fully replaced hooking lib
* completely remove old hooking
* add nsprefix because i forgot to include it
* move exploit prevention and limits code out of serverauthentication, and have actual defs for CBasePlayer
* use modular ServerPresence system for registering servers
* add new memory lib
* accidentally pushed broke code oops
* lots of stuff idk
* implement some more prs
* improve rpakfilesystem
* fix line endings on vcxproj
* Revert "fix line endings on vcxproj"
This reverts commit 4ff7d022d2602c2dba37beba8b8df735cf5cd7d9.
* add more prs
* i swear i committed these how are they not there
* Add ability to load Datatables from files (#238)
* first version of kinda working custom datatables
* Fix copy error
* Finish custom datatables
* Fix Merge
* Fix line endings
* Add fallback to rpak when ns_prefere_datatable_from_disk is true
* fix typo
* Bug fixess
* Fix Function Registration hook
* Set convar value
* Fix Client and Ui VM
* enable server auth with ms agian
* Add Filters
* FIx unused import
* Merge remote-tracking branch 'upsteam/bobs-big-refactor-pr' into datatables
Co-authored-by: RoyalBlue1 <realEmail@veryRealURL.com>
* Add some changes from main to refactor (#243)
* Add PR template
* Update CI folder location
* Delete startup args txt files
* Fix line endings (hopefully) (#244)
* Fix line endings (hopefully)
* Fix more line endings
* Update refactor (#250)
* Add PR template
* Update CI folder location
* Delete startup args txt files
* Add editorconfig file (#246)
* Add editorconfig file
It's a cross-editor compatible config file that defines certain editor
behaviour (e.g. adding/removing newline at end of file)
It is supported by major editors like Visual Studio (Code) and by
version control providers like GitHub.
Should end the constant adding/removing of final newline in PRs
* More settings
- unicode by default
- trim newlines
- use tabs for indentation (ugh)
* Ignore folder rename (#245)
* Hot reload banlist on player join (#233)
* added banlist hotreload
* fix formatting
* didnt append, cleared whole file oopsie
* unfuckedunban not rewriting file
* fixed not checking for new line
Co-authored-by: ScureX <47725553+ScureX@users.noreply.github.com>
* Refactor cleanup (#256)
* Fix indentation
* Fix path in clang-format command in readme
* Refactor cleanup (some formatting fixes) (#257)
* Fix some formatting
* More formatting fixes
* add scriptdatatable.cpp rewrite
* Some formatting fixes (#260)
* More formatting stuff (#261)
* various formatting changes and fixes
* Fix changed icon (#264)
* clang format, fix issues with server registration and rpak loading
* fix more formatting
* update postbuild step
* set launcher directory and error on fail creating log files
* change some stuff in exploitfixes
* only unrestrict dev commands when commandline flag is present
* fix issues with cvar flag commit
* fixup command flags better and reformat
* bring up to date with main
* fixup formatting
* improve cvar flag fixup and remove temp thing from findflags
* set serverfilter better
* avoid ptr decay when setting auth token
* add more entity functions
* Fix the MS server registration issues. (#285)
* Port ms presence reporter to std::async
* Fix crash due to std::optional being assigned nullptr.
* Fix formatting.
* Wait 20 seconds if MS returns DUPLICATE_SERVER.
* Change PERSISTENCE_MAX_SIZE to fix player authentication (#287)
The size check added in the refactor was incorrect:
- 56306: expected pdata size based on the pdef
- 512: allowance for trailing junk (r2 adds 137 bytes of trailing junk)
- 100: for some wiggle room
Co-Authored-By: pg9182 <96569817+pg9182@users.noreply.github.com>
* change miscserverscript to use actual entity arguments rather than
player index jank
* Fix token clearing hook (#290)
A certain someone forgot to put an `0x` in front of their hex number, meaning the offset is wrong.
This would cause token to be leaked again
Co-authored-by: Maya <malte.hoermeyer@web.de>
Co-authored-by: RoyalBlue1 <realEmail@veryRealURL.com>
Co-authored-by: GeckoEidechse <40122905+GeckoEidechse@users.noreply.github.com>
Co-authored-by: ScureX <47725553+ScureX@users.noreply.github.com>
Co-authored-by: Erlite <ys.aameziane@gmail.com>
Co-authored-by: Emma Miler <emma.pi@protonmail.com>
Co-authored-by: pg9182 <96569817+pg9182@users.noreply.github.com>
Diffstat (limited to 'NorthstarDLL/hoststate.cpp')
-rw-r--r-- | NorthstarDLL/hoststate.cpp | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/NorthstarDLL/hoststate.cpp b/NorthstarDLL/hoststate.cpp new file mode 100644 index 00000000..adbcde3b --- /dev/null +++ b/NorthstarDLL/hoststate.cpp @@ -0,0 +1,116 @@ +#include "pch.h" +#include "hoststate.h" +#include "masterserver.h" +#include "serverauthentication.h" +#include "serverpresence.h" +#include "playlist.h" +#include "tier0.h" +#include "r2engine.h" +#include "limits.h" + +AUTOHOOK_INIT() + +using namespace R2; + +// use the R2 namespace for game funcs +namespace R2 +{ + CHostState* g_pHostState; +} // namespace R2 + +ConVar* Cvar_hostport; + +void ServerStartingOrChangingMap() +{ + // 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); +} + +// 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) + SetCurrentPlaylist("tdm"); + + // don't require authentication on singleplayer startup + g_pServerAuthentication->m_bRequireClientAuth = strncmp(g_pHostState->m_levelName, "sp_", 3); + + ServerStartingOrChangingMap(); + + double dStartTime = Tier0::Plat_FloatTime(); + CHostState__State_NewGame(self); + spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime); + + // setup server presence + g_pServerPresence->CreatePresence(); + g_pServerPresence->SetMap(g_pHostState->m_levelName, true); + g_pServerPresence->SetPlaylist(GetCurrentPlaylistName()); + g_pServerPresence->SetPort(Cvar_hostport->GetInt()); + + g_pServerAuthentication->StartPlayerAuthServer(); + 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 = Tier0::Plat_FloatTime(); + CHostState__State_ChangeLevelMP(self); + spdlog::info("loading took {}s", Tier0::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(); + g_pServerAuthentication->StopPlayerAuthServer(); + + CHostState__State_GameShutdown(self); +} + +// 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 (*R2::g_pServerState == R2::server_state_t::ss_active) + { + // update server presence + g_pServerPresence->RunFrame(flCurrentTime); + + // update limits for frame + g_pServerLimits->RunFrame(flCurrentTime, flFrameTime); + } +} + +ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module)) +{ + AUTOHOOK_DISPATCH() + + g_pHostState = module.Offset(0x7CF180).As<CHostState*>(); + Cvar_hostport = module.Offset(0x13FA6070).As<ConVar*>(); +} |