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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-09-30 20:48:53 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-09-30 20:48:53 +0100
commit2497b700379205ea01c1aa0c55a19be523233be1 (patch)
treee1951f2e526663c6290e318cbcf807a0c018bb64 /NorthstarDedicatedTest/dedicated.cpp
parent06a59c70c1239de114e9bc0ce5c4ee8deabd1b6b (diff)
downloadNorthstarLauncher-2497b700379205ea01c1aa0c55a19be523233be1.tar.gz
NorthstarLauncher-2497b700379205ea01c1aa0c55a19be523233be1.zip
add spewfunc, setplaylistvaroverride, dedicated changes
Diffstat (limited to 'NorthstarDedicatedTest/dedicated.cpp')
-rw-r--r--NorthstarDedicatedTest/dedicated.cpp128
1 files changed, 116 insertions, 12 deletions
diff --git a/NorthstarDedicatedTest/dedicated.cpp b/NorthstarDedicatedTest/dedicated.cpp
index 1d59cc91..c09797f8 100644
--- a/NorthstarDedicatedTest/dedicated.cpp
+++ b/NorthstarDedicatedTest/dedicated.cpp
@@ -3,12 +3,18 @@
#include "hookutils.h"
#include "tier0.h"
#include "gameutils.h"
+#include "serverauthentication.h"
bool IsDedicated()
{
return CommandLine()->CheckParm("-dedicated");
}
+bool DisableDedicatedWindowCreation()
+{
+ return !CommandLine()->CheckParm("-windoweddedi");
+}
+
// CDedidcatedExports defs
struct CDedicatedExports; // forward declare
@@ -52,7 +58,7 @@ void RunServer(CDedicatedExports* dedicated)
{
g_pEngine->Frame();
- SetConsoleTitleA(fmt::format("Titanfall 2 dedicated server - {} {}/{} players", g_pHostState->m_levelName, "0", "0").c_str());
+ SetConsoleTitleA(fmt::format("Titanfall 2 dedicated server - {} {}/{} players", g_pHostState->m_levelName, g_ServerAuthenticationManager->m_additionalPlayerData.size(), "0").c_str());
Sleep(50);
}
}
@@ -204,13 +210,13 @@ void InitialiseDedicated(HMODULE engineAddress)
*(ptr + 4) = (char)0x90;
}
- // not currently using this because it's for nopping renderthread/gamewindow stuff i.e. very hard
+ // currently does not work, crashes stuff, likely gotta keep this here
//{
- // // CEngineAPI::Init
- // char* ptr = (char*)engineAddress + 0x1C60CE;
+ // // CEngineAPI::Connect
+ // char* ptr = (char*)engineAddress + 0x1C4E07;
// TempReadWrite rw(ptr);
- //
- // // remove call to something or other that reads video settings
+ //
+ // // remove calls to register ui rpak asset types
// *ptr = 0x90;
// *(ptr + 1) = (char)0x90;
// *(ptr + 2) = (char)0x90;
@@ -218,15 +224,27 @@ void InitialiseDedicated(HMODULE engineAddress)
// *(ptr + 4) = (char)0x90;
//}
+ // not sure if this should be done, not loading ui at least is good, but should everything be gone?
{
- // some inputsystem bullshit
- char* ptr = (char*)engineAddress + 0x1CEE28;
+ // Host_Init
+ char* ptr = (char*)engineAddress + 0x15653B;
TempReadWrite rw(ptr);
- // nop an accessviolation: temp because we still create game window atm
- *ptr = (char)0x90;
+ // change the number of rpaks to load from 6 to 1, so we only load common.rpak
+ *(ptr + 1) = (char)0x01;
+ }
+
+ {
+ // Host_Init
+ char* ptr = (char*)engineAddress + 0x156595;
+ TempReadWrite rw(ptr);
+
+ // remove call to ui loading stuff
+ *ptr = 0x90;
*(ptr + 1) = (char)0x90;
*(ptr + 2) = (char)0x90;
+ *(ptr + 3) = (char)0x90;
+ *(ptr + 4) = (char)0x90;
}
{
@@ -243,11 +261,11 @@ void InitialiseDedicated(HMODULE engineAddress)
}
{
- // some function that gets called from RunFrameServer
+ // RunFrameServer
char* ptr = (char*)engineAddress + 0x159BF3;
TempReadWrite rw(ptr);
- // nop a function that makes requests to stryder, this will eventually access violation if left alone and isn't necessary anyway
+ // nop a function that access violations
*ptr = (char)0x90;
*(ptr + 1) = (char)0x90;
*(ptr + 2) = (char)0x90;
@@ -255,6 +273,89 @@ void InitialiseDedicated(HMODULE engineAddress)
*(ptr + 4) = (char)0x90;
}
+ // stuff that disables renderer/window creation: unstable atm
+ if (DisableDedicatedWindowCreation())
+ {
+ {
+ // CEngineAPI::Init
+ char* ptr = (char*)engineAddress + 0x1C60CE;
+ TempReadWrite rw(ptr);
+
+ // remove call to something or other that reads video settings
+ *ptr = (char)0x90;
+ *(ptr + 1) = (char)0x90;
+ *(ptr + 2) = (char)0x90;
+ *(ptr + 3) = (char)0x90;
+ *(ptr + 4) = (char)0x90;
+ }
+
+ {
+ // some inputsystem bullshit
+ char* ptr = (char*)engineAddress + 0x1CEE28;
+ TempReadWrite rw(ptr);
+
+ // nop an accessviolation: temp because we still create game window atm
+ *ptr = (char)0x90;
+ *(ptr + 1) = (char)0x90;
+ *(ptr + 2) = (char)0x90;
+ }
+
+ //{
+ // // CEngineAPI::ModInit
+ // char* ptr = (char*)engineAddress + 0x1C67D1;
+ // TempReadWrite rw(ptr);
+ //
+ // // prevent game window from being created
+ // *ptr = (char)0x90;
+ // *(ptr + 1) = (char)0x90;
+ // *(ptr + 2) = (char)0x90;
+ // *(ptr + 3) = (char)0x90;
+ // *(ptr + 4) = (char)0x90;
+ //
+ // *(ptr + 7) = (char)0xEB; // jnz => jmp
+ //}
+
+ // note: this is a different way of nopping window creation, i'm assuming there are like a shitload of inits here we shouldn't skip
+ // i know at the very least it registers datatables which are important
+ {
+ // IVideoMode::CreateGameWindow
+ char* ptr = (char*)engineAddress + 0x1CD0ED;
+ TempReadWrite rw(ptr);
+
+ // prevent game window from being created
+ *ptr = (char)0x90;
+ *(ptr + 1) = (char)0x90;
+ *(ptr + 2) = (char)0x90;
+ *(ptr + 3) = (char)0x90;
+ *(ptr + 4) = (char)0x90;
+ }
+
+ {
+ // IVideoMode::CreateGameWindow
+ char* ptr = (char*)engineAddress + 0x1CD146;
+ TempReadWrite rw(ptr);
+
+ // prevent game from calling a matsystem function that will crash here
+ //*ptr = (char)0x90;
+ //*(ptr + 1) = (char)0x90;
+ //*(ptr + 2) = (char)0x90;
+ //*(ptr + 3) = (char)0x90;
+ //*(ptr + 4) = (char)0x90;
+ }
+
+ {
+ // IVideoMode::CreateGameWindow
+ char* ptr = (char*)engineAddress + 0x1CD160;
+ TempReadWrite rw(ptr);
+
+ // prevent game from complaining about window not being created
+ *ptr = (char)0x90;
+ *(ptr + 1) = (char)0x90;
+ }
+
+ CommandLine()->AppendParm("-noshaderapi", 0);
+ }
+
CDedicatedExports* dedicatedExports = new CDedicatedExports;
dedicatedExports->vtable = dedicatedExports;
dedicatedExports->Sys_Printf = Sys_Printf;
@@ -272,6 +373,9 @@ void InitialiseDedicated(HMODULE engineAddress)
// 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);