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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-09-26 15:13:45 +0100
committerBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2021-09-26 15:13:45 +0100
commita4434a4db16c347d5453354c1a15555d168ec7b9 (patch)
tree976188f0fef133c1f8fc7ebf757296b0ea848a7e /NorthstarDedicatedTest/dedicated.cpp
parente98fc31a93dfc9a14db7bb5510d25df0226d6fd3 (diff)
downloadNorthstarLauncher-a4434a4db16c347d5453354c1a15555d168ec7b9.tar.gz
NorthstarLauncher-a4434a4db16c347d5453354c1a15555d168ec7b9.zip
commandline struct change, dedicated refactor
Diffstat (limited to 'NorthstarDedicatedTest/dedicated.cpp')
-rw-r--r--NorthstarDedicatedTest/dedicated.cpp186
1 files changed, 81 insertions, 105 deletions
diff --git a/NorthstarDedicatedTest/dedicated.cpp b/NorthstarDedicatedTest/dedicated.cpp
index 01917f50..3dca5032 100644
--- a/NorthstarDedicatedTest/dedicated.cpp
+++ b/NorthstarDedicatedTest/dedicated.cpp
@@ -4,48 +4,63 @@
#include "tier0.h"
#include "gameutils.h"
-#include <iostream>
-
bool IsDedicated()
{
- return CommandLine()->HasParm("-dedicated");
+ return CommandLine()->CheckParm("-dedicated");
}
-enum EngineState_t
+// CDedidcatedExports defs
+struct CDedicatedExports; // forward declare
+
+typedef void (*DedicatedSys_PrintfType)(CDedicatedExports* dedicated, char* msg);
+typedef void (*DedicatedRunServerType)(CDedicatedExports* dedicated);
+
+struct CDedicatedExports
{
- DLL_INACTIVE = 0, // no dll
- DLL_ACTIVE, // engine is focused
- DLL_CLOSE, // closing down dll
- DLL_RESTART, // engine is shutting down but will restart right away
- DLL_PAUSED, // engine is paused, can become active from this state
+ 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;
};
-struct CEngine
+void Sys_Printf(CDedicatedExports* dedicated, char* msg)
{
-public:
- void* vtable;
-
- int m_nQuitting;
- EngineState_t m_nDllState;
- EngineState_t m_nNextDllState;
- double m_flCurrentTime;
- float m_flFrameTime;
- double m_flPreviousTime;
- float m_flFilteredTime;
- float m_flMinFrameTime; // Expected duration of a frame, or zero if it is unlimited.
-};
+ spdlog::info("[DEDICATED PRINT] {}", msg);
+}
+
+typedef bool (*CEngine__FrameType)(void* engineSelf);
+typedef void(*CHostState__InitType)(CHostState* self);
-enum HostState_t
+void RunServer(CDedicatedExports* dedicated)
{
- HS_NEW_GAME = 0,
- HS_LOAD_GAME,
- HS_CHANGE_LEVEL_SP,
- HS_CHANGE_LEVEL_MP,
- HS_RUN,
- HS_GAME_SHUTDOWN,
- HS_SHUTDOWN,
- HS_RESTART,
-};
+ Sys_Printf(dedicated, (char*)"CDedicatedExports::RunServer(): starting");
+
+ HMODULE engine = GetModuleHandleA("engine.dll");
+ CEngine__FrameType CEngine__Frame = (CEngine__FrameType)((char*)engine + 0x1C8650);
+ CHostState__InitType CHostState__Init = (CHostState__InitType)((char*)engine + 0x16E110);
+
+ // call once to init
+ CEngine__Frame(g_pEngine);
+
+ // init hoststate, if we don't do this, we get a crash later on
+ CHostState__Init(g_pHostState);
+
+ // set up engine and host states to allow us to enter CHostState::FrameUpdate, with the state HS_NEW_GAME
+ g_pEngine->m_nNextDllState = EngineState_t::DLL_ACTIVE;
+ g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME;
+ strncpy(g_pHostState->m_levelName, CommandLine()->ParmValue("+map", "mp_lobby"), sizeof(g_pHostState->m_levelName)); // set map to load into
+
+ while (true)
+ {
+ CEngine__Frame(g_pEngine);
+
+ //engineApiStartSimulation(nullptr, true);
+ Sys_Printf(dedicated, (char*)"engine->Frame()");
+ Sleep(50);
+ }
+}
void InitialiseDedicated(HMODULE engineAddress)
{
@@ -54,21 +69,6 @@ void InitialiseDedicated(HMODULE engineAddress)
spdlog::info("InitialiseDedicated");
- //while (!IsDebuggerPresent())
- // Sleep(100);
-
- // create binary patches
- //{
- // // CEngineAPI::SetStartupInfo
- // // prevents englishclient_frontend from loading
- //
- // char* ptr = (char*)engineAddress + 0x1C7CBE;
- // TempReadWrite rw(ptr);
- //
- // // je => jmp
- // *ptr = (char)0xEB;
- //}
-
{
// Host_Init
// prevent a particle init that relies on client dll
@@ -183,6 +183,33 @@ void InitialiseDedicated(HMODULE engineAddress)
}
{
+ // CEngineAPI::Connect
+ char* ptr = (char*)engineAddress + 0x1C4D7D;
+ TempReadWrite rw(ptr);
+
+ // remove call to Shader_Connect
+ *ptr = 0x90;
+ *(ptr + 1) = (char)0x90;
+ *(ptr + 2) = (char)0x90;
+ *(ptr + 3) = (char)0x90;
+ *(ptr + 4) = (char)0x90;
+ }
+
+ // not currently using this because it's for nopping renderthread/gamewindow stuff i.e. very hard
+ //{
+ // // CEngineAPI::Init
+ // char* ptr = (char*)engineAddress + 0x1C60CE;
+ // TempReadWrite rw(ptr);
+ //
+ // // remove call to something or other that reads video settings
+ // *ptr = 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);
@@ -193,24 +220,14 @@ void InitialiseDedicated(HMODULE engineAddress)
*(ptr + 2) = (char)0x90;
}
+ CDedicatedExports* dedicatedExports = new CDedicatedExports;
+ dedicatedExports->vtable = dedicatedExports;
+ dedicatedExports->Sys_Printf = Sys_Printf;
+ dedicatedExports->RunServer = RunServer;
- // materialsystem later:
- // do materialsystem + 5f0f1 je => jmp to make material loading not die
-
- CDedicatedExports* dedicatedApi = new CDedicatedExports;
- dedicatedApi->Sys_Printf = Sys_Printf;
- dedicatedApi->RunServer = RunServer;
-
- // double ptr to dedicatedApi
- intptr_t* ptr = (intptr_t*)((char*)engineAddress + 0x13F0B668);
+ CDedicatedExports** exports = (CDedicatedExports**)((char*)engineAddress + 0x13F0B668);
+ *exports = dedicatedExports;
- // ptr to dedicatedApi
- intptr_t* doublePtr = new intptr_t;
- *doublePtr = (intptr_t)dedicatedApi;
-
- // ptr to ptr
- *ptr = (intptr_t)doublePtr;
-
// 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
@@ -219,47 +236,6 @@ void InitialiseDedicated(HMODULE engineAddress)
// add cmdline args that are good for dedi
CommandLine()->AppendParm("-nomenuvid", 0);
- CommandLine()->AppendParm("+host_preload_shaders", 0);
CommandLine()->AppendParm("-nosound", 0);
-}
-
-void Sys_Printf(CDedicatedExports* dedicated, char* msg)
-{
- spdlog::info("[DEDICATED PRINT] {}", msg);
-}
-
-typedef void(*CHostState__InitType)(CHostState* self);
-
-void RunServer(CDedicatedExports* dedicated)
-{
- while (!IsDebuggerPresent())Sleep(100);
-
- Sys_Printf(dedicated, (char*)"CDedicatedServerAPI::RunServer(): starting");
-
- HMODULE engine = GetModuleHandleA("engine.dll");
- CEngine__Frame engineFrame = (CEngine__Frame)((char*)engine + 0x1C8650);
- CEngine* cEnginePtr = (CEngine*)((char*)engine + 0x7D70C8);
- CHostState* cHostStatePtr = (CHostState*)((char*)engine + 0x7CF180);
-
- CHostState__InitType CHostState__Init = (CHostState__InitType)((char*)engine + 0x16E110);
-
- // call once to init
- engineFrame(cEnginePtr);
-
- // init hoststate, if we don't do this, we get a crash later on
- CHostState__Init(cHostStatePtr);
-
- // set up engine and host states to allow us to enter CHostState::FrameUpdate, with the state HS_NEW_GAME
- cEnginePtr->m_nNextDllState = EngineState_t::DLL_ACTIVE;
- cHostStatePtr->m_iNextState = HostState_t::HS_NEW_GAME;
- strcpy(cHostStatePtr->m_levelName, "mp_lobby"); // set map to load into
-
- while (true)
- {
- engineFrame(cEnginePtr);
-
- //engineApiStartSimulation(nullptr, true);
- Sys_Printf(dedicated, (char*)"engine->Frame()");
- Sleep(50);
- }
+ CommandLine()->AppendParm("+host_preload_shaders", "0");
} \ No newline at end of file