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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-09-26 15:13:45 +0100 |
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committer | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2021-09-26 15:13:45 +0100 |
commit | a4434a4db16c347d5453354c1a15555d168ec7b9 (patch) | |
tree | 976188f0fef133c1f8fc7ebf757296b0ea848a7e /NorthstarDedicatedTest/dedicated.cpp | |
parent | e98fc31a93dfc9a14db7bb5510d25df0226d6fd3 (diff) | |
download | NorthstarLauncher-a4434a4db16c347d5453354c1a15555d168ec7b9.tar.gz NorthstarLauncher-a4434a4db16c347d5453354c1a15555d168ec7b9.zip |
commandline struct change, dedicated refactor
Diffstat (limited to 'NorthstarDedicatedTest/dedicated.cpp')
-rw-r--r-- | NorthstarDedicatedTest/dedicated.cpp | 186 |
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"); }
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