diff options
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 /primedev/dedicated | |
parent | bb8ed59f6891b1196c5f5bbe7346cd171c8215fa (diff) | |
download | NorthstarLauncher-1.21.2-rc3.tar.gz NorthstarLauncher-1.21.2-rc3.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 'primedev/dedicated')
-rw-r--r-- | primedev/dedicated/dedicated.cpp | 296 | ||||
-rw-r--r-- | primedev/dedicated/dedicated.h | 3 | ||||
-rw-r--r-- | primedev/dedicated/dedicatedlogtoclient.cpp | 48 | ||||
-rw-r--r-- | primedev/dedicated/dedicatedlogtoclient.h | 11 | ||||
-rw-r--r-- | primedev/dedicated/dedicatedmaterialsystem.cpp | 40 |
5 files changed, 398 insertions, 0 deletions
diff --git a/primedev/dedicated/dedicated.cpp b/primedev/dedicated/dedicated.cpp new file mode 100644 index 00000000..df6e5787 --- /dev/null +++ b/primedev/dedicated/dedicated.cpp @@ -0,0 +1,296 @@ +#include "dedicated.h" +#include "dedicatedlogtoclient.h" +#include "core/tier0.h" +#include "shared/playlist.h" +#include "engine/r2engine.h" +#include "engine/hoststate.h" +#include "server/auth/serverauthentication.h" +#include "masterserver/masterserver.h" +#include "util/printcommands.h" + +AUTOHOOK_INIT() + +bool IsDedicatedServer() +{ + static bool result = strstr(GetCommandLineA(), "-dedicated"); + return result; +} + +// CDedidcatedExports defs +struct CDedicatedExports; // forward declare + +typedef void (*DedicatedSys_PrintfType)(CDedicatedExports* dedicated, const char* msg); +typedef void (*DedicatedRunServerType)(CDedicatedExports* dedicated); + +// would've liked to just do this as a class but have not been able to get it to work +struct CDedicatedExports +{ + 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; +}; + +void Sys_Printf(CDedicatedExports* dedicated, const char* msg) +{ + spdlog::info("[DEDICATED SERVER] {}", msg); +} + +void RunServer(CDedicatedExports* dedicated) +{ + spdlog::info("CDedicatedExports::RunServer(): starting"); + spdlog::info(CommandLine()->GetCmdLine()); + + // initialise engine + g_pEngine->Frame(); + + // add +map if no map loading command is present + // don't manually execute this from cbuf as users may have it in their startup args anyway, easier just to run from stuffcmds if present + if (!CommandLine()->CheckParm("+map") && !CommandLine()->CheckParm("+launchplaylist")) + CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString()); + + // re-run commandline + Cbuf_AddText(Cbuf_GetCurrentPlayer(), "stuffcmds", cmd_source_t::kCommandSrcCode); + Cbuf_Execute(); + + // main loop + double frameTitle = 0; + while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING) + { + double frameStart = Plat_FloatTime(); + g_pEngine->Frame(); + + std::this_thread::sleep_for( + std::chrono::duration<double, std::ratio<1>>(g_pGlobals->m_flTickInterval - fmin(Plat_FloatTime() - frameStart, 0.25))); + } +} + +// use server presence to update window title +class DedicatedConsoleServerPresence : public ServerPresenceReporter +{ + void ReportPresence(const ServerPresence* pServerPresence) override + { + SetConsoleTitleA(fmt::format( + "{} - {} {}/{} players ({})", + pServerPresence->m_sServerName, + pServerPresence->m_MapName, + pServerPresence->m_iPlayerCount, + pServerPresence->m_iMaxPlayers, + pServerPresence->m_PlaylistName) + .c_str()); + } +}; + +HANDLE consoleInputThreadHandle = NULL; +DWORD WINAPI ConsoleInputThread(PVOID pThreadParameter) +{ + while (!g_pEngine || !g_pHostState || g_pHostState->m_iCurrentState != HostState_t::HS_RUN) + Sleep(1000); + + // Bind stdin to receive console input. + FILE* fp = nullptr; + freopen_s(&fp, "CONIN$", "r", stdin); + + spdlog::info("Ready to receive console commands."); + + { + // Process console input + std::string input; + while (g_pEngine && g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING && std::getline(std::cin, input)) + { + input += "\n"; + Cbuf_AddText(Cbuf_GetCurrentPlayer(), input.c_str(), cmd_source_t::kCommandSrcCode); + TryPrintCvarHelpForCommand(input.c_str()); // this needs to be done on main thread, unstable in this one + } + } + + return 0; +} + +// clang-format off +AUTOHOOK(IsGameActiveWindow, engine.dll + 0x1CDC80, +bool,, ()) +// clang-format on +{ + return true; +} + +ON_DLL_LOAD_DEDI_RELIESON("engine.dll", DedicatedServer, ServerPresence, (CModule module)) +{ + spdlog::info("InitialiseDedicated"); + + AUTOHOOK_DISPATCH_MODULE(engine.dll) + + // Host_Init + // prevent a particle init that relies on client dll + module.Offset(0x156799).NOP(5); + + // Host_Init + // don't call Key_Init to avoid loading some extra rsons from rpak (will be necessary to boot if we ever wanna disable rpaks entirely on + // dedi) + module.Offset(0x1565B0).NOP(5); + + { + // CModAppSystemGroup::Create + // force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment + CMemoryAddress base = module.Offset(0x1C4EBD); + + // cmp => mov + base.Offset(1).Patch("C6 87"); + + // 00 => 01 + base.Offset(7).Patch("01"); + } + + // Some init that i'm not sure of that crashes + // nop the call to it + module.Offset(0x156A63).NOP(5); + + // runframeserver + // nop some access violations + module.Offset(0x159819).NOP(17); + + module.Offset(0x156B4C).NOP(7); + + // previously patched these, took me a couple weeks to figure out they were the issue + // removing these will mess up register state when this function is over, so we'll write HS_RUN to the wrong address + // so uhh, don't do that + // NSMem::NOP(ea + 0x156B4C + 7, 8); + module.Offset(0x156B4C).Offset(15).NOP(9); + + // HostState_State_NewGame + // nop an access violation + module.Offset(0xB934C).NOP(9); + + // CEngineAPI::Connect + // remove call to Shader_Connect + module.Offset(0x1C4D7D).NOP(5); + + // Host_Init + // remove call to ui loading stuff + module.Offset(0x156595).NOP(5); + + // some function that gets called from RunFrameServer + // nop a function that makes requests to stryder, this will eventually access violation if left alone and isn't necessary anyway + module.Offset(0x15A0BB).NOP(5); + + // RunFrameServer + // nop a function that access violations + module.Offset(0x159BF3).NOP(5); + + // func that checks if origin is inited + // always return 1 + module.Offset(0x183B70).Patch("B0 01 C3"); // mov al,01 ret + + // HostState_State_ChangeLevel + // nop clientinterface call + module.Offset(0x1552ED).NOP(16); + + // HostState_State_ChangeLevel + // nop clientinterface call + module.Offset(0x155363).NOP(16); + + // IVideoMode::CreateGameWindow + // nop call to ShowWindow + module.Offset(0x1CD146).NOP(5); + + CDedicatedExports* dedicatedExports = new CDedicatedExports; + dedicatedExports->vtable = dedicatedExports; + dedicatedExports->Sys_Printf = Sys_Printf; + dedicatedExports->RunServer = RunServer; + + *module.Offset(0x13F0B668).RCast<CDedicatedExports**>() = dedicatedExports; + + // 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 + // 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); + CommandLine()->AppendParm("-windowed", 0); + CommandLine()->AppendParm("-nomessagebox", 0); + CommandLine()->AppendParm("+host_preload_shaders", "0"); + CommandLine()->AppendParm("+net_usesocketsforloopback", "1"); + CommandLine()->AppendParm("+community_frame_run", "0"); + + // use presence reporter for console title + DedicatedConsoleServerPresence* presenceReporter = new DedicatedConsoleServerPresence; + g_pServerPresence->AddPresenceReporter(presenceReporter); + + // setup dedicated printing to client + RegisterCustomSink(std::make_shared<DedicatedServerLogToClientSink>()); + + // Disable Quick Edit mode to reduce chance of user unintentionally hanging their server by selecting something. + if (!CommandLine()->CheckParm("-bringbackquickedit")) + { + HANDLE stdIn = GetStdHandle(STD_INPUT_HANDLE); + DWORD mode = 0; + + if (GetConsoleMode(stdIn, &mode)) + { + if (mode & ENABLE_QUICK_EDIT_MODE) + { + mode &= ~ENABLE_QUICK_EDIT_MODE; + mode &= ~ENABLE_MOUSE_INPUT; + + mode |= ENABLE_PROCESSED_INPUT; + + SetConsoleMode(stdIn, mode); + } + } + } + else + spdlog::info("Quick Edit enabled by user request"); + + // create console input thread + if (!CommandLine()->CheckParm("-noconsoleinput")) + consoleInputThreadHandle = CreateThread(0, 0, ConsoleInputThread, 0, 0, NULL); + else + spdlog::info("Console input disabled by user request"); +} + +ON_DLL_LOAD_DEDI("tier0.dll", DedicatedServerOrigin, (CModule module)) +{ + // disable origin on dedicated + // for any big ea lawyers, this can't be used to play the game without origin, game will throw a fit if you try to do anything without + // an origin id as a client for dedi it's fine though, game doesn't care if origin is disabled as long as there's only a server + module.GetExport("Tier0_InitOrigin").Patch("C3"); +} + +// clang-format off +AUTOHOOK(PrintSquirrelError, server.dll + 0x794D0, +void, __fastcall, (void* sqvm)) +// clang-format on +{ + PrintSquirrelError(sqvm); + + // close dedicated server if a fatal error is hit + // atm, this will crash if not aborted, so this just closes more gracefully + static ConVar* Cvar_fatal_script_errors = g_pCVar->FindVar("fatal_script_errors"); + if (Cvar_fatal_script_errors->GetBool()) + { + NS::log::FlushLoggers(); + abort(); + } +} + +ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, (CModule module)) +{ + AUTOHOOK_DISPATCH_MODULE(server.dll) + + if (CommandLine()->CheckParm("-nopakdedi")) + { + module.Offset(0x6BA350).Patch("C3"); // dont load skins.rson from rpak if we don't have rpaks, as loading it will cause a crash + module.Offset(0x6BA300).Patch( + "B8 C8 00 00 00 C3"); // return 200 as the number of skins from server.dll + 6BA300, this is the normal value read from + // skins.rson and should be updated when we need it more modular + } +} diff --git a/primedev/dedicated/dedicated.h b/primedev/dedicated/dedicated.h new file mode 100644 index 00000000..82806763 --- /dev/null +++ b/primedev/dedicated/dedicated.h @@ -0,0 +1,3 @@ +#pragma once + +bool IsDedicatedServer(); diff --git a/primedev/dedicated/dedicatedlogtoclient.cpp b/primedev/dedicated/dedicatedlogtoclient.cpp new file mode 100644 index 00000000..bf2cf77a --- /dev/null +++ b/primedev/dedicated/dedicatedlogtoclient.cpp @@ -0,0 +1,48 @@ +#include "dedicatedlogtoclient.h" +#include "engine/r2engine.h" + +void (*CGameClient__ClientPrintf)(CBaseClient* pClient, const char* fmt, ...); + +void DedicatedServerLogToClientSink::custom_sink_it_(const custom_log_msg& msg) +{ + if (*g_pServerState == server_state_t::ss_dead) + return; + + enum class eSendPrintsToClient + { + NONE = -1, + FIRST, + ALL + }; + + static const ConVar* Cvar_dedi_sendPrintsToClient = g_pCVar->FindVar("dedi_sendPrintsToClient"); + eSendPrintsToClient eSendPrints = static_cast<eSendPrintsToClient>(Cvar_dedi_sendPrintsToClient->GetInt()); + if (eSendPrints == eSendPrintsToClient::NONE) + return; + + std::string sLogMessage = fmt::format("[DEDICATED SERVER] [{}] {}", level_names[msg.level], msg.payload); + for (int i = 0; i < g_pGlobals->m_nMaxClients; i++) + { + CBaseClient* pClient = &g_pClientArray[i]; + + if (pClient->m_Signon >= eSignonState::CONNECTED) + { + CGameClient__ClientPrintf(pClient, sLogMessage.c_str()); + + if (eSendPrints == eSendPrintsToClient::FIRST) + break; + } + } +} + +void DedicatedServerLogToClientSink::sink_it_(const spdlog::details::log_msg& msg) +{ + throw std::runtime_error("sink_it_ called on DedicatedServerLogToClientSink with pure log_msg. This is an error!"); +} + +void DedicatedServerLogToClientSink::flush_() {} + +ON_DLL_LOAD_DEDI("engine.dll", DedicatedServerLogToClient, (CModule module)) +{ + CGameClient__ClientPrintf = module.Offset(0x1016A0).RCast<void (*)(CBaseClient*, const char*, ...)>(); +} diff --git a/primedev/dedicated/dedicatedlogtoclient.h b/primedev/dedicated/dedicatedlogtoclient.h new file mode 100644 index 00000000..82f4c56b --- /dev/null +++ b/primedev/dedicated/dedicatedlogtoclient.h @@ -0,0 +1,11 @@ +#pragma once +#include "logging/logging.h" +#include "core/convar/convar.h" + +class DedicatedServerLogToClientSink : public CustomSink +{ +protected: + void custom_sink_it_(const custom_log_msg& msg); + void sink_it_(const spdlog::details::log_msg& msg) override; + void flush_() override; +}; diff --git a/primedev/dedicated/dedicatedmaterialsystem.cpp b/primedev/dedicated/dedicatedmaterialsystem.cpp new file mode 100644 index 00000000..01078086 --- /dev/null +++ b/primedev/dedicated/dedicatedmaterialsystem.cpp @@ -0,0 +1,40 @@ +#include "dedicated.h" +#include "core/tier0.h" + +AUTOHOOK_INIT() + +// clang-format off +AUTOHOOK(D3D11CreateDevice, materialsystem_dx11.dll + 0xD9A0E, +HRESULT, __stdcall, ( + void* pAdapter, + int DriverType, + HMODULE Software, + UINT Flags, + int* pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + void** ppDevice, + int* pFeatureLevel, + void** ppImmediateContext)) +// clang-format on +{ + // note: this is super duper temp pretty much just messing around with it + // does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't + // really call gpu much even with renderthread still being a thing will be using this hook for actual d3d stubbing and stuff later + + // note: this has been succeeded by the d3d11 and gfsdk stubs, and is only being kept around for posterity and as a fallback option + if (CommandLine()->CheckParm("-softwared3d11")) + DriverType = 5; // D3D_DRIVER_TYPE_WARP + + return D3D11CreateDevice( + pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); +} + +ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (CModule module)) +{ + AUTOHOOK_DISPATCH() + + // CMaterialSystem::FindMaterial + // make the game always use the error material + module.Offset(0x5F0F1).Patch("E9 34 03 00"); +} |