diff options
Diffstat (limited to 'NorthstarDLL/dedicated.cpp')
-rw-r--r-- | NorthstarDLL/dedicated.cpp | 554 |
1 files changed, 277 insertions, 277 deletions
diff --git a/NorthstarDLL/dedicated.cpp b/NorthstarDLL/dedicated.cpp index 25986055..5fd67c33 100644 --- a/NorthstarDLL/dedicated.cpp +++ b/NorthstarDLL/dedicated.cpp @@ -1,277 +1,277 @@ -#include "pch.h"
-#include "dedicated.h"
-#include "tier0.h"
-#include "playlist.h"
-#include "r2engine.h"
-#include "hoststate.h"
-#include "serverauthentication.h"
-#include "masterserver.h"
-#include "printcommand.h"
-
-AUTOHOOK_INIT()
-
-using namespace R2;
-
-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(Tier0::CommandLine()->GetCmdLine());
-
- // initialise engine
- g_pEngine->Frame();
-
- // add +map if not 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 (!Tier0::CommandLine()->CheckParm("+map"))
- Tier0::CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString());
-
- // re-run commandline
- Cbuf_AddText(Cbuf_GetCurrentPlayer(), "stuffcmds", cmd_source_t::kCommandSrcCode);
- Cbuf_Execute();
-
- // get tickinterval
- ConVar* Cvar_base_tickinterval_mp = g_pCVar->FindVar("base_tickinterval_mp");
-
- // main loop
- double frameTitle = 0;
- while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING)
- {
- double frameStart = Tier0::Plat_FloatTime();
- g_pEngine->Frame();
-
- std::this_thread::sleep_for(std::chrono::duration<double, std::ratio<1>>(
- Cvar_base_tickinterval_mp->GetFloat() - fmin(Tier0::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;
-}
-
-AUTOHOOK(IsGameActiveWindow, engine.dll + 0x1CDC80, bool, , ())
-{
- 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
- MemoryAddress 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).As<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
- Tier0::CommandLine()->AppendParm("-nomenuvid", 0);
- Tier0::CommandLine()->AppendParm("-nosound", 0);
- Tier0::CommandLine()->AppendParm("-windowed", 0);
- Tier0::CommandLine()->AppendParm("-nomessagebox", 0);
- Tier0::CommandLine()->AppendParm("+host_preload_shaders", "0");
- Tier0::CommandLine()->AppendParm("+net_usesocketsforloopback", "1");
-
- // use presence reporter for console title
- DedicatedConsoleServerPresence* presenceReporter = new DedicatedConsoleServerPresence;
- g_pServerPresence->AddPresenceReporter(presenceReporter);
-
- // Disable Quick Edit mode to reduce chance of user unintentionally hanging their server by selecting something.
- if (!Tier0::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 (!Tier0::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");
-}
-
-AUTOHOOK(PrintFatalSquirrelError, server.dll + 0x794D0,
-void, , (void* sqvm))
-{
- PrintFatalSquirrelError(sqvm);
- g_pEngine->m_nQuitting = EngineQuitState::QUIT_TODESKTOP;
-}
-
-ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, (CModule module))
-{
- AUTOHOOK_DISPATCH_MODULE("server.dll")
-}
\ No newline at end of file +#include "pch.h" +#include "dedicated.h" +#include "tier0.h" +#include "playlist.h" +#include "r2engine.h" +#include "hoststate.h" +#include "serverauthentication.h" +#include "masterserver.h" +#include "printcommand.h" + +AUTOHOOK_INIT() + +using namespace R2; + +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(Tier0::CommandLine()->GetCmdLine()); + + // initialise engine + g_pEngine->Frame(); + + // add +map if not 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 (!Tier0::CommandLine()->CheckParm("+map")) + Tier0::CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString()); + + // re-run commandline + Cbuf_AddText(Cbuf_GetCurrentPlayer(), "stuffcmds", cmd_source_t::kCommandSrcCode); + Cbuf_Execute(); + + // get tickinterval + ConVar* Cvar_base_tickinterval_mp = g_pCVar->FindVar("base_tickinterval_mp"); + + // main loop + double frameTitle = 0; + while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING) + { + double frameStart = Tier0::Plat_FloatTime(); + g_pEngine->Frame(); + + std::this_thread::sleep_for(std::chrono::duration<double, std::ratio<1>>( + Cvar_base_tickinterval_mp->GetFloat() - fmin(Tier0::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; +} + +AUTOHOOK(IsGameActiveWindow, engine.dll + 0x1CDC80, bool, , ()) +{ + 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 + MemoryAddress 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).As<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 + Tier0::CommandLine()->AppendParm("-nomenuvid", 0); + Tier0::CommandLine()->AppendParm("-nosound", 0); + Tier0::CommandLine()->AppendParm("-windowed", 0); + Tier0::CommandLine()->AppendParm("-nomessagebox", 0); + Tier0::CommandLine()->AppendParm("+host_preload_shaders", "0"); + Tier0::CommandLine()->AppendParm("+net_usesocketsforloopback", "1"); + + // use presence reporter for console title + DedicatedConsoleServerPresence* presenceReporter = new DedicatedConsoleServerPresence; + g_pServerPresence->AddPresenceReporter(presenceReporter); + + // Disable Quick Edit mode to reduce chance of user unintentionally hanging their server by selecting something. + if (!Tier0::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 (!Tier0::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"); +} + +AUTOHOOK(PrintFatalSquirrelError, server.dll + 0x794D0, +void, , (void* sqvm)) +{ + PrintFatalSquirrelError(sqvm); + g_pEngine->m_nQuitting = EngineQuitState::QUIT_TODESKTOP; +} + +ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, (CModule module)) +{ + AUTOHOOK_DISPATCH_MODULE("server.dll") +} |