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-rw-r--r--NorthstarDLL/dedicated.cpp329
1 files changed, 329 insertions, 0 deletions
diff --git a/NorthstarDLL/dedicated.cpp b/NorthstarDLL/dedicated.cpp
new file mode 100644
index 00000000..5099a6d2
--- /dev/null
+++ b/NorthstarDLL/dedicated.cpp
@@ -0,0 +1,329 @@
+#include "pch.h"
+#include "dedicated.h"
+#include "hookutils.h"
+#include "gameutils.h"
+#include "serverauthentication.h"
+#include "masterserver.h"
+
+bool IsDedicated()
+{
+ 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 PRINT] {}", msg);
+}
+
+typedef void (*CHostState__InitType)(CHostState* self);
+
+void RunServer(CDedicatedExports* dedicated)
+{
+ spdlog::info("CDedicatedExports::RunServer(): starting");
+ spdlog::info(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 (!CommandLine()->CheckParm("+map"))
+ CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString());
+
+ // run server autoexec and re-run commandline
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), "stuffcmds", cmd_source_t::kCommandSrcCode);
+ Cbuf_Execute();
+
+ // ensure playlist initialises right, if we've not explicitly called setplaylist
+ SetCurrentPlaylist(GetCurrentPlaylistName());
+
+ // note: we no longer manually set map and hoststate to start server in g_pHostState, we just use +map which seems to initialise stuff
+ // better
+
+ // 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 = Plat_FloatTime();
+ g_pEngine->Frame();
+
+ // only update the title after at least 500ms since the last update
+ if ((frameStart - frameTitle) > 0.5)
+ {
+ frameTitle = frameStart;
+
+ // this way of getting playercount/maxplayers honestly really sucks, but not got any other methods of doing it rn
+ const char* maxPlayers = GetCurrentPlaylistVar("max_players", false);
+ if (!maxPlayers)
+ maxPlayers = "6";
+
+ SetConsoleTitleA(fmt::format(
+ "{} - {} {}/{} players ({})",
+ g_MasterServerManager->ns_auth_srvName,
+ g_pHostState->m_levelName,
+ g_ServerAuthenticationManager->m_additionalPlayerData.size(),
+ maxPlayers,
+ GetCurrentPlaylistName())
+ .c_str());
+ }
+
+ std::this_thread::sleep_for(std::chrono::duration<double, std::ratio<1>>(
+ Cvar_base_tickinterval_mp->GetFloat() - fmin(Plat_FloatTime() - frameStart, 0.25)));
+ }
+}
+
+typedef bool (*IsGameActiveWindowType)();
+IsGameActiveWindowType IsGameActiveWindow;
+bool IsGameActiveWindowHook()
+{
+ return true;
+}
+
+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);
+ }
+ }
+
+ return 0;
+}
+
+#include "NSMem.h"
+void InitialiseDedicated(HMODULE engineAddress)
+{
+ spdlog::info("InitialiseDedicated");
+
+ uintptr_t ea = (uintptr_t)engineAddress;
+
+ {
+ // Host_Init
+ // prevent a particle init that relies on client dll
+ NSMem::NOP(ea + 0x156799, 5);
+ }
+
+ {
+ // CModAppSystemGroup::Create
+ // force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment
+ auto ptr = ea + 0x1C4EBD;
+
+ // cmp => mov
+ NSMem::BytePatch(ptr + 1, "C6 87");
+
+ // 00 => 01
+ NSMem::BytePatch(ptr + 7, "01");
+ }
+
+ {
+ // Some init that i'm not sure of that crashes
+ // nop the call to it
+ NSMem::NOP(ea + 0x156A63, 5);
+ }
+
+ {
+ // runframeserver
+ // nop some access violations
+ NSMem::NOP(ea + 0x159819, 17);
+ }
+
+ {
+ NSMem::NOP(ea + 0x156B4C, 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);
+
+ NSMem::NOP(ea + 0x156B4C + 15, 9);
+ }
+
+ {
+ // HostState_State_NewGame
+ // nop an access violation
+ NSMem::NOP(ea + 0xB934C, 9);
+ }
+
+ {
+ // CEngineAPI::Connect
+ // remove call to Shader_Connect
+ NSMem::NOP(ea + 0x1C4D7D, 5);
+ }
+
+ // currently does not work, crashes stuff, likely gotta keep this here
+ //{
+ // // CEngineAPI::Connect
+ // // remove calls to register ui rpak asset types
+ // NSMem::NOP(ea + 0x1C4E07, 5);
+ //}
+
+ {
+ // Host_Init
+ // remove call to ui loading stuff
+ NSMem::NOP(ea + 0x156595, 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
+ NSMem::NOP(ea + 0x15A0BB, 5);
+ }
+
+ {
+ // RunFrameServer
+ // nop a function that access violations
+ NSMem::NOP(ea + 0x159BF3, 5);
+ }
+
+ {
+ // func that checks if origin is inited
+ // always return 1
+ NSMem::BytePatch(
+ ea + 0x183B70,
+ {
+ 0xB0,
+ 0x01, // mov al,01
+ 0xC3 // ret
+ });
+ }
+
+ {
+ // HostState_State_ChangeLevel
+ // nop clientinterface call
+ NSMem::NOP(ea + 0x1552ED, 16);
+ }
+
+ {
+ // HostState_State_ChangeLevel
+ // nop clientinterface call
+ NSMem::NOP(ea + 0x155363, 16);
+ }
+
+ // note: previously had DisableDedicatedWindowCreation patches here, but removing those rn since they're all shit and unstable and bad
+ // and such check commit history if any are needed for reimplementation
+ {
+ // IVideoMode::CreateGameWindow
+ // nop call to ShowWindow
+ NSMem::NOP(ea + 0x1CD146, 5);
+ }
+
+ CDedicatedExports* dedicatedExports = new CDedicatedExports;
+ dedicatedExports->vtable = dedicatedExports;
+ dedicatedExports->Sys_Printf = Sys_Printf;
+ dedicatedExports->RunServer = RunServer;
+
+ CDedicatedExports** exports = (CDedicatedExports**)((char*)engineAddress + 0x13F0B668);
+ *exports = dedicatedExports;
+
+ HookEnabler hook;
+ ENABLER_CREATEHOOK(hook, (char*)engineAddress + 0x1CDC80, &IsGameActiveWindowHook, reinterpret_cast<LPVOID*>(&IsGameActiveWindow));
+
+ // 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");
+
+ // 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");
+}
+
+void InitialiseDedicatedOrigin(HMODULE baseAddress)
+{
+ // 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
+
+ NSMem::BytePatch(
+ (uintptr_t)GetProcAddress(GetModuleHandleA("tier0.dll"), "Tier0_InitOrigin"),
+ {
+ 0xC3 // ret
+ });
+}
+
+typedef void (*PrintFatalSquirrelErrorType)(void* sqvm);
+PrintFatalSquirrelErrorType PrintFatalSquirrelError;
+void PrintFatalSquirrelErrorHook(void* sqvm)
+{
+ PrintFatalSquirrelError(sqvm);
+ g_pEngine->m_nQuitting = EngineQuitState::QUIT_TODESKTOP;
+}
+
+void InitialiseDedicatedServerGameDLL(HMODULE baseAddress)
+{
+ HookEnabler hook;
+ ENABLER_CREATEHOOK(hook, baseAddress + 0x794D0, &PrintFatalSquirrelErrorHook, reinterpret_cast<LPVOID*>(&PrintFatalSquirrelError));
+} \ No newline at end of file