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-rw-r--r--NorthstarDLL/engine/hoststate.cpp157
1 files changed, 157 insertions, 0 deletions
diff --git a/NorthstarDLL/engine/hoststate.cpp b/NorthstarDLL/engine/hoststate.cpp
new file mode 100644
index 00000000..d474b908
--- /dev/null
+++ b/NorthstarDLL/engine/hoststate.cpp
@@ -0,0 +1,157 @@
+#include "pch.h"
+#include "engine/hoststate.h"
+#include "masterserver/masterserver.h"
+#include "server/auth/serverauthentication.h"
+#include "server/serverpresence.h"
+#include "shared/playlist.h"
+#include "core/tier0.h"
+#include "engine/r2engine.h"
+#include "shared/exploit_fixes/ns_limits.h"
+#include "squirrel/squirrel.h"
+
+AUTOHOOK_INIT()
+
+using namespace R2;
+
+// use the R2 namespace for game funcs
+namespace R2
+{
+ CHostState* g_pHostState;
+} // namespace R2
+
+ConVar* Cvar_hostport;
+
+void ServerStartingOrChangingMap()
+{
+ // net_data_block_enabled is required for sp, force it if we're on an sp map
+ // sucks for security but just how it be
+ if (!strncmp(g_pHostState->m_levelName, "sp_", 3))
+ {
+ g_pCVar->FindVar("net_data_block_enabled")->SetValue(true);
+ g_pServerAuthentication->m_bStartingLocalSPGame = true;
+ }
+ else
+ g_pServerAuthentication->m_bStartingLocalSPGame = false;
+}
+
+// clang-format off
+AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0,
+void, __fastcall, (CHostState* self))
+// clang-format on
+{
+ spdlog::info("HostState: NewGame");
+
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
+ Cbuf_Execute();
+
+ // need to do this to ensure we don't go to private match
+ if (g_pServerAuthentication->m_bNeedLocalAuthForNewgame)
+ SetCurrentPlaylist("tdm");
+
+ ServerStartingOrChangingMap();
+
+ double dStartTime = Tier0::Plat_FloatTime();
+ CHostState__State_NewGame(self);
+ spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
+
+ // setup server presence
+ g_pServerPresence->CreatePresence();
+ g_pServerPresence->SetMap(g_pHostState->m_levelName, true);
+ g_pServerPresence->SetPlaylist(GetCurrentPlaylistName());
+ g_pServerPresence->SetPort(Cvar_hostport->GetInt());
+
+ g_pServerAuthentication->StartPlayerAuthServer();
+ g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false;
+}
+
+// clang-format off
+AUTOHOOK(CHostState__State_LoadGame, engine.dll + 0x16E730,
+void, __fastcall, (CHostState* self))
+// clang-format on
+{
+ // singleplayer server starting
+ // useless in 99% of cases but without it things could potentially break very much
+
+ spdlog::info("HostState: LoadGame");
+
+ Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
+ Cbuf_Execute();
+
+ // this is normally done in ServerStartingOrChangingMap(), but seemingly the map name isn't set at this point
+ g_pCVar->FindVar("net_data_block_enabled")->SetValue(true);
+ g_pServerAuthentication->m_bStartingLocalSPGame = true;
+
+ double dStartTime = Tier0::Plat_FloatTime();
+ CHostState__State_LoadGame(self);
+ spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
+
+ // no server presence, can't do it because no map name in hoststate
+ // and also not super important for sp saves really
+
+ g_pServerAuthentication->StartPlayerAuthServer();
+ g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false;
+}
+
+// clang-format off
+AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520,
+void, __fastcall, (CHostState* self))
+// clang-format on
+{
+ spdlog::info("HostState: ChangeLevelMP");
+
+ ServerStartingOrChangingMap();
+
+ double dStartTime = Tier0::Plat_FloatTime();
+ CHostState__State_ChangeLevelMP(self);
+ spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
+
+ g_pServerPresence->SetMap(g_pHostState->m_levelName);
+}
+
+// clang-format off
+AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E640,
+void, __fastcall, (CHostState* self))
+// clang-format on
+{
+ spdlog::info("HostState: GameShutdown");
+
+ g_pServerPresence->DestroyPresence();
+ g_pServerAuthentication->StopPlayerAuthServer();
+
+ CHostState__State_GameShutdown(self);
+}
+
+// clang-format off
+AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00,
+void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime))
+// clang-format on
+{
+ CHostState__FrameUpdate(self, flCurrentTime, flFrameTime);
+
+ if (*R2::g_pServerState == R2::server_state_t::ss_active)
+ {
+ // update server presence
+ g_pServerPresence->RunFrame(flCurrentTime);
+
+ // update limits for frame
+ g_pServerLimits->RunFrame(flCurrentTime, flFrameTime);
+ }
+
+ // Run Squirrel message buffer
+ if (g_pSquirrel<ScriptContext::UI>->m_pSQVM != nullptr && g_pSquirrel<ScriptContext::UI>->m_pSQVM->sqvm != nullptr)
+ g_pSquirrel<ScriptContext::UI>->ProcessMessageBuffer();
+
+ if (g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM != nullptr && g_pSquirrel<ScriptContext::CLIENT>->m_pSQVM->sqvm != nullptr)
+ g_pSquirrel<ScriptContext::CLIENT>->ProcessMessageBuffer();
+
+ if (g_pSquirrel<ScriptContext::SERVER>->m_pSQVM != nullptr && g_pSquirrel<ScriptContext::SERVER>->m_pSQVM->sqvm != nullptr)
+ g_pSquirrel<ScriptContext::SERVER>->ProcessMessageBuffer();
+}
+
+ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module))
+{
+ AUTOHOOK_DISPATCH()
+
+ g_pHostState = module.Offset(0x7CF180).As<CHostState*>();
+ Cvar_hostport = module.Offset(0x13FA6070).As<ConVar*>();
+}