diff options
Diffstat (limited to 'NorthstarDLL/engine/hoststate.cpp')
-rw-r--r-- | NorthstarDLL/engine/hoststate.cpp | 157 |
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*>(); +} |