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-rw-r--r--NorthstarDLL/engine/host.cpp33
-rw-r--r--NorthstarDLL/engine/hoststate.cpp191
-rw-r--r--NorthstarDLL/engine/hoststate.h41
-rw-r--r--NorthstarDLL/engine/r2engine.cpp37
-rw-r--r--NorthstarDLL/engine/r2engine.h260
-rw-r--r--NorthstarDLL/engine/runframe.cpp19
6 files changed, 0 insertions, 581 deletions
diff --git a/NorthstarDLL/engine/host.cpp b/NorthstarDLL/engine/host.cpp
deleted file mode 100644
index dacb8fc1..00000000
--- a/NorthstarDLL/engine/host.cpp
+++ /dev/null
@@ -1,33 +0,0 @@
-#include "core/convar/convar.h"
-#include "mods/modmanager.h"
-#include "util/printcommands.h"
-#include "util/printmaps.h"
-#include "shared/misccommands.h"
-#include "r2engine.h"
-#include "core/tier0.h"
-
-AUTOHOOK_INIT()
-
-// clang-format off
-AUTOHOOK(Host_Init, engine.dll + 0x155EA0,
-void, __fastcall, (bool bDedicated))
-// clang-format on
-{
- spdlog::info("Host_Init()");
- Host_Init(bDedicated);
- FixupCvarFlags();
- // need to initialise these after host_init since they do stuff to preexisting concommands/convars without being client/server specific
- InitialiseCommandPrint();
- InitialiseMapsPrint();
- // client/server autoexecs on necessary platforms
- // dedi needs autoexec_ns_server on boot, while non-dedi will run it on on listen server start
- if (bDedicated)
- Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
- else
- Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_client", cmd_source_t::kCommandSrcCode);
-}
-
-ON_DLL_LOAD("engine.dll", Host_Init, (CModule module))
-{
- AUTOHOOK_DISPATCH()
-}
diff --git a/NorthstarDLL/engine/hoststate.cpp b/NorthstarDLL/engine/hoststate.cpp
deleted file mode 100644
index ec728afb..00000000
--- a/NorthstarDLL/engine/hoststate.cpp
+++ /dev/null
@@ -1,191 +0,0 @@
-#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"
-#include "plugins/plugins.h"
-#include "plugins/pluginbackend.h"
-
-AUTOHOOK_INIT()
-
-CHostState* g_pHostState;
-
-std::string sLastMode;
-
-VAR_AT(engine.dll + 0x13FA6070, ConVar*, Cvar_hostport);
-FUNCTION_AT(engine.dll + 0x1232C0, void, __fastcall, _Cmd_Exec_f, (const CCommand& arg, bool bOnlyIfExists, bool bUseWhitelists));
-
-void ServerStartingOrChangingMap()
-{
- ConVar* Cvar_mp_gamemode = g_pCVar->FindVar("mp_gamemode");
-
- // directly call _Cmd_Exec_f to avoid weirdness with ; being in mp_gamemode potentially
- // if we ran exec {mp_gamemode} and mp_gamemode contained semicolons, this could be used to execute more commands
- char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor
- memset(commandBuf, 0, sizeof(commandBuf));
- CCommand tempCommand = *(CCommand*)&commandBuf;
- if (sLastMode.length() &&
- CCommand__Tokenize(tempCommand, fmt::format("exec server/cleanup_gamemode_{}", sLastMode).c_str(), cmd_source_t::kCommandSrcCode))
- _Cmd_Exec_f(tempCommand, false, false);
-
- memset(commandBuf, 0, sizeof(commandBuf));
- if (CCommand__Tokenize(
- tempCommand,
- fmt::format("exec server/setup_gamemode_{}", sLastMode = Cvar_mp_gamemode->GetString()).c_str(),
- cmd_source_t::kCommandSrcCode))
- {
- _Cmd_Exec_f(tempCommand, false, false);
- }
-
- Cbuf_Execute(); // exec everything right now
-
- // 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)
- R2::SetCurrentPlaylist("tdm");
-
- ServerStartingOrChangingMap();
-
- double dStartTime = Plat_FloatTime();
- CHostState__State_NewGame(self);
- spdlog::info("loading took {}s", Plat_FloatTime() - dStartTime);
-
- // setup server presence
- g_pServerPresence->CreatePresence();
- g_pServerPresence->SetMap(g_pHostState->m_levelName, true);
- g_pServerPresence->SetPlaylist(R2::GetCurrentPlaylistName());
- g_pServerPresence->SetPort(Cvar_hostport->GetInt());
-
- 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 = Plat_FloatTime();
- CHostState__State_LoadGame(self);
- spdlog::info("loading took {}s", 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->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 = Plat_FloatTime();
- CHostState__State_ChangeLevelMP(self);
- spdlog::info("loading took {}s", 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();
-
- CHostState__State_GameShutdown(self);
-
- // run gamemode cleanup cfg now instead of when we start next map
- if (sLastMode.length())
- {
- char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor
- memset(commandBuf, 0, sizeof(commandBuf));
- CCommand tempCommand = *(CCommand*)&commandBuf;
- if (CCommand__Tokenize(
- tempCommand, fmt::format("exec server/cleanup_gamemode_{}", sLastMode).c_str(), cmd_source_t::kCommandSrcCode))
- {
- _Cmd_Exec_f(tempCommand, false, false);
- Cbuf_Execute();
- }
-
- sLastMode.clear();
- }
-}
-
-// 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 (*g_pServerState == 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();
-
- g_pPluginManager->RunFrame();
-}
-
-ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module))
-{
- AUTOHOOK_DISPATCH()
-
- g_pHostState = module.Offset(0x7CF180).RCast<CHostState*>();
-}
diff --git a/NorthstarDLL/engine/hoststate.h b/NorthstarDLL/engine/hoststate.h
deleted file mode 100644
index 290903ab..00000000
--- a/NorthstarDLL/engine/hoststate.h
+++ /dev/null
@@ -1,41 +0,0 @@
-#pragma once
-
-enum class HostState_t
-{
- HS_NEW_GAME = 0,
- HS_LOAD_GAME,
- HS_CHANGE_LEVEL_SP,
- HS_CHANGE_LEVEL_MP,
- HS_RUN,
- HS_GAME_SHUTDOWN,
- HS_SHUTDOWN,
- HS_RESTART,
-};
-
-struct CHostState
-{
-public:
- HostState_t m_iCurrentState;
- HostState_t m_iNextState;
-
- float m_vecLocation[3];
- float m_angLocation[3];
-
- char m_levelName[32];
- char m_mapGroupName[32];
- char m_landmarkName[32];
- char m_saveName[32];
- float m_flShortFrameTime; // run a few one-tick frames to avoid large timesteps while loading assets
-
- bool m_activeGame;
- bool m_bRememberLocation;
- bool m_bBackgroundLevel;
- bool m_bWaitingForConnection;
- bool m_bLetToolsOverrideLoadGameEnts; // During a load game, this tells Foundry to override ents that are selected in Hammer.
- bool m_bSplitScreenConnect;
- bool m_bGameHasShutDownAndFlushedMemory; // This is false once we load a map into memory, and set to true once the map is unloaded
- // and all memory flushed
- bool m_bWorkshopMapDownloadPending;
-};
-
-extern CHostState* g_pHostState;
diff --git a/NorthstarDLL/engine/r2engine.cpp b/NorthstarDLL/engine/r2engine.cpp
deleted file mode 100644
index 88500376..00000000
--- a/NorthstarDLL/engine/r2engine.cpp
+++ /dev/null
@@ -1,37 +0,0 @@
-#include "r2engine.h"
-
-Cbuf_GetCurrentPlayerType Cbuf_GetCurrentPlayer;
-Cbuf_AddTextType Cbuf_AddText;
-Cbuf_ExecuteType Cbuf_Execute;
-
-bool (*CCommand__Tokenize)(CCommand& self, const char* pCommandString, cmd_source_t commandSource);
-
-CEngine* g_pEngine;
-
-void (*CBaseClient__Disconnect)(void* self, uint32_t unknownButAlways1, const char* reason, ...);
-CBaseClient* g_pClientArray;
-
-server_state_t* g_pServerState;
-
-char* g_pModName =
- nullptr; // we cant set this up here atm since we dont have an offset to it in engine, instead we store it in IsRespawnMod
-
-CGlobalVars* g_pGlobals;
-
-ON_DLL_LOAD("engine.dll", R2Engine, (CModule module))
-{
- Cbuf_GetCurrentPlayer = module.Offset(0x120630).RCast<Cbuf_GetCurrentPlayerType>();
- Cbuf_AddText = module.Offset(0x1203B0).RCast<Cbuf_AddTextType>();
- Cbuf_Execute = module.Offset(0x1204B0).RCast<Cbuf_ExecuteType>();
-
- CCommand__Tokenize = module.Offset(0x418380).RCast<bool (*)(CCommand&, const char*, cmd_source_t)>();
-
- g_pEngine = module.Offset(0x7D70C8).Deref().RCast<CEngine*>();
-
- CBaseClient__Disconnect = module.Offset(0x1012C0).RCast<void (*)(void*, uint32_t, const char*, ...)>();
- g_pClientArray = module.Offset(0x12A53F90).RCast<CBaseClient*>();
-
- g_pServerState = module.Offset(0x12A53D48).RCast<server_state_t*>();
-
- g_pGlobals = module.Offset(0x7C6F70).RCast<CGlobalVars*>();
-}
diff --git a/NorthstarDLL/engine/r2engine.h b/NorthstarDLL/engine/r2engine.h
deleted file mode 100644
index e3bcc37e..00000000
--- a/NorthstarDLL/engine/r2engine.h
+++ /dev/null
@@ -1,260 +0,0 @@
-#pragma once
-#include "shared/keyvalues.h"
-
-// Cbuf
-enum class ECommandTarget_t
-{
- CBUF_FIRST_PLAYER = 0,
- CBUF_LAST_PLAYER = 1, // MAX_SPLITSCREEN_CLIENTS - 1, MAX_SPLITSCREEN_CLIENTS = 2
- CBUF_SERVER = CBUF_LAST_PLAYER + 1,
-
- CBUF_COUNT,
-};
-
-enum class cmd_source_t
-{
- // Added to the console buffer by gameplay code. Generally unrestricted.
- kCommandSrcCode,
-
- // Sent from code via engine->ClientCmd, which is restricted to commands visible
- // via FCVAR_GAMEDLL_FOR_REMOTE_CLIENTS.
- kCommandSrcClientCmd,
-
- // Typed in at the console or via a user key-bind. Generally unrestricted, although
- // the client will throttle commands sent to the server this way to 16 per second.
- kCommandSrcUserInput,
-
- // Came in over a net connection as a clc_stringcmd
- // host_client will be valid during this state.
- //
- // Restricted to FCVAR_GAMEDLL commands (but not convars) and special non-ConCommand
- // server commands hardcoded into gameplay code (e.g. "joingame")
- kCommandSrcNetClient,
-
- // Received from the server as the client
- //
- // Restricted to commands with FCVAR_SERVER_CAN_EXECUTE
- kCommandSrcNetServer,
-
- // Being played back from a demo file
- //
- // Not currently restricted by convar flag, but some commands manually ignore calls
- // from this source. FIXME: Should be heavily restricted as demo commands can come
- // from untrusted sources.
- kCommandSrcDemoFile,
-
- // Invalid value used when cleared
- kCommandSrcInvalid = -1
-};
-
-typedef ECommandTarget_t (*Cbuf_GetCurrentPlayerType)();
-extern Cbuf_GetCurrentPlayerType Cbuf_GetCurrentPlayer;
-
-typedef void (*Cbuf_AddTextType)(ECommandTarget_t eTarget, const char* text, cmd_source_t source);
-extern Cbuf_AddTextType Cbuf_AddText;
-
-typedef void (*Cbuf_ExecuteType)();
-extern Cbuf_ExecuteType Cbuf_Execute;
-
-extern bool (*CCommand__Tokenize)(CCommand& self, const char* pCommandString, cmd_source_t commandSource);
-
-// CEngine
-
-enum EngineQuitState
-{
- QUIT_NOTQUITTING = 0,
- QUIT_TODESKTOP,
- QUIT_RESTART
-};
-
-enum class EngineState_t
-{
- DLL_INACTIVE = 0, // no dll
- DLL_ACTIVE, // engine is focused
- DLL_CLOSE, // closing down dll
- DLL_RESTART, // engine is shutting down but will restart right away
- DLL_PAUSED, // engine is paused, can become active from this state
-};
-
-class CEngine
-{
-public:
- virtual void unknown() = 0; // unsure if this is where
- virtual bool Load(bool dedicated, const char* baseDir) = 0;
- virtual void Unload() = 0;
- virtual void SetNextState(EngineState_t iNextState) = 0;
- virtual EngineState_t GetState() = 0;
- virtual void Frame() = 0;
- virtual double GetFrameTime() = 0;
- virtual float GetCurTime() = 0;
-
- EngineQuitState m_nQuitting;
- EngineState_t m_nDllState;
- EngineState_t m_nNextDllState;
- double m_flCurrentTime;
- float m_flFrameTime;
- double m_flPreviousTime;
- float m_flFilteredTime;
- float m_flMinFrameTime; // Expected duration of a frame, or zero if it is unlimited.
-};
-
-extern CEngine* g_pEngine;
-
-extern void (*CBaseClient__Disconnect)(void* self, uint32_t unknownButAlways1, const char* reason, ...);
-
-#pragma once
-typedef enum
-{
- NA_NULL = 0,
- NA_LOOPBACK,
- NA_IP,
-} netadrtype_t;
-
-#pragma pack(push, 1)
-typedef struct netadr_s
-{
- netadrtype_t type;
- unsigned char ip[16]; // IPv6
- // IPv4's 127.0.0.1 is [::ffff:127.0.0.1], that is:
- // 00 00 00 00 00 00 00 00 00 00 FF FF 7F 00 00 01
- unsigned short port;
-} netadr_t;
-#pragma pack(pop)
-
-#pragma pack(push, 1)
-typedef struct netpacket_s
-{
- netadr_t adr; // sender address
- // int source; // received source
- char unk[10];
- double received_time;
- unsigned char* data; // pointer to raw packet data
- void* message; // easy bitbuf data access // 'inpacket.message' etc etc (pointer)
- char unk2[16];
- int size;
-
- // bf_read message; // easy bitbuf data access // 'inpacket.message' etc etc (pointer)
- // int size; // size in bytes
- // int wiresize; // size in bytes before decompression
- // bool stream; // was send as stream
- // struct netpacket_s* pNext; // for internal use, should be NULL in public
-} netpacket_t;
-#pragma pack(pop)
-
-// #56169 $DB69 PData size
-// #512 $200 Trailing data
-// #100 $64 Safety buffer
-const int PERSISTENCE_MAX_SIZE = 0xDDCD;
-
-// note: NOT_READY and READY are the only entries we have here that are defined by the vanilla game
-// entries after this are custom and used to determine the source of persistence, e.g. whether it is local or remote
-enum class ePersistenceReady : char
-{
- NOT_READY,
- READY = 3,
- READY_INSECURE = 3,
- READY_REMOTE
-};
-
-enum class eSignonState : int
-{
- NONE = 0, // no state yet; about to connect
- CHALLENGE = 1, // client challenging server; all OOB packets
- CONNECTED = 2, // client is connected to server; netchans ready
- NEW = 3, // just got serverinfo and string tables
- PRESPAWN = 4, // received signon buffers
- GETTINGDATA = 5, // respawn-defined signonstate, assumedly this is for persistence
- SPAWN = 6, // ready to receive entity packets
- FIRSTSNAP = 7, // another respawn-defined one
- FULL = 8, // we are fully connected; first non-delta packet received
- CHANGELEVEL = 9, // server is changing level; please wait
-};
-
-// clang-format off
-OFFSET_STRUCT(CBaseClient)
-{
- STRUCT_SIZE(0x2D728)
- FIELD(0x16, char m_Name[64])
- FIELD(0x258, KeyValues* m_ConVars)
- FIELD(0x2A0, eSignonState m_Signon)
- FIELD(0x358, char m_ClanTag[16])
- FIELD(0x484, bool m_bFakePlayer)
- FIELD(0x4A0, ePersistenceReady m_iPersistenceReady)
- FIELD(0x4FA, char m_PersistenceBuffer[PERSISTENCE_MAX_SIZE])
- FIELD(0xF500, char m_UID[32])
-};
-// clang-format on
-
-extern CBaseClient* g_pClientArray;
-
-enum server_state_t
-{
- ss_dead = 0, // Dead
- ss_loading, // Spawning
- ss_active, // Running
- ss_paused, // Running, but paused
-};
-
-extern server_state_t* g_pServerState;
-
-extern char* g_pModName;
-
-// clang-format off
-OFFSET_STRUCT(CGlobalVars)
-{
- FIELD(0x0,
- // Absolute time (per frame still - Use Plat_FloatTime() for a high precision real time
- // perf clock, but not that it doesn't obey host_timescale/host_framerate)
- double m_flRealTime);
-
- FIELDS(0x8,
- // Absolute frame counter - continues to increase even if game is paused
- int m_nFrameCount;
-
- // Non-paused frametime
- float m_flAbsoluteFrameTime;
-
- // Current time
- //
- // On the client, this (along with tickcount) takes a different meaning based on what
- // piece of code you're in:
- //
- // - While receiving network packets (like in PreDataUpdate/PostDataUpdate and proxies),
- // this is set to the SERVER TICKCOUNT for that packet. There is no interval between
- // the server ticks.
- // [server_current_Tick * tick_interval]
- //
- // - While rendering, this is the exact client clock
- // [client_current_tick * tick_interval + interpolation_amount]
- //
- // - During prediction, this is based on the client's current tick:
- // [client_current_tick * tick_interval]
- float m_flCurTime;
- )
-
- FIELDS(0x30,
- // Time spent on last server or client frame (has nothing to do with think intervals)
- float m_flFrameTime;
-
- // current maxplayers setting
- int m_nMaxClients;
- )
-
- FIELDS(0x3C,
- // Simulation ticks - does not increase when game is paused
- uint32_t m_nTickCount; // this is weird and doesn't seem to increase once per frame?
-
- // Simulation tick interval
- float m_flTickInterval;
- )
-
- FIELDS(0x60,
- const char* m_pMapName;
- int m_nMapVersion;
- )
-
- //FIELD(0x98, double m_flRealTime); // again?
-};
-// clang-format on
-
-extern CGlobalVars* g_pGlobals;
diff --git a/NorthstarDLL/engine/runframe.cpp b/NorthstarDLL/engine/runframe.cpp
deleted file mode 100644
index ddfd9253..00000000
--- a/NorthstarDLL/engine/runframe.cpp
+++ /dev/null
@@ -1,19 +0,0 @@
-#include "engine/r2engine.h"
-#include "server/r2server.h"
-#include "hoststate.h"
-#include "server/serverpresence.h"
-
-AUTOHOOK_INIT()
-
-// clang-format off
-AUTOHOOK(CEngine__Frame, engine.dll + 0x1C8650,
-void, __fastcall, (CEngine* self))
-// clang-format on
-{
- CEngine__Frame(self);
-}
-
-ON_DLL_LOAD("engine.dll", RunFrame, (CModule module))
-{
- AUTOHOOK_DISPATCH()
-}