diff options
Diffstat (limited to 'NorthstarDLL/hoststate.cpp')
-rw-r--r-- | NorthstarDLL/hoststate.cpp | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/NorthstarDLL/hoststate.cpp b/NorthstarDLL/hoststate.cpp new file mode 100644 index 00000000..c3663a42 --- /dev/null +++ b/NorthstarDLL/hoststate.cpp @@ -0,0 +1,99 @@ +#include "pch.h" +#include "hoststate.h" +#include "masterserver.h" +#include "serverauthentication.h" +#include "playlist.h" +#include "tier0.h" +#include "r2engine.h" + +AUTOHOOK_INIT() + +using namespace R2; + +// use the R2 namespace for game funcs +namespace R2 +{ + CHostState* g_pHostState; +} // namespace R2 + +AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0, +void,, (CHostState* hostState), +{ + 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_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame) + SetCurrentPlaylist("tdm"); + + // 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); + + double dStartTime = Tier0::Plat_FloatTime(); + CHostState__State_NewGame(hostState); + spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime); + + int maxPlayers = 6; + const char* maxPlayersVar = GetCurrentPlaylistVar("max_players", false); + if (maxPlayersVar) // GetCurrentPlaylistVar can return null so protect against this + maxPlayers = std::stoi(maxPlayersVar); + + // Copy new server name cvar to source + Cvar_hostname->SetValue(Cvar_ns_server_name->GetString()); + + g_MasterServerManager->AddSelfToServerList( + Cvar_hostport->GetInt(), + Cvar_ns_player_auth_port->GetInt(), + Cvar_ns_server_name->GetString(), + Cvar_ns_server_desc->GetString(), + hostState->m_levelName, + GetCurrentPlaylistName(), + maxPlayers, + Cvar_ns_server_password->GetString()); + g_ServerAuthenticationManager->StartPlayerAuthServer(); + g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame = false; +}) + +AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520, +void,, (CHostState* hostState), +{ + spdlog::info("HostState: ChangeLevelMP"); + + int maxPlayers = 6; + const char* maxPlayersVar = GetCurrentPlaylistVar("max_players", false); + if (maxPlayersVar) // GetCurrentPlaylistVar can return null so protect against this + maxPlayers = std::stoi(maxPlayersVar); + + // 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_MasterServerManager->UpdateServerMapAndPlaylist(hostState->m_levelName, GetCurrentPlaylistName(), maxPlayers); + + double dStartTime = Tier0::Plat_FloatTime(); + CHostState__State_ChangeLevelMP(hostState); + spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime); +}) + +AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E520, +void,, (CHostState* hostState), +{ + spdlog::info("HostState: GameShutdown"); + + g_MasterServerManager->RemoveSelfFromServerList(); + g_ServerAuthenticationManager->StopPlayerAuthServer(); + + CHostState__State_GameShutdown(hostState); +}) + +ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, [](HMODULE baseAddress) +{ + AUTOHOOK_DISPATCH() + + g_pHostState = (CHostState*)((char*)baseAddress + 0x7CF180); +})
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