diff options
Diffstat (limited to 'NorthstarDLL/hoststate.cpp')
-rw-r--r-- | NorthstarDLL/hoststate.cpp | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/NorthstarDLL/hoststate.cpp b/NorthstarDLL/hoststate.cpp new file mode 100644 index 00000000..c0d6b3b9 --- /dev/null +++ b/NorthstarDLL/hoststate.cpp @@ -0,0 +1,104 @@ +#include "pch.h" +#include "hoststate.h" +#include "masterserver.h" +#include "serverauthentication.h" +#include "serverpresence.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 + +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); +} + +AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0, +void,, (CHostState* self)) +{ + 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"); + + // don't require authentication on singleplayer startup + g_pServerAuthentication->m_bRequireClientAuth = strncmp(g_pHostState->m_levelName, "sp_", 3); + + 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; +} + +AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520, +void,, (CHostState* self)) +{ + 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); +} + +AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E520, +void,, (CHostState* self)) +{ + spdlog::info("HostState: GameShutdown"); + + g_pServerPresence->DestroyPresence(); + g_pServerAuthentication->StopPlayerAuthServer(); + + CHostState__State_GameShutdown(self); +} + +AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00, +void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime)) +{ + CHostState__FrameUpdate(self, flCurrentTime, flFrameTime); + + if (*R2::g_pServerState == R2::server_state_t::ss_active) + { + // update server presence + g_pServerPresence->RunFrame(flCurrentTime); + } +} + +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*>(); +} |