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Diffstat (limited to 'NorthstarDedicatedTest/dedicated.cpp')
-rw-r--r-- | NorthstarDedicatedTest/dedicated.cpp | 296 |
1 files changed, 0 insertions, 296 deletions
diff --git a/NorthstarDedicatedTest/dedicated.cpp b/NorthstarDedicatedTest/dedicated.cpp deleted file mode 100644 index 4aa1b072..00000000 --- a/NorthstarDedicatedTest/dedicated.cpp +++ /dev/null @@ -1,296 +0,0 @@ -#include "pch.h" -#include "dedicated.h" -#include "tier0.h" -#include "playlist.h" -#include "r2engine.h" -#include "hoststate.h" -#include "serverauthentication.h" -#include "masterserver.h" -#include "printcommand.h" - -AUTOHOOK_INIT() - -using namespace R2; - -bool IsDedicatedServer() -{ - static bool result = strstr(GetCommandLineA(), "-dedicated"); - return result; -} - -// CDedidcatedExports defs -struct CDedicatedExports; // forward declare - -typedef void (*DedicatedSys_PrintfType)(CDedicatedExports* dedicated, const char* msg); -typedef void (*DedicatedRunServerType)(CDedicatedExports* dedicated); - -// would've liked to just do this as a class but have not been able to get it to work -struct CDedicatedExports -{ - void* vtable; // because it's easier, we just set this to &this, since CDedicatedExports has no props we care about other than funcs - - char unused[56]; - - DedicatedSys_PrintfType Sys_Printf; - DedicatedRunServerType RunServer; -}; - -void Sys_Printf(CDedicatedExports* dedicated, const char* msg) -{ - spdlog::info("[DEDICATED SERVER] {}", msg); -} - -typedef void (*CHostState__InitType)(CHostState* self); - -void RunServer(CDedicatedExports* dedicated) -{ - spdlog::info("CDedicatedExports::RunServer(): starting"); - spdlog::info(Tier0::CommandLine()->GetCmdLine()); - - // initialise engine - g_pEngine->Frame(); - - // add +map if not present - // don't manually execute this from cbuf as users may have it in their startup args anyway, easier just to run from stuffcmds if present - if (!Tier0::CommandLine()->CheckParm("+map")) - Tier0::CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString()); - - // re-run commandline - Cbuf_AddText(Cbuf_GetCurrentPlayer(), "stuffcmds", cmd_source_t::kCommandSrcCode); - Cbuf_Execute(); - - // get tickinterval - ConVar* Cvar_base_tickinterval_mp = g_pCVar->FindVar("base_tickinterval_mp"); - - // main loop - double frameTitle = 0; - while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING) - { - double frameStart = Tier0::Plat_FloatTime(); - g_pEngine->Frame(); - - // only update the title after at least 500ms since the last update - if ((frameStart - frameTitle) > 0.5) - { - frameTitle = frameStart; - - // this way of getting playercount/maxplayers honestly really sucks, but not got any other methods of doing it rn - const char* maxPlayers = GetCurrentPlaylistVar("max_players", true); - if (!maxPlayers) - maxPlayers = "6"; - - SetConsoleTitleA(fmt::format( - "{} - {} {}/{} players ({})", - g_MasterServerManager->m_sUnicodeServerName, - g_pHostState->m_levelName, - g_ServerAuthenticationManager->m_additionalPlayerData.size(), - maxPlayers, - GetCurrentPlaylistName()) - .c_str()); - } - - std::this_thread::sleep_for(std::chrono::duration<double, std::ratio<1>>( - Cvar_base_tickinterval_mp->GetFloat() - fmin(Tier0::Plat_FloatTime() - frameStart, 0.25))); - } -} - -AUTOHOOK(IsGameActiveWindow, engine.dll + 0x1CDC80, -bool,, (), -{ - return true; -}) - -HANDLE consoleInputThreadHandle = NULL; - -DWORD WINAPI ConsoleInputThread(PVOID pThreadParameter) -{ - while (!g_pEngine || !g_pHostState || g_pHostState->m_iCurrentState != HostState_t::HS_RUN) - Sleep(1000); - - // Bind stdin to receive console input. - FILE* fp = nullptr; - freopen_s(&fp, "CONIN$", "r", stdin); - - spdlog::info("Ready to receive console commands."); - - { - // Process console input - std::string input; - while (g_pEngine && g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING && std::getline(std::cin, input)) - { - input += "\n"; - Cbuf_AddText(Cbuf_GetCurrentPlayer(), input.c_str(), cmd_source_t::kCommandSrcCode); - TryPrintCvarHelpForCommand(input.c_str()); - } - } - - return 0; -} - -#include "NSMem.h" -ON_DLL_LOAD_DEDI("engine.dll", DedicatedServer, [](HMODULE engineAddress) -{ - spdlog::info("InitialiseDedicated"); - - AUTOHOOK_DISPATCH_MODULE("engine.dll") - - uintptr_t ea = (uintptr_t)engineAddress; - - // Host_Init - // prevent a particle init that relies on client dll - NSMem::NOP(ea + 0x156799, 5); - - // Host_Init - // don't call Key_Init to avoid loading some extra rsons from rpak (will be necessary to boot if we ever wanna disable rpaks entirely) - NSMem::NOP(ea + 0x1565B0, 5); - - - // CModAppSystemGroup::Create - // force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment - auto ptr = ea + 0x1C4EBD; - - // cmp => mov - NSMem::BytePatch(ptr + 1, "C6 87"); - - // 00 => 01 - NSMem::BytePatch(ptr + 7, "01"); - - // Some init that i'm not sure of that crashes - // nop the call to it - NSMem::NOP(ea + 0x156A63, 5); - - // runframeserver - // nop some access violations - NSMem::NOP(ea + 0x159819, 17); - - NSMem::NOP(ea + 0x156B4C, 7); - - // previously patched these, took me a couple weeks to figure out they were the issue - // removing these will mess up register state when this function is over, so we'll write HS_RUN to the wrong address - // so uhh, don't do that - // NSMem::NOP(ea + 0x156B4C + 7, 8); - NSMem::NOP(ea + 0x156B4C + 15, 9); - - // HostState_State_NewGame - // nop an access violation - NSMem::NOP(ea + 0xB934C, 9); - - // CEngineAPI::Connect - // remove call to Shader_Connect - NSMem::NOP(ea + 0x1C4D7D, 5); - - // Host_Init - // remove call to ui loading stuff - NSMem::NOP(ea + 0x156595, 5); - - // some function that gets called from RunFrameServer - // nop a function that makes requests to stryder, this will eventually access violation if left alone and isn't necessary anyway - NSMem::NOP(ea + 0x15A0BB, 5); - - // RunFrameServer - // nop a function that access violations - NSMem::NOP(ea + 0x159BF3, 5); - - // func that checks if origin is inited - // always return 1 - NSMem::BytePatch( - ea + 0x183B70, - { - 0xB0, - 0x01, // mov al,01 - 0xC3 // ret - }); - - // HostState_State_ChangeLevel - // nop clientinterface call - NSMem::NOP(ea + 0x1552ED, 16); - - // HostState_State_ChangeLevel - // nop clientinterface call - NSMem::NOP(ea + 0x155363, 16); - - // note: previously had DisableDedicatedWindowCreation patches here, but removing those rn since they're all shit and unstable and bad - // and such check commit history if any are needed for reimplementation - { - // IVideoMode::CreateGameWindow - // nop call to ShowWindow - NSMem::NOP(ea + 0x1CD146, 5); - } - - CDedicatedExports* dedicatedExports = new CDedicatedExports; - dedicatedExports->vtable = dedicatedExports; - dedicatedExports->Sys_Printf = Sys_Printf; - dedicatedExports->RunServer = RunServer; - - CDedicatedExports** exports = (CDedicatedExports**)((char*)engineAddress + 0x13F0B668); - *exports = dedicatedExports; - - // extra potential patches: - // nop engine.dll+1c67d1 and +1c67d8 to skip videomode creategamewindow - // also look into launcher.dll+d381, seems to cause renderthread to get made - // this crashes HARD if no window which makes sense tbh - // also look into materialsystem + 5B344 since it seems to be the base of all the renderthread stuff - - // big note: datatable gets registered in window creation - // make sure it still gets registered - - // add cmdline args that are good for dedi - Tier0::CommandLine()->AppendParm("-nomenuvid", 0); - Tier0::CommandLine()->AppendParm("-nosound", 0); - Tier0::CommandLine()->AppendParm("-windowed", 0); - Tier0::CommandLine()->AppendParm("-nomessagebox", 0); - Tier0::CommandLine()->AppendParm("+host_preload_shaders", "0"); - Tier0::CommandLine()->AppendParm("+net_usesocketsforloopback", "1"); - - // Disable Quick Edit mode to reduce chance of user unintentionally hanging their server by selecting something. - if (!Tier0::CommandLine()->CheckParm("-bringbackquickedit")) - { - HANDLE stdIn = GetStdHandle(STD_INPUT_HANDLE); - DWORD mode = 0; - - if (GetConsoleMode(stdIn, &mode)) - { - if (mode & ENABLE_QUICK_EDIT_MODE) - { - mode &= ~ENABLE_QUICK_EDIT_MODE; - mode &= ~ENABLE_MOUSE_INPUT; - - mode |= ENABLE_PROCESSED_INPUT; - - SetConsoleMode(stdIn, mode); - } - } - } - else - spdlog::info("Quick Edit enabled by user request"); - - // create console input thread - if (!Tier0::CommandLine()->CheckParm("-noconsoleinput")) - consoleInputThreadHandle = CreateThread(0, 0, ConsoleInputThread, 0, 0, NULL); - else - spdlog::info("Console input disabled by user request"); -}) - -ON_DLL_LOAD_DEDI("tier0.dll", DedicatedServerOrigin, [](HMODULE baseAddress) -{ - // disable origin on dedicated - // for any big ea lawyers, this can't be used to play the game without origin, game will throw a fit if you try to do anything without - // an origin id as a client for dedi it's fine though, game doesn't care if origin is disabled as long as there's only a server - - NSMem::BytePatch((uintptr_t)GetProcAddress(GetModuleHandleA("tier0.dll"), "Tier0_InitOrigin"), - { - 0xC3 // ret - }); -}) - -AUTOHOOK(PrintFatalSquirrelError, server.dll + 0x794D0, -void, , (void* sqvm), -{ - PrintFatalSquirrelError(sqvm); - g_pEngine->m_nQuitting = EngineQuitState::QUIT_TODESKTOP; -}) - -ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, [](HMODULE baseAddress) -{ - AUTOHOOK_DISPATCH_MODULE("server.dll") -})
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