diff options
Diffstat (limited to 'NorthstarDedicatedTest/hoststate.cpp')
-rw-r--r-- | NorthstarDedicatedTest/hoststate.cpp | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/NorthstarDedicatedTest/hoststate.cpp b/NorthstarDedicatedTest/hoststate.cpp new file mode 100644 index 00000000..4782b559 --- /dev/null +++ b/NorthstarDedicatedTest/hoststate.cpp @@ -0,0 +1,107 @@ +#include "pch.h" +#include "hoststate.h" +#include "masterserver.h" +#include "serverauthentication.h" +#include "playlist.h" +#include "gameutils.h" +#include "tier0.h" + +using namespace R2; + +// use the R2 namespace for game funcs +namespace R2 +{ + CHostState* g_pHostState; +} // namespace R2 + +typedef void (*CHostState__State_NewGameType)(CHostState* hostState); +CHostState__State_NewGameType CHostState__State_NewGame; +void CHostState__State_NewGameHook(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; +} + +typedef void (*CHostState__State_ChangeLevelMPType)(CHostState* hostState); +CHostState__State_ChangeLevelMPType CHostState__State_ChangeLevelMP; +void CHostState__State_ChangeLevelMPHook(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); +} + +typedef void (*CHostState__State_GameShutdownType)(CHostState* hostState); +CHostState__State_GameShutdownType CHostState__State_GameShutdown; +void CHostState__State_GameShutdownHook(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) +{ + Cvar_hostname = *(ConVar**)((char*)baseAddress + 0x1315bae8); + Cvar_hostport = (ConVar*)((char*)baseAddress + 0x13FA6070); + + HookEnabler hook; + ENABLER_CREATEHOOK( + hook, (char*)baseAddress + 0x16E7D0, CHostState__State_NewGameHook, reinterpret_cast<LPVOID*>(&CHostState__State_NewGame)); + ENABLER_CREATEHOOK( + hook, (char*)baseAddress + 0x16E520, CHostState__State_ChangeLevelMPHook, reinterpret_cast<LPVOID*>(&CHostState__State_ChangeLevelMP)); + ENABLER_CREATEHOOK( + hook, (char*)baseAddress + 0x16E640, CHostState__State_GameShutdownHook, reinterpret_cast<LPVOID*>(&CHostState__State_GameShutdown)); +})
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