From 2ae34b67e36b8ba05132d481876eb4ed7a826283 Mon Sep 17 00:00:00 2001 From: BobTheBob9 Date: Thu, 7 Jul 2022 21:31:41 +0100 Subject: almost fully replaced hooking lib --- NorthstarDLL/hoststate.cpp | 196 ++++++++++++++++++++++----------------------- 1 file changed, 98 insertions(+), 98 deletions(-) (limited to 'NorthstarDLL/hoststate.cpp') diff --git a/NorthstarDLL/hoststate.cpp b/NorthstarDLL/hoststate.cpp index c3663a42..886728ce 100644 --- a/NorthstarDLL/hoststate.cpp +++ b/NorthstarDLL/hoststate.cpp @@ -1,99 +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); +#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); }) \ No newline at end of file -- cgit v1.2.3