#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); } 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(); std::this_thread::sleep_for(std::chrono::duration<double, std::ratio<1>>( Cvar_base_tickinterval_mp->GetFloat() - fmin(Tier0::Plat_FloatTime() - frameStart, 0.25))); } } // use server presence to update window title class DedicatedConsoleServerPresence : public ServerPresenceReporter { void ReportPresence(const ServerPresence* pServerPresence) override { SetConsoleTitleA(fmt::format( "{} - {} {}/{} players ({})", pServerPresence->m_sServerName, pServerPresence->m_MapName, pServerPresence->m_iPlayerCount, pServerPresence->m_iMaxPlayers, pServerPresence->m_PlaylistName) .c_str()); } }; 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()); // this needs to be done on main thread, unstable in this one } } return 0; } // clang-format off AUTOHOOK(IsGameActiveWindow, engine.dll + 0x1CDC80, bool,, ()) // clang-format on { return true; } ON_DLL_LOAD_DEDI_RELIESON("engine.dll", DedicatedServer, ServerPresence, (CModule module)) { spdlog::info("InitialiseDedicated"); AUTOHOOK_DISPATCH_MODULE(engine.dll) // Host_Init // prevent a particle init that relies on client dll module.Offset(0x156799).NOP(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 on // dedi) module.Offset(0x1565B0).NOP(5); { // CModAppSystemGroup::Create // force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment MemoryAddress base = module.Offset(0x1C4EBD); // cmp => mov base.Offset(1).Patch("C6 87"); // 00 => 01 base.Offset(7).Patch("01"); } // Some init that i'm not sure of that crashes // nop the call to it module.Offset(0x156A63).NOP(5); // runframeserver // nop some access violations module.Offset(0x159819).NOP(17); module.Offset(0x156B4C).NOP(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); module.Offset(0x156B4C).Offset(15).NOP(9); // HostState_State_NewGame // nop an access violation module.Offset(0xB934C).NOP(9); // CEngineAPI::Connect // remove call to Shader_Connect module.Offset(0x1C4D7D).NOP(5); // Host_Init // remove call to ui loading stuff module.Offset(0x156595).NOP(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 module.Offset(0x15A0BB).NOP(5); // RunFrameServer // nop a function that access violations module.Offset(0x159BF3).NOP(5); // func that checks if origin is inited // always return 1 module.Offset(0x183B70).Patch("B0 01 C3"); // mov al,01 ret // HostState_State_ChangeLevel // nop clientinterface call module.Offset(0x1552ED).NOP(16); // HostState_State_ChangeLevel // nop clientinterface call module.Offset(0x155363).NOP(16); // IVideoMode::CreateGameWindow // nop call to ShowWindow module.Offset(0x1CD146).NOP(5); CDedicatedExports* dedicatedExports = new CDedicatedExports; dedicatedExports->vtable = dedicatedExports; dedicatedExports->Sys_Printf = Sys_Printf; dedicatedExports->RunServer = RunServer; *module.Offset(0x13F0B668).As<CDedicatedExports**>() = 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"); Tier0::CommandLine()->AppendParm("+community_frame_run", "0"); // use presence reporter for console title DedicatedConsoleServerPresence* presenceReporter = new DedicatedConsoleServerPresence; g_pServerPresence->AddPresenceReporter(presenceReporter); // 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, (CModule module)) { // 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 module.GetExport("Tier0_InitOrigin").Patch("C3"); } // clang-format off AUTOHOOK(PrintSquirrelError, server.dll + 0x794D0, void, __fastcall, (void* sqvm)) // clang-format on { PrintSquirrelError(sqvm); // close dedicated server if a fatal error is hit // atm, this will crash if not aborted, so this just closes more gracefully static ConVar* Cvar_fatal_script_errors = g_pCVar->FindVar("fatal_script_errors"); if (Cvar_fatal_script_errors->GetBool()) abort(); } ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, (CModule module)) { AUTOHOOK_DISPATCH_MODULE(server.dll) if (Tier0::CommandLine()->CheckParm("-nopakdedi")) { module.Offset(0x6BA350).Patch("C3"); // dont load skins.rson from rpak if we don't have rpaks, as loading it will cause a crash module.Offset(0x6BA300).Patch( "B8 C8 00 00 00 C3"); // return 200 as the number of skins from server.dll + 6BA300, this is the normal value read from // skins.rson and should be updated when we need it more modular } }