#include "engine/hoststate.h" #include "masterserver/masterserver.h" #include "server/auth/serverauthentication.h" #include "server/serverpresence.h" #include "shared/playlist.h" #include "core/tier0.h" #include "engine/r2engine.h" #include "shared/exploit_fixes/ns_limits.h" #include "squirrel/squirrel.h" AUTOHOOK_INIT() using namespace R2; // use the R2 namespace for game funcs namespace R2 { CHostState* g_pHostState; } // namespace R2 ConVar* Cvar_hostport; std::string sLastMode; void (*_fastcall _Cmd_Exec_f)(const CCommand& arg, bool bOnlyIfExists, bool bUseWhitelists); void ServerStartingOrChangingMap() { ConVar* Cvar_mp_gamemode = g_pCVar->FindVar("mp_gamemode"); // directly call _Cmd_Exec_f to avoid weirdness with ; being in mp_gamemode potentially // if we ran exec {mp_gamemode} and mp_gamemode contained semicolons, this could be used to execute more commands char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor memset(commandBuf, 0, sizeof(commandBuf)); CCommand tempCommand = *(CCommand*)&commandBuf; if (sLastMode.length() && CCommand__Tokenize( tempCommand, fmt::format("exec server/cleanup_gamemode_{}", sLastMode).c_str(), R2::cmd_source_t::kCommandSrcCode)) _Cmd_Exec_f(tempCommand, false, false); memset(commandBuf, 0, sizeof(commandBuf)); if (CCommand__Tokenize( tempCommand, fmt::format("exec server/setup_gamemode_{}", sLastMode = Cvar_mp_gamemode->GetString()).c_str(), R2::cmd_source_t::kCommandSrcCode)) { _Cmd_Exec_f(tempCommand, false, false); } Cbuf_Execute(); // exec everything right now // 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_pServerAuthentication->m_bStartingLocalSPGame = true; } else g_pServerAuthentication->m_bStartingLocalSPGame = false; } // clang-format off AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0, void, __fastcall, (CHostState* self)) // clang-format on { 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"); 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; } // clang-format off AUTOHOOK(CHostState__State_LoadGame, engine.dll + 0x16E730, void, __fastcall, (CHostState* self)) // clang-format on { // singleplayer server starting // useless in 99% of cases but without it things could potentially break very much spdlog::info("HostState: LoadGame"); Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode); Cbuf_Execute(); // this is normally done in ServerStartingOrChangingMap(), but seemingly the map name isn't set at this point g_pCVar->FindVar("net_data_block_enabled")->SetValue(true); g_pServerAuthentication->m_bStartingLocalSPGame = true; double dStartTime = Tier0::Plat_FloatTime(); CHostState__State_LoadGame(self); spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime); // no server presence, can't do it because no map name in hoststate // and also not super important for sp saves really g_pServerAuthentication->StartPlayerAuthServer(); g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false; } // clang-format off AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520, void, __fastcall, (CHostState* self)) // clang-format on { 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); } // TODO: due to exception in code for singleplayer (see connect command) this func will never run // when connect is ran on the ip localhost, while connected to a local listen server // i dont really care // clang-format off AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E640, void, __fastcall, (CHostState* self)) // clang-format on { spdlog::info("HostState: GameShutdown"); g_pServerPresence->DestroyPresence(); g_pServerAuthentication->StopPlayerAuthServer(); CHostState__State_GameShutdown(self); // run gamemode cleanup cfg now instead of when we start next map if (sLastMode.length()) { char* commandBuf[1040]; // assumedly this is the size of CCommand since we don't have an actual constructor memset(commandBuf, 0, sizeof(commandBuf)); CCommand tempCommand = *(CCommand*)&commandBuf; if (CCommand__Tokenize( tempCommand, fmt::format("exec server/cleanup_gamemode_{}", sLastMode).c_str(), R2::cmd_source_t::kCommandSrcCode)) { _Cmd_Exec_f(tempCommand, false, false); Cbuf_Execute(); } sLastMode.clear(); } } // clang-format off AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00, void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime)) // clang-format on { CHostState__FrameUpdate(self, flCurrentTime, flFrameTime); if (*R2::g_pServerState == R2::server_state_t::ss_active) { // update server presence g_pServerPresence->RunFrame(flCurrentTime); // update limits for frame g_pServerLimits->RunFrame(flCurrentTime, flFrameTime); } // Run Squirrel message buffer if (g_pSquirrel->m_pSQVM != nullptr && g_pSquirrel->m_pSQVM->sqvm != nullptr) g_pSquirrel->ProcessMessageBuffer(); if (g_pSquirrel->m_pSQVM != nullptr && g_pSquirrel->m_pSQVM->sqvm != nullptr) g_pSquirrel->ProcessMessageBuffer(); if (g_pSquirrel->m_pSQVM != nullptr && g_pSquirrel->m_pSQVM->sqvm != nullptr) g_pSquirrel->ProcessMessageBuffer(); } ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module)) { AUTOHOOK_DISPATCH() g_pHostState = module.Offset(0x7CF180).As(); Cvar_hostport = module.Offset(0x13FA6070).As(); _Cmd_Exec_f = module.Offset(0x1232C0).As(); }