#include "pch.h" #include "hoststate.h" #include "masterserver.h" #include "serverauthentication.h" #include "serverpresence.h" #include "playlist.h" #include "tier0.h" #include "r2engine.h" #include "limits.h" AUTOHOOK_INIT() using namespace R2; // use the R2 namespace for game funcs namespace R2 { CHostState* g_pHostState; } // namespace R2 ConVar* Cvar_hostport; void ServerStartingOrChangingMap() { // 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); } // 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"); // don't require authentication on singleplayer startup g_pServerAuthentication->m_bRequireClientAuth = strncmp(g_pHostState->m_levelName, "sp_", 3); 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_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); } // 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); } // 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); } } ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module)) { AUTOHOOK_DISPATCH() g_pHostState = module.Offset(0x7CF180).As<CHostState*>(); Cvar_hostport = module.Offset(0x13FA6070).As<ConVar*>(); }