#include "pch.h" #include "serverchathooks.h" #include "limits.h" #include "squirrel.h" #include "r2server.h" #include <rapidjson/document.h> #include <rapidjson/stringbuffer.h> #include <rapidjson/writer.h> AUTOHOOK_INIT() class CServerGameDLL; class CRecipientFilter { char unknown[58]; }; CServerGameDLL* g_pServerGameDLL; void(__fastcall* CServerGameDLL__OnReceivedSayTextMessage)( CServerGameDLL* self, unsigned int senderPlayerId, const char* text, int channelId); void(__fastcall* CRecipientFilter__Construct)(CRecipientFilter* self); void(__fastcall* CRecipientFilter__Destruct)(CRecipientFilter* self); void(__fastcall* CRecipientFilter__AddAllPlayers)(CRecipientFilter* self); void(__fastcall* CRecipientFilter__AddRecipient)(CRecipientFilter* self, const R2::CBasePlayer* player); void(__fastcall* CRecipientFilter__MakeReliable)(CRecipientFilter* self); void(__fastcall* UserMessageBegin)(CRecipientFilter* filter, const char* messagename); void(__fastcall* MessageEnd)(); void(__fastcall* MessageWriteByte)(int iValue); void(__fastcall* MessageWriteString)(const char* sz); void(__fastcall* MessageWriteBool)(bool bValue); bool bShouldCallSayTextHook = false; // clang-format off AUTOHOOK(_CServerGameDLL__OnReceivedSayTextMessage, server.dll + 0x1595C0, void, __fastcall, (CServerGameDLL* self, unsigned int nSenderPlayerIndex, const char* text, bool isTeam)) // clang-format on { // MiniHook doesn't allow calling the base function outside of anywhere but the hook function. // To allow bypassing the hook, isSkippingHook can be set. if (bShouldCallSayTextHook) { bShouldCallSayTextHook = false; _CServerGameDLL__OnReceivedSayTextMessage(self, nSenderPlayerIndex, text, isTeam); return; } // check chat ratelimits if (!g_pServerLimits->CheckChatLimits(&R2::g_pClientArray[nSenderPlayerIndex - 1])) return; if (g_pSquirrel<ScriptContext::SERVER>->setupfunc("CServerGameDLL_ProcessMessageStartThread") != SQRESULT_ERROR) { g_pSquirrel<ScriptContext::SERVER>->pushinteger(g_pSquirrel<ScriptContext::SERVER>->m_pSQVM->sqvm, (int)nSenderPlayerIndex - 1); g_pSquirrel<ScriptContext::SERVER>->pushstring(g_pSquirrel<ScriptContext::SERVER>->m_pSQVM->sqvm, text); g_pSquirrel<ScriptContext::SERVER>->pushbool(g_pSquirrel<ScriptContext::SERVER>->m_pSQVM->sqvm, isTeam); g_pSquirrel<ScriptContext::SERVER>->call(g_pSquirrel<ScriptContext::SERVER>->m_pSQVM->sqvm, 3); } else _CServerGameDLL__OnReceivedSayTextMessage(self, nSenderPlayerIndex, text, isTeam); } void ChatSendMessage(unsigned int playerIndex, const char* text, bool isTeam) { bShouldCallSayTextHook = true; CServerGameDLL__OnReceivedSayTextMessage( g_pServerGameDLL, // Ensure the first bit isn't set, since this indicates a custom message (playerIndex + 1) & CUSTOM_MESSAGE_INDEX_MASK, text, isTeam); } void ChatBroadcastMessage(int fromPlayerIndex, int toPlayerIndex, const char* text, bool isTeam, bool isDead, CustomMessageType messageType) { R2::CBasePlayer* toPlayer = NULL; if (toPlayerIndex >= 0) { toPlayer = R2::UTIL_PlayerByIndex(toPlayerIndex + 1); if (toPlayer == NULL) return; } // Build a new string where the first byte is the message type char sendText[256]; sendText[0] = (char)messageType; strncpy_s(sendText + 1, 255, text, 254); // Anonymous custom messages use playerId=0, non-anonymous ones use a player ID with the first bit set unsigned int fromPlayerId = fromPlayerIndex < 0 ? 0 : ((fromPlayerIndex + 1) | CUSTOM_MESSAGE_INDEX_BIT); CRecipientFilter filter; CRecipientFilter__Construct(&filter); if (toPlayer == NULL) { CRecipientFilter__AddAllPlayers(&filter); } else { CRecipientFilter__AddRecipient(&filter, toPlayer); } CRecipientFilter__MakeReliable(&filter); UserMessageBegin(&filter, "SayText"); MessageWriteByte(fromPlayerId); MessageWriteString(sendText); MessageWriteBool(isTeam); MessageWriteBool(isDead); MessageEnd(); CRecipientFilter__Destruct(&filter); } // void function NSSendMessage( int playerIndex, string text, bool isTeam ) SQRESULT SQ_SendMessage(HSquirrelVM* sqvm) { int playerIndex = g_pSquirrel<ScriptContext::SERVER>->getinteger(sqvm, 1); const char* text = g_pSquirrel<ScriptContext::SERVER>->getstring(sqvm, 2); bool isTeam = g_pSquirrel<ScriptContext::SERVER>->getbool(sqvm, 3); ChatSendMessage(playerIndex, text, isTeam); return SQRESULT_NULL; } // void function NSBroadcastMessage( int fromPlayerIndex, int toPlayerIndex, string text, bool isTeam, bool isDead, int messageType ) SQRESULT SQ_BroadcastMessage(HSquirrelVM* sqvm) { int fromPlayerIndex = g_pSquirrel<ScriptContext::SERVER>->getinteger(sqvm, 1); int toPlayerIndex = g_pSquirrel<ScriptContext::SERVER>->getinteger(sqvm, 2); const char* text = g_pSquirrel<ScriptContext::SERVER>->getstring(sqvm, 3); bool isTeam = g_pSquirrel<ScriptContext::SERVER>->getbool(sqvm, 4); bool isDead = g_pSquirrel<ScriptContext::SERVER>->getbool(sqvm, 5); int messageType = g_pSquirrel<ScriptContext::SERVER>->getinteger(sqvm, 6); if (messageType < 1) { g_pSquirrel<ScriptContext::SERVER>->raiseerror(sqvm, fmt::format("Invalid message type {}", messageType).c_str()); return SQRESULT_ERROR; } ChatBroadcastMessage(fromPlayerIndex, toPlayerIndex, text, isTeam, isDead, (CustomMessageType)messageType); return SQRESULT_NULL; } ON_DLL_LOAD("engine.dll", EngineServerChatHooks, (CModule module)) { g_pServerGameDLL = module.Offset(0x13F0AA98).As<CServerGameDLL*>(); } ON_DLL_LOAD_RELIESON("server.dll", ServerChatHooks, ServerSquirrel, (CModule module)) { AUTOHOOK_DISPATCH_MODULE(server.dll) CServerGameDLL__OnReceivedSayTextMessage = module.Offset(0x1595C0).As<void(__fastcall*)(CServerGameDLL*, unsigned int, const char*, int)>(); CRecipientFilter__Construct = module.Offset(0x1E9440).As<void(__fastcall*)(CRecipientFilter*)>(); CRecipientFilter__Destruct = module.Offset(0x1E9700).As<void(__fastcall*)(CRecipientFilter*)>(); CRecipientFilter__AddAllPlayers = module.Offset(0x1E9940).As<void(__fastcall*)(CRecipientFilter*)>(); CRecipientFilter__AddRecipient = module.Offset(0x1E9B30).As<void(__fastcall*)(CRecipientFilter*, const R2::CBasePlayer*)>(); CRecipientFilter__MakeReliable = module.Offset(0x1EA4E0).As<void(__fastcall*)(CRecipientFilter*)>(); UserMessageBegin = module.Offset(0x15C520).As<void(__fastcall*)(CRecipientFilter*, const char*)>(); MessageEnd = module.Offset(0x158880).As<void(__fastcall*)()>(); MessageWriteByte = module.Offset(0x158A90).As<void(__fastcall*)(int)>(); MessageWriteString = module.Offset(0x158D00).As<void(__fastcall*)(const char*)>(); MessageWriteBool = module.Offset(0x158A00).As<void(__fastcall*)(bool)>(); // Chat sending functions g_pSquirrel<ScriptContext::SERVER>->AddFuncRegistration( "void", "NSSendMessage", "int playerIndex, string text, bool isTeam", "", SQ_SendMessage); g_pSquirrel<ScriptContext::SERVER>->AddFuncRegistration( "void", "NSBroadcastMessage", "int fromPlayerIndex, int toPlayerIndex, string text, bool isTeam, bool isDead, int messageType", "", SQ_BroadcastMessage); }