#include "pch.h" #include "dedicated.h" #include "hookutils.h" #include "tier0.h" #include "gameutils.h" bool IsDedicated() { return CommandLine()->CheckParm("-dedicated"); } // CDedidcatedExports defs struct CDedicatedExports; // forward declare typedef void (*DedicatedSys_PrintfType)(CDedicatedExports* dedicated, char* msg); typedef void (*DedicatedRunServerType)(CDedicatedExports* dedicated); 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, char* msg) { spdlog::info("[DEDICATED PRINT] {}", msg); } typedef bool (*CEngine__FrameType)(void* engineSelf); typedef void(*CHostState__InitType)(CHostState* self); void RunServer(CDedicatedExports* dedicated) { Sys_Printf(dedicated, (char*)"CDedicatedExports::RunServer(): starting"); HMODULE engine = GetModuleHandleA("engine.dll"); CEngine__FrameType CEngine__Frame = (CEngine__FrameType)((char*)engine + 0x1C8650); CHostState__InitType CHostState__Init = (CHostState__InitType)((char*)engine + 0x16E110); // call once to init CEngine__Frame(g_pEngine); // init hoststate, if we don't do this, we get a crash later on CHostState__Init(g_pHostState); // set up engine and host states to allow us to enter CHostState::FrameUpdate, with the state HS_NEW_GAME g_pEngine->m_nNextDllState = EngineState_t::DLL_ACTIVE; g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME; strncpy(g_pHostState->m_levelName, CommandLine()->ParmValue("+map", "mp_lobby"), sizeof(g_pHostState->m_levelName)); // set map to load into while (true) { CEngine__Frame(g_pEngine); //engineApiStartSimulation(nullptr, true); Sys_Printf(dedicated, (char*)"engine->Frame()"); Sleep(50); } } void InitialiseDedicated(HMODULE engineAddress) { if (!IsDedicated()) return; spdlog::info("InitialiseDedicated"); { // Host_Init // prevent a particle init that relies on client dll char* ptr = (char*)engineAddress + 0x156799; TempReadWrite rw(ptr); *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; } { // CModAppSystemGroup::Create // force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment char* ptr = (char*)engineAddress + 0x1C4EBD; TempReadWrite rw(ptr); // cmp => mov *(ptr + 1) = (char)0xC6; *(ptr + 2) = (char)0x87; // 00 => 01 *((char*)ptr + 7) = (char)0x01; } { // Some init that i'm not sure of that crashes char* ptr = (char*)engineAddress + 0x156A63; TempReadWrite rw(ptr); // nop the call to it *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; } { // runframeserver char* ptr = (char*)engineAddress + 0x159819; TempReadWrite rw(ptr); // nop some access violations *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; *(ptr + 5) = (char)0x90; *(ptr + 6) = (char)0x90; *(ptr + 7) = (char)0x90; *(ptr + 8) = (char)0x90; *(ptr + 9) = (char)0x90; *(ptr + 10) = (char)0x90; *(ptr + 11) = (char)0x90; *(ptr + 12) = (char)0x90; *(ptr + 13) = (char)0x90; *(ptr + 14) = (char)0x90; *(ptr + 15) = (char)0x90; *(ptr + 16) = (char)0x90; } { // HostState_State_NewGame char* ptr = (char*)engineAddress + 0x156B4C; TempReadWrite rw(ptr); // nop some access violations *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; *(ptr + 5) = (char)0x90; *(ptr + 6) = (char)0x90; *(ptr + 7) = (char)0x90; *(ptr + 8) = (char)0x90; *(ptr + 9) = (char)0x90; *(ptr + 10) = (char)0x90; *(ptr + 11) = (char)0x90; *(ptr + 12) = (char)0x90; *(ptr + 13) = (char)0x90; *(ptr + 14) = (char)0x90; *(ptr + 15) = (char)0x90; *(ptr + 16) = (char)0x90; *(ptr + 17) = (char)0x90; *(ptr + 18) = (char)0x90; *(ptr + 19) = (char)0x90; *(ptr + 20) = (char)0x90; *(ptr + 21) = (char)0x90; } { // HostState_State_NewGame char* ptr = (char*)engineAddress + 0xB934C; TempReadWrite rw(ptr); // nop an access violation *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; *(ptr + 5) = (char)0x90; *(ptr + 6) = (char)0x90; *(ptr + 7) = (char)0x90; *(ptr + 8) = (char)0x90; } { // CEngineAPI::Connect char* ptr = (char*)engineAddress + 0x1C4D7D; TempReadWrite rw(ptr); // remove call to Shader_Connect *ptr = 0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; } // not currently using this because it's for nopping renderthread/gamewindow stuff i.e. very hard //{ // // CEngineAPI::Init // char* ptr = (char*)engineAddress + 0x1C60CE; // TempReadWrite rw(ptr); // // // remove call to something or other that reads video settings // *ptr = 0x90; // *(ptr + 1) = (char)0x90; // *(ptr + 2) = (char)0x90; // *(ptr + 3) = (char)0x90; // *(ptr + 4) = (char)0x90; //} { // some inputsystem bullshit char* ptr = (char*)engineAddress + 0x1CEE28; TempReadWrite rw(ptr); // nop an accessviolation: temp because we still create game window atm *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; } CDedicatedExports* dedicatedExports = new CDedicatedExports; dedicatedExports->vtable = dedicatedExports; dedicatedExports->Sys_Printf = Sys_Printf; dedicatedExports->RunServer = RunServer; CDedicatedExports** exports = (CDedicatedExports**)((char*)engineAddress + 0x13F0B668); *exports = 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 // add cmdline args that are good for dedi CommandLine()->AppendParm("-nomenuvid", 0); CommandLine()->AppendParm("-nosound", 0); CommandLine()->AppendParm("+host_preload_shaders", "0"); }