#include "pch.h" #include "hooks.h" #include "dedicated.h" #include "hookutils.h" #include "gameutils.h" #include "tier0.h" #include "playlist.h" #include "hoststate.h" #include "serverauthentication.h" #include "masterserver.h" using namespace Tier0; using namespace R2; bool IsDedicated() { 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); } typedef void (*CHostState__InitType)(CHostState* self); void RunServer(CDedicatedExports* dedicated) { spdlog::info("CDedicatedExports::RunServer(): starting"); spdlog::info(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 (!CommandLine()->CheckParm("+map")) CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString()); // ensure playlist initialises right, if we've not explicitly called setplaylist SetCurrentPlaylist(GetCurrentPlaylistName()); // run server autoexec and re-run commandline Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode); 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 = Plat_FloatTime(); g_pEngine->Frame(); // only update the title after at least 500ms since the last update if ((frameStart - frameTitle) > 0.5) { frameTitle = frameStart; // this way of getting playercount/maxplayers honestly really sucks, but not got any other methods of doing it rn const char* maxPlayers = GetCurrentPlaylistVar("max_players", false); if (!maxPlayers) maxPlayers = "6"; SetConsoleTitleA(fmt::format( "{} - {} {}/{} players ({})", g_MasterServerManager->m_sUnicodeServerName, g_pHostState->m_levelName, g_ServerAuthenticationManager->m_additionalPlayerData.size(), maxPlayers, GetCurrentPlaylistName()) .c_str()); } std::this_thread::sleep_for(std::chrono::duration>( Cvar_base_tickinterval_mp->GetFloat() - fmin(Plat_FloatTime() - frameStart, 0.25))); } } typedef bool (*IsGameActiveWindowType)(); IsGameActiveWindowType IsGameActiveWindow; bool IsGameActiveWindowHook() { return true; } 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); } } return 0; } #include "NSMem.h" ON_DLL_LOAD_DEDI("engine.dll", DedicatedServer, [](HMODULE engineAddress) { spdlog::info("InitialiseDedicated"); uintptr_t ea = (uintptr_t)engineAddress; { // Host_Init // prevent a particle init that relies on client dll NSMem::NOP(ea + 0x156799, 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) NSMem::NOP(ea + 0x1565B0, 5); } { // CModAppSystemGroup::Create // force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment auto ptr = ea + 0x1C4EBD; // cmp => mov NSMem::BytePatch(ptr + 1, "C6 87"); // 00 => 01 NSMem::BytePatch(ptr + 7, "01"); } { // Some init that i'm not sure of that crashes // nop the call to it NSMem::NOP(ea + 0x156A63, 5); } { // runframeserver // nop some access violations NSMem::NOP(ea + 0x159819, 17); } { NSMem::NOP(ea + 0x156B4C, 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); NSMem::NOP(ea + 0x156B4C + 15, 9); } { // HostState_State_NewGame // nop an access violation NSMem::NOP(ea + 0xB934C, 9); } { // CEngineAPI::Connect // remove call to Shader_Connect NSMem::NOP(ea + 0x1C4D7D, 5); } // currently does not work, crashes stuff, likely gotta keep this here //{ // // CEngineAPI::Connect // // remove calls to register ui rpak asset types // NSMem::NOP(ea + 0x1C4E07, 5); //} { // Host_Init // remove call to ui loading stuff NSMem::NOP(ea + 0x156595, 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 NSMem::NOP(ea + 0x15A0BB, 5); } { // RunFrameServer // nop a function that access violations NSMem::NOP(ea + 0x159BF3, 5); } { // func that checks if origin is inited // always return 1 NSMem::BytePatch( ea + 0x183B70, { 0xB0, 0x01, // mov al,01 0xC3 // ret }); } { // HostState_State_ChangeLevel // nop clientinterface call NSMem::NOP(ea + 0x1552ED, 16); } { // HostState_State_ChangeLevel // nop clientinterface call NSMem::NOP(ea + 0x155363, 16); } // note: previously had DisableDedicatedWindowCreation patches here, but removing those rn since they're all shit and unstable and bad // and such check commit history if any are needed for reimplementation { // IVideoMode::CreateGameWindow // nop call to ShowWindow NSMem::NOP(ea + 0x1CD146, 5); } CDedicatedExports* dedicatedExports = new CDedicatedExports; dedicatedExports->vtable = dedicatedExports; dedicatedExports->Sys_Printf = Sys_Printf; dedicatedExports->RunServer = RunServer; CDedicatedExports** exports = (CDedicatedExports**)((char*)engineAddress + 0x13F0B668); *exports = dedicatedExports; HookEnabler hook; ENABLER_CREATEHOOK(hook, (char*)engineAddress + 0x1CDC80, &IsGameActiveWindowHook, reinterpret_cast(&IsGameActiveWindow)); // 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 CommandLine()->AppendParm("-nomenuvid", 0); CommandLine()->AppendParm("-nosound", 0); CommandLine()->AppendParm("-windowed", 0); CommandLine()->AppendParm("-nomessagebox", 0); CommandLine()->AppendParm("+host_preload_shaders", "0"); CommandLine()->AppendParm("+net_usesocketsforloopback", "1"); // Disable Quick Edit mode to reduce chance of user unintentionally hanging their server by selecting something. if (!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 (!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, [](HMODULE baseAddress) { // 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 NSMem::BytePatch( (uintptr_t)GetProcAddress(GetModuleHandleA("tier0.dll"), "Tier0_InitOrigin"), { 0xC3 // ret }); }) typedef void (*PrintFatalSquirrelErrorType)(void* sqvm); PrintFatalSquirrelErrorType PrintFatalSquirrelError; void PrintFatalSquirrelErrorHook(void* sqvm) { PrintFatalSquirrelError(sqvm); g_pEngine->m_nQuitting = EngineQuitState::QUIT_TODESKTOP; } ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, [](HMODULE baseAddress) { HookEnabler hook; ENABLER_CREATEHOOK(hook, baseAddress + 0x794D0, &PrintFatalSquirrelErrorHook, reinterpret_cast(&PrintFatalSquirrelError)); })