#include "pch.h" #include "dedicated.h" #include "hookutils.h" #include "gameutils.h" #include "serverauthentication.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); // 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, char* msg) { spdlog::info("[DEDICATED PRINT] {}", msg); } typedef void(*CHostState__InitType)(CHostState* self); void RunServer(CDedicatedExports* dedicated) { Sys_Printf(dedicated, (char*)"CDedicatedExports::RunServer(): starting"); // init hoststate, if we don't do this, we get a crash later on CHostState__InitType CHostState__Init = (CHostState__InitType)((char*)GetModuleHandleA("engine.dll") + 0x16E110); CHostState__Init(g_pHostState); // set host state to allow us to enter CHostState::FrameUpdate, with the state HS_NEW_GAME g_pHostState->m_iNextState = HostState_t::HS_NEW_GAME; strncpy(g_pHostState->m_levelName, CommandLine()->ParmValue("+map", Cvar_match_defaultMap->m_pszString), sizeof(g_pHostState->m_levelName)); // set map to load into spdlog::info(CommandLine()->GetCmdLine()); // run initial 2 ticks, 1 to initialise engine and 1 to load initial map g_pEngine->Frame(); g_pEngine->Frame(); // to fix a bug: set current playlist again, otherwise max_players will be set wrong SetCurrentPlaylist(GetCurrentPlaylistName()); while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING) { double frameStart = Plat_FloatTime(); g_pEngine->Frame(); // 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("Titanfall 2 dedicated server - {} {}/{} players ({})", g_pHostState->m_levelName, g_ServerAuthenticationManager->m_additionalPlayerData.size(), maxPlayers, GetCurrentPlaylistName()).c_str()); std::this_thread::sleep_for(std::chrono::duration<double, std::ratio<1>>(Cvar_base_tickinterval_mp->m_fValue - fmin(Plat_FloatTime() - frameStart, 0.25))); } } typedef bool(*IsGameActiveWindowType)(); IsGameActiveWindowType IsGameActiveWindow; bool IsGameActiveWindowHook() { return true; } 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; // 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 //*(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; *(ptr + 22) = (char)0x90; *(ptr + 23) = (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; } // currently does not work, crashes stuff, likely gotta keep this here //{ // // CEngineAPI::Connect // char* ptr = (char*)engineAddress + 0x1C4E07; // TempReadWrite rw(ptr); // // // remove calls to register ui rpak asset types // *ptr = 0x90; // *(ptr + 1) = (char)0x90; // *(ptr + 2) = (char)0x90; // *(ptr + 3) = (char)0x90; // *(ptr + 4) = (char)0x90; //} // not sure if this should be done, not loading ui at least is good, but should everything be gone? { // Host_Init char* ptr = (char*)engineAddress + 0x15653B; TempReadWrite rw(ptr); // change the number of rpaks to load from 6 to 1, so we only load common.rpak *(ptr + 1) = (char)0x01; } { // Host_Init char* ptr = (char*)engineAddress + 0x156595; TempReadWrite rw(ptr); // remove call to ui loading stuff *ptr = 0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; } { // some function that gets called from RunFrameServer char* ptr = (char*)engineAddress + 0x15A0BB; TempReadWrite rw(ptr); // nop a function that makes requests to stryder, this will eventually access violation if left alone and isn't necessary anyway *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; } { // RunFrameServer char* ptr = (char*)engineAddress + 0x159BF3; TempReadWrite rw(ptr); // nop a function that access violations *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (char)0x90; } { // func that checks if origin is inited char* ptr = (char*)engineAddress + 0x183B70; TempReadWrite rw(ptr); // always return 1 *ptr = (char)0xB0; // mov al,01 *(ptr + 1) = (char)0x01; *(ptr + 2) = (char)0xC3; // ret } { // HostState_State_ChangeLevel char* ptr = (char*)engineAddress + 0x1552ED; TempReadWrite rw(ptr); // nop clientinterface call *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; } { // HostState_State_ChangeLevel char* ptr = (char*)engineAddress + 0x155363; TempReadWrite rw(ptr); // nop clientinterface call *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; } // 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 char* ptr = (char*)engineAddress + 0x1CD146; TempReadWrite rw(ptr); // nop call to ShowWindow *ptr = (char)0x90; *(ptr + 1) = (char)0x90; *(ptr + 2) = (char)0x90; *(ptr + 3) = (char)0x90; *(ptr + 4) = (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; HookEnabler hook; ENABLER_CREATEHOOK(hook, (char*)engineAddress + 0x1CDC80, &IsGameActiveWindowHook, reinterpret_cast<LPVOID*>(&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("+host_preload_shaders", "0"); CommandLine()->AppendParm("+net_usesocketsforloopback", "1"); CommandLine()->AppendParm("+exec", "autoexec_ns_server"); } typedef void(*Tier0_InitOriginType)(); Tier0_InitOriginType Tier0_InitOrigin; void Tier0_InitOriginHook() { // 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 Tier0_InitOrigin(); } void InitialiseDedicatedOrigin(HMODULE baseAddress) { if (!IsDedicated()) return; HookEnabler hook; ENABLER_CREATEHOOK(hook, GetProcAddress(GetModuleHandleA("tier0.dll"), "Tier0_InitOrigin"), &Tier0_InitOriginHook, reinterpret_cast<LPVOID*>(&Tier0_InitOrigin)); } typedef void(*PrintFatalSquirrelErrorType)(void* sqvm); PrintFatalSquirrelErrorType PrintFatalSquirrelError; void PrintFatalSquirrelErrorHook(void* sqvm) { PrintFatalSquirrelError(sqvm); g_pEngine->m_nQuitting = EngineQuitState::QUIT_TODESKTOP; } void InitialiseDedicatedServerGameDLL(HMODULE baseAddress) { if (!IsDedicated()) return; HookEnabler hook; ENABLER_CREATEHOOK(hook, baseAddress + 0x794D0, &PrintFatalSquirrelErrorHook, reinterpret_cast<LPVOID*>(&PrintFatalSquirrelError)); }