#include "pch.h" #include "hooks.h" #include "main.h" #include "squirrel.h" #include "dedicated.h" #include "dedicatedmaterialsystem.h" #include "sourceconsole.h" #include "logging.h" #include "concommand.h" #include "modmanager.h" #include "filesystem.h" #include "serverauthentication.h" #include "scriptmodmenu.h" #include "scriptserverbrowser.h" #include "keyvalues.h" #include "masterserver.h" #include "gameutils.h" #include "chatcommand.h" #include "modlocalisation.h" #include "playlist.h" #include "securitypatches.h" #include "miscserverscript.h" #include "clientauthhooks.h" #include "scriptbrowserhooks.h" #include "scriptmainmenupromos.h" #include "miscclientfixes.h" #include "miscserverfixes.h" #include "rpakfilesystem.h" #include "bansystem.h" #include "memalloc.h" bool initialised = false; BOOL APIENTRY DllMain( HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved ) { switch (ul_reason_for_call) { case DLL_PROCESS_ATTACH: case DLL_THREAD_ATTACH: case DLL_THREAD_DETACH: case DLL_PROCESS_DETACH: break; } if (!initialised) InitialiseNorthstar(); initialised = true; return TRUE; } void WaitForDebugger(HMODULE baseAddress) { // earlier waitfordebugger call than is in vanilla, just so we can debug stuff a little easier if (CommandLine()->CheckParm("-waitfordebugger")) { spdlog::info("waiting for debugger..."); spdlog::info("{} bytes have been statically allocated", g_iStaticAllocated); while (!IsDebuggerPresent()) Sleep(100); } } // in the future this will be called from launcher instead of dllmain void InitialiseNorthstar() { if (initialised) { spdlog::error("Called InitialiseNorthstar more than once!"); return; } initialised = true; InitialiseLogging(); // apply initial hooks InstallInitialHooks(); InitialiseInterfaceCreationHooks(); // adding a callback to tier0 won't work for some reason AddDllLoadCallback("launcher.dll", InitialiseTier0GameUtilFunctions); AddDllLoadCallback("engine.dll", WaitForDebugger); AddDllLoadCallback("engine.dll", InitialiseEngineGameUtilFunctions); AddDllLoadCallback("server.dll", InitialiseServerGameUtilFunctions); // dedi patches { AddDllLoadCallback("engine.dll", InitialiseDedicated); AddDllLoadCallback("launcher.dll", InitialiseDedicatedOrigin); AddDllLoadCallback("server.dll", InitialiseDedicatedServerGameDLL); AddDllLoadCallback("materialsystem_dx11.dll", InitialiseDedicatedMaterialSystem); // this fucking sucks, but seemingly we somehow load after rtech_game???? unsure how, but because of this we have to apply patches here, not on rtech_game load AddDllLoadCallback("engine.dll", InitialiseDedicatedRtechGame); } AddDllLoadCallback("engine.dll", InitialiseConVars); AddDllLoadCallback("engine.dll", InitialiseConCommands); // client-exclusive patches { AddDllLoadCallback("engine.dll", InitialiseClientEngineSecurityPatches); AddDllLoadCallback("client.dll", InitialiseClientSquirrel); AddDllLoadCallback("client.dll", InitialiseSourceConsole); AddDllLoadCallback("engine.dll", InitialiseChatCommands); AddDllLoadCallback("client.dll", InitialiseScriptModMenu); AddDllLoadCallback("client.dll", InitialiseScriptServerBrowser); AddDllLoadCallback("localize.dll", InitialiseModLocalisation); AddDllLoadCallback("engine.dll", InitialiseClientAuthHooks); AddDllLoadCallback("engine.dll", InitialiseScriptExternalBrowserHooks); AddDllLoadCallback("client.dll", InitialiseScriptMainMenuPromos); AddDllLoadCallback("client.dll", InitialiseMiscClientFixes); } AddDllLoadCallback("engine.dll", InitialiseEngineSpewFuncHooks); AddDllLoadCallback("server.dll", InitialiseServerSquirrel); AddDllLoadCallback("engine.dll", InitialiseBanSystem); AddDllLoadCallback("engine.dll", InitialiseServerAuthentication); AddDllLoadCallback("server.dll", InitialiseServerAuthenticationServerDLL); AddDllLoadCallback("engine.dll", InitialiseSharedMasterServer); AddDllLoadCallback("server.dll", InitialiseMiscServerScriptCommand); AddDllLoadCallback("server.dll", InitialiseMiscServerFixes); AddDllLoadCallback("engine.dll", InitialisePlaylistHooks); AddDllLoadCallback("filesystem_stdio.dll", InitialiseFilesystem); AddDllLoadCallback("engine.dll", InitialiseEngineRpakFilesystem); AddDllLoadCallback("engine.dll", InitialiseKeyValues); // mod manager after everything else AddDllLoadCallback("engine.dll", InitialiseModManager); }