#include "pch.h" #include "hoststate.h" #include "masterserver.h" #include "serverauthentication.h" #include "playlist.h" #include "tier0.h" #include "r2engine.h" using namespace R2; // use the R2 namespace for game funcs namespace R2 { CHostState* g_pHostState; } // namespace R2 typedef void (*CHostState__State_NewGameType)(CHostState* hostState); CHostState__State_NewGameType CHostState__State_NewGame; void CHostState__State_NewGameHook(CHostState* hostState) { spdlog::info("HostState: NewGame"); Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode); Cbuf_Execute(); // need to do this to ensure we don't go to private match if (g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame) SetCurrentPlaylist("tdm"); // net_data_block_enabled is required for sp, force it if we're on an sp map // sucks for security but just how it be if (!strncmp(g_pHostState->m_levelName, "sp_", 3)) g_pCVar->FindVar("net_data_block_enabled")->SetValue(true); double dStartTime = Tier0::Plat_FloatTime(); CHostState__State_NewGame(hostState); spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime); int maxPlayers = 6; const char* maxPlayersVar = GetCurrentPlaylistVar("max_players", false); if (maxPlayersVar) // GetCurrentPlaylistVar can return null so protect against this maxPlayers = std::stoi(maxPlayersVar); // Copy new server name cvar to source Cvar_hostname->SetValue(Cvar_ns_server_name->GetString()); g_MasterServerManager->AddSelfToServerList( Cvar_hostport->GetInt(), Cvar_ns_player_auth_port->GetInt(), Cvar_ns_server_name->GetString(), Cvar_ns_server_desc->GetString(), hostState->m_levelName, GetCurrentPlaylistName(), maxPlayers, Cvar_ns_server_password->GetString()); g_ServerAuthenticationManager->StartPlayerAuthServer(); g_ServerAuthenticationManager->m_bNeedLocalAuthForNewgame = false; } typedef void (*CHostState__State_ChangeLevelMPType)(CHostState* hostState); CHostState__State_ChangeLevelMPType CHostState__State_ChangeLevelMP; void CHostState__State_ChangeLevelMPHook(CHostState* hostState) { spdlog::info("HostState: ChangeLevelMP"); int maxPlayers = 6; const char* maxPlayersVar = GetCurrentPlaylistVar("max_players", false); if (maxPlayersVar) // GetCurrentPlaylistVar can return null so protect against this maxPlayers = std::stoi(maxPlayersVar); // net_data_block_enabled is required for sp, force it if we're on an sp map // sucks for security but just how it be if (!strncmp(g_pHostState->m_levelName, "sp_", 3)) g_pCVar->FindVar("net_data_block_enabled")->SetValue(true); g_MasterServerManager->UpdateServerMapAndPlaylist(hostState->m_levelName, GetCurrentPlaylistName(), maxPlayers); double dStartTime = Tier0::Plat_FloatTime(); CHostState__State_ChangeLevelMP(hostState); spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime); } typedef void (*CHostState__State_GameShutdownType)(CHostState* hostState); CHostState__State_GameShutdownType CHostState__State_GameShutdown; void CHostState__State_GameShutdownHook(CHostState* hostState) { spdlog::info("HostState: GameShutdown"); g_MasterServerManager->RemoveSelfFromServerList(); g_ServerAuthenticationManager->StopPlayerAuthServer(); CHostState__State_GameShutdown(hostState); } ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, [](HMODULE baseAddress) { g_pHostState = (CHostState*)((char*)baseAddress + 0x7CF180); HookEnabler hook; ENABLER_CREATEHOOK( hook, (char*)baseAddress + 0x16E7D0, CHostState__State_NewGameHook, reinterpret_cast(&CHostState__State_NewGame)); ENABLER_CREATEHOOK( hook, (char*)baseAddress + 0x16E520, CHostState__State_ChangeLevelMPHook, reinterpret_cast(&CHostState__State_ChangeLevelMP)); ENABLER_CREATEHOOK( hook, (char*)baseAddress + 0x16E640, CHostState__State_GameShutdownHook, reinterpret_cast(&CHostState__State_GameShutdown)); })