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#include "pch.h"
#include "hoststate.h"
#include "masterserver.h"
#include "serverauthentication.h"
#include "serverpresence.h"
#include "playlist.h"
#include "tier0.h"
#include "r2engine.h"
AUTOHOOK_INIT()
using namespace R2;
// use the R2 namespace for game funcs
namespace R2
{
CHostState* g_pHostState;
} // namespace R2
ConVar* Cvar_hostport;
void ServerStartingOrChangingMap()
{
// 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);
}
AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0,
void,, (CHostState* self))
{
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_pServerAuthentication->m_bNeedLocalAuthForNewgame)
SetCurrentPlaylist("tdm");
// don't require authentication on singleplayer startup
g_pServerAuthentication->m_bRequireClientAuth = strncmp(g_pHostState->m_levelName, "sp_", 3);
ServerStartingOrChangingMap();
double dStartTime = Tier0::Plat_FloatTime();
CHostState__State_NewGame(self);
spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
// setup server presence
g_pServerPresence->CreatePresence();
g_pServerPresence->SetMap(g_pHostState->m_levelName, true);
g_pServerPresence->SetPlaylist(GetCurrentPlaylistName());
g_pServerPresence->SetPort(Cvar_hostport->GetInt());
g_pServerAuthentication->StartPlayerAuthServer();
g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false;
}
AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520,
void,, (CHostState* self))
{
spdlog::info("HostState: ChangeLevelMP");
ServerStartingOrChangingMap();
double dStartTime = Tier0::Plat_FloatTime();
CHostState__State_ChangeLevelMP(self);
spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
g_pServerPresence->SetMap(g_pHostState->m_levelName);
}
AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E640,
void,, (CHostState* self))
{
spdlog::info("HostState: GameShutdown");
g_pServerPresence->DestroyPresence();
g_pServerAuthentication->StopPlayerAuthServer();
CHostState__State_GameShutdown(self);
}
AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00,
void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime))
{
CHostState__FrameUpdate(self, flCurrentTime, flFrameTime);
if (*R2::g_pServerState == R2::server_state_t::ss_active)
{
// update server presence
g_pServerPresence->RunFrame(flCurrentTime);
}
}
ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module))
{
AUTOHOOK_DISPATCH()
g_pHostState = module.Offset(0x7CF180).As<CHostState*>();
Cvar_hostport = module.Offset(0x13FA6070).As<ConVar*>();
}
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