1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
|
#include "pch.h"
#include "dedicated.h"
#include "hookutils.h"
#include "tier0.h"
#include "gameutils.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 bool (*CEngine__FrameType)(void* engineSelf);
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", "mp_lobby"), sizeof(g_pHostState->m_levelName)); // set map to load into
spdlog::info(CommandLine()->GetCmdLine());
while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING)
{
g_pEngine->Frame();
spdlog::info("g_pEngine->Frame() on map {} took {}ms", g_pHostState->m_levelName, g_pEngine->GetFrameTime());
Sleep(50);
}
}
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;
*(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;
}
{
// 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;
}
// not currently using this because it's for nopping renderthread/gamewindow stuff i.e. very hard
//{
// // CEngineAPI::Init
// char* ptr = (char*)engineAddress + 0x1C60CE;
// TempReadWrite rw(ptr);
//
// // remove call to something or other that reads video settings
// *ptr = 0x90;
// *(ptr + 1) = (char)0x90;
// *(ptr + 2) = (char)0x90;
// *(ptr + 3) = (char)0x90;
// *(ptr + 4) = (char)0x90;
//}
{
// some inputsystem bullshit
char* ptr = (char*)engineAddress + 0x1CEE28;
TempReadWrite rw(ptr);
// nop an accessviolation: temp because we still create game window atm
*ptr = (char)0x90;
*(ptr + 1) = (char)0x90;
*(ptr + 2) = (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;
// 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
// add cmdline args that are good for dedi
CommandLine()->AppendParm("-nomenuvid", 0);
CommandLine()->AppendParm("-nosound", 0);
CommandLine()->AppendParm("+host_preload_shaders", "0");
}
typedef void(*Tier0_InitOriginType)();
Tier0_InitOriginType Tier0_InitOrigin;
void Tier0_InitOriginHook()
{
if (!IsDedicated())
Tier0_InitOrigin();
}
void InitialiseDedicatedOrigin(HMODULE baseAddress)
{
HookEnabler hook;
ENABLER_CREATEHOOK(hook, GetProcAddress(GetModuleHandleA("tier0.dll"), "Tier0_InitOrigin"), &Tier0_InitOriginHook, reinterpret_cast<LPVOID*>(&Tier0_InitOrigin));
}
|