aboutsummaryrefslogtreecommitdiff
path: root/NorthstarDedicatedTest/dedicated.cpp
blob: 91e9cef68542a870f44c9fadbf29afa651e5dd4b (plain)
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
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
#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;
}

HANDLE consoleInputThreadHandle = NULL;

DWORD WINAPI ConsoleInputThread(PVOID pThreadParameter)
{
	while (!g_pEngine || !g_pHostState || g_pHostState->m_iCurrentState != HostState_t::HS_RUN)
		Sleep(1000);

	// Bind stdin to receive console input.
	FILE* fp = nullptr;
	freopen_s(&fp, "CONIN$", "r", stdin);

	spdlog::info("Ready to receive console commands.");

	{
		// Process console input
		std::string input;
		while (g_pEngine && g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING && std::getline(std::cin, input))
		{
			input += "\n";
			Cbuf_AddText(Cbuf_GetCurrentPlayer(), input.c_str(), cmd_source_t::kCommandSrcCode);
		}
	}

	return 0;
}

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");

	// Disable Quick Edit mode to reduce chance of user unintentionally hanging their server by selecting something.
	if (!CommandLine()->CheckParm("-bringbackquickedit"))
	{
		spdlog::info("Quick Edit enabled by user request");

		HANDLE stdIn = GetStdHandle(STD_INPUT_HANDLE);
		DWORD mode = 0;

		if (GetConsoleMode(stdIn, &mode)) {
			if (mode & ENABLE_QUICK_EDIT_MODE) {
				mode &= ~ENABLE_QUICK_EDIT_MODE;
				mode &= ~ENABLE_MOUSE_INPUT;

				mode |= ENABLE_PROCESSED_INPUT;

				SetConsoleMode(stdIn, mode);
			}
		}
	}

	// create console input thread
	if (!CommandLine()->CheckParm("-noconsoleinput"))
		consoleInputThreadHandle = CreateThread(0, 0, ConsoleInputThread, 0, 0, NULL);
	else spdlog::info("Console input disabled by user request");
}

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));
}