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#include "pch.h"
#include "hooks.h"
#include "dedicated.h"
#include "hookutils.h"
#include "gameutils.h"
#include "tier0.h"
#include "playlist.h"
#include "serverauthentication.h"
#include "masterserver.h"
using namespace Tier0;
bool IsDedicated()
{
static bool result = strstr(GetCommandLineA(), "-dedicated");
return result;
}
// CDedidcatedExports defs
struct CDedicatedExports; // forward declare
typedef void (*DedicatedSys_PrintfType)(CDedicatedExports* dedicated, const 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, const char* msg)
{
spdlog::info("[DEDICATED SERVER] {}", msg);
}
typedef void (*CHostState__InitType)(CHostState* self);
void RunServer(CDedicatedExports* dedicated)
{
spdlog::info("CDedicatedExports::RunServer(): starting");
spdlog::info(CommandLine()->GetCmdLine());
// initialise engine
g_pEngine->Frame();
// add +map if not present
// don't manually execute this from cbuf as users may have it in their startup args anyway, easier just to run from stuffcmds if present
if (!CommandLine()->CheckParm("+map"))
CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString());
// run server autoexec and re-run commandline
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "stuffcmds", cmd_source_t::kCommandSrcCode);
Cbuf_Execute();
// ensure playlist initialises right, if we've not explicitly called setplaylist
R2::SetCurrentPlaylist(R2::GetCurrentPlaylistName());
// note: we no longer manually set map and hoststate to start server in g_pHostState, we just use +map which seems to initialise stuff
// better
// get tickinterval
ConVar* Cvar_base_tickinterval_mp = g_pCVar->FindVar("base_tickinterval_mp");
// main loop
double frameTitle = 0;
while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING)
{
double frameStart = Plat_FloatTime();
g_pEngine->Frame();
// only update the title after at least 500ms since the last update
if ((frameStart - frameTitle) > 0.5)
{
frameTitle = frameStart;
// this way of getting playercount/maxplayers honestly really sucks, but not got any other methods of doing it rn
const char* maxPlayers = R2::GetCurrentPlaylistVar("max_players", false);
if (!maxPlayers)
maxPlayers = "6";
SetConsoleTitleA(fmt::format(
"{} - {} {}/{} players ({})",
g_MasterServerManager->m_sUnicodeServerName,
g_pHostState->m_levelName,
g_ServerAuthenticationManager->m_additionalPlayerData.size(),
maxPlayers,
R2::GetCurrentPlaylistName())
.c_str());
}
std::this_thread::sleep_for(std::chrono::duration<double, std::ratio<1>>(
Cvar_base_tickinterval_mp->GetFloat() - 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;
}
#include "NSMem.h"
ON_DLL_LOAD_DEDI("engine.dll", DedicatedServer, (HMODULE engineAddress)
{
spdlog::info("InitialiseDedicated");
uintptr_t ea = (uintptr_t)engineAddress;
{
// Host_Init
// prevent a particle init that relies on client dll
NSMem::NOP(ea + 0x156799, 5);
}
{
// Host_Init
// don't call Key_Init to avoid loading some extra rsons from rpak (will be necessary to boot if we ever wanna disable rpaks entirely)
NSMem::NOP(ea + 0x1565B0, 5);
}
{
// CModAppSystemGroup::Create
// force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment
auto ptr = ea + 0x1C4EBD;
// cmp => mov
NSMem::BytePatch(ptr + 1, "C6 87");
// 00 => 01
NSMem::BytePatch(ptr + 7, "01");
}
{
// Some init that i'm not sure of that crashes
// nop the call to it
NSMem::NOP(ea + 0x156A63, 5);
}
{
// runframeserver
// nop some access violations
NSMem::NOP(ea + 0x159819, 17);
}
{
NSMem::NOP(ea + 0x156B4C, 7);
// 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
// NSMem::NOP(ea + 0x156B4C + 7, 8);
NSMem::NOP(ea + 0x156B4C + 15, 9);
}
{
// HostState_State_NewGame
// nop an access violation
NSMem::NOP(ea + 0xB934C, 9);
}
{
// CEngineAPI::Connect
// remove call to Shader_Connect
NSMem::NOP(ea + 0x1C4D7D, 5);
}
// currently does not work, crashes stuff, likely gotta keep this here
//{
// // CEngineAPI::Connect
// // remove calls to register ui rpak asset types
// NSMem::NOP(ea + 0x1C4E07, 5);
//}
{
// Host_Init
// remove call to ui loading stuff
NSMem::NOP(ea + 0x156595, 5);
}
{
// some function that gets called from RunFrameServer
// nop a function that makes requests to stryder, this will eventually access violation if left alone and isn't necessary anyway
NSMem::NOP(ea + 0x15A0BB, 5);
}
{
// RunFrameServer
// nop a function that access violations
NSMem::NOP(ea + 0x159BF3, 5);
}
{
// func that checks if origin is inited
// always return 1
NSMem::BytePatch(
ea + 0x183B70,
{
0xB0,
0x01, // mov al,01
0xC3 // ret
});
}
{
// HostState_State_ChangeLevel
// nop clientinterface call
NSMem::NOP(ea + 0x1552ED, 16);
}
{
// HostState_State_ChangeLevel
// nop clientinterface call
NSMem::NOP(ea + 0x155363, 16);
}
// 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
// nop call to ShowWindow
NSMem::NOP(ea + 0x1CD146, 5);
}
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("-nomessagebox", 0);
CommandLine()->AppendParm("+host_preload_shaders", "0");
CommandLine()->AppendParm("+net_usesocketsforloopback", "1");
// Disable Quick Edit mode to reduce chance of user unintentionally hanging their server by selecting something.
if (!CommandLine()->CheckParm("-bringbackquickedit"))
{
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);
}
}
}
else
spdlog::info("Quick Edit enabled by user request");
// 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");
})
ON_DLL_LOAD_DEDI("tier0.dll", DedicatedServerOrigin, (HMODULE baseAddress)
{
// 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
NSMem::BytePatch(
(uintptr_t)GetProcAddress(GetModuleHandleA("tier0.dll"), "Tier0_InitOrigin"),
{
0xC3 // ret
});
})
typedef void (*PrintFatalSquirrelErrorType)(void* sqvm);
PrintFatalSquirrelErrorType PrintFatalSquirrelError;
void PrintFatalSquirrelErrorHook(void* sqvm)
{
PrintFatalSquirrelError(sqvm);
g_pEngine->m_nQuitting = EngineQuitState::QUIT_TODESKTOP;
}
ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, (HMODULE baseAddress)
{
HookEnabler hook;
ENABLER_CREATEHOOK(hook, baseAddress + 0x794D0, &PrintFatalSquirrelErrorHook, reinterpret_cast<LPVOID*>(&PrintFatalSquirrelError));
})
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