aboutsummaryrefslogtreecommitdiff
path: root/NorthstarDedicatedTest/dllmain.cpp
blob: 81bae847b5a616952ae8a9cd500348b032fed483 (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
#include "pch.h"
#include "hooks.h"
#include "main.h"
#include "squirrel.h"
#include "dedicated.h"
#include "dedicatedmaterialsystem.h"
#include "sourceconsole.h"
#include "logging.h"
#include "concommand.h"
#include "modmanager.h"
#include "filesystem.h"
#include "serverauthentication.h"
#include "scriptmodmenu.h"
#include "scriptserverbrowser.h"
#include "keyvalues.h"
#include "masterserver.h"
#include "gameutils.h"
#include "chatcommand.h"
#include "modlocalisation.h"
#include "playlist.h"
#include "securitypatches.h"
#include "miscserverscript.h"
#include "clientauthhooks.h"
#include "scriptbrowserhooks.h"
#include "scriptmainmenupromos.h"
#include "miscclientfixes.h"
#include "miscserverfixes.h"
#include "memalloc.h"

bool initialised = false;

BOOL APIENTRY DllMain( HMODULE hModule,
                       DWORD  ul_reason_for_call,
                       LPVOID lpReserved
                     )
{
    switch (ul_reason_for_call)
    {
    case DLL_PROCESS_ATTACH:
    case DLL_THREAD_ATTACH:
    case DLL_THREAD_DETACH:
    case DLL_PROCESS_DETACH:
        break;
    }

    // pls no xD
    //if (!initialised)
    //    InitialiseNorthstar();
    //initialised = true;

    return TRUE;
}

void WaitForDebugger(HMODULE baseAddress)
{
    // earlier waitfordebugger call than is in vanilla, just so we can debug stuff a little easier
    //if (CommandLine()->CheckParm("-waitfordebugger"))
    if (strstr(GetCommandLineA(), "-waitfordebugger"))
    {
        spdlog::info("waiting for debugger...");

        while (!IsDebuggerPresent())
            Sleep(100);
    }
}

bool InitialiseNorthstar()
{
    if (initialised)
    {
        spdlog::warn("Called InitialiseNorthstar more than once!");
        return false;
    }
    initialised = true;

    curl_global_init(CURL_GLOBAL_DEFAULT);

    InitialiseLogging();

    // apply initial hooks
    InstallInitialHooks();
    InitialiseInterfaceCreationHooks();

    AddDllLoadCallback("engine.dll", WaitForDebugger);
    AddDllLoadCallback("engine.dll", InitialiseEngineGameUtilFunctions);
    AddDllLoadCallback("server.dll", InitialiseServerGameUtilFunctions);
    AddDllLoadCallback("engine.dll", InitialiseEngineSpewFuncHooks);

    // dedi patches
    {
        AddDllLoadCallback("launcher.dll", InitialiseDedicatedOrigin);
        AddDllLoadCallback("engine.dll", InitialiseDedicated);
        AddDllLoadCallback("server.dll", InitialiseDedicatedServerGameDLL);
        AddDllLoadCallback("materialsystem_dx11.dll", InitialiseDedicatedMaterialSystem);
        // this fucking sucks, but seemingly we somehow load after rtech_game???? unsure how, but because of this we have to apply patches here, not on rtech_game load
        AddDllLoadCallback("engine.dll", InitialiseDedicatedRtechGame);
    }
    
    AddDllLoadCallback("engine.dll", InitialiseConVars);
    AddDllLoadCallback("engine.dll", InitialiseConCommands);

    // client-exclusive patches
    {
        AddDllLoadCallback("engine.dll", InitialiseClientEngineSecurityPatches);
        AddDllLoadCallback("client.dll", InitialiseClientSquirrel);
        AddDllLoadCallback("client.dll", InitialiseSourceConsole);
        AddDllLoadCallback("engine.dll", InitialiseChatCommands);
        AddDllLoadCallback("client.dll", InitialiseScriptModMenu);
        AddDllLoadCallback("client.dll", InitialiseScriptServerBrowser);
        AddDllLoadCallback("localize.dll", InitialiseModLocalisation);
        AddDllLoadCallback("engine.dll", InitialiseClientAuthHooks);
        AddDllLoadCallback("engine.dll", InitialiseScriptExternalBrowserHooks);
        AddDllLoadCallback("client.dll", InitialiseScriptMainMenuPromos);
        AddDllLoadCallback("client.dll", InitialiseMiscClientFixes);
    }

    AddDllLoadCallback("server.dll", InitialiseServerSquirrel);
    AddDllLoadCallback("engine.dll", InitialiseServerAuthentication);
    AddDllLoadCallback("engine.dll", InitialiseSharedMasterServer);
    AddDllLoadCallback("server.dll", InitialiseMiscServerScriptCommand);
    AddDllLoadCallback("server.dll", InitialiseMiscServerFixes);

    AddDllLoadCallback("engine.dll", InitialisePlaylistHooks);

    AddDllLoadCallback("filesystem_stdio.dll", InitialiseFilesystem);
    AddDllLoadCallback("engine.dll", InitialiseKeyValues);

    // mod manager after everything else
    AddDllLoadCallback("engine.dll", InitialiseModManager);

    // TODO: If you wanna make it more flexible and for example injectable with old Icepick injector
    // in this place you should iterate over all already loaded DLLs and execute their callbacks and mark them as executed
    // (as they will never get called otherwise and stuff will fail)

    return true;
}