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#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;
}
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