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#include "dedicated.h"
#include "dedicatedlogtoclient.h"
#include "core/tier0.h"
#include "shared/playlist.h"
#include "engine/r2engine.h"
#include "engine/hoststate.h"
#include "server/auth/serverauthentication.h"
#include "masterserver/masterserver.h"
#include "util/printcommands.h"
AUTOHOOK_INIT()
bool IsDedicatedServer()
{
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);
}
void RunServer(CDedicatedExports* dedicated)
{
spdlog::info("CDedicatedExports::RunServer(): starting");
spdlog::info(CommandLine()->GetCmdLine());
// initialise engine
g_pEngine->Frame();
// add +map if no map loading command is 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()->CheckParm("+launchplaylist"))
CommandLine()->AppendParm("+map", g_pCVar->FindVar("match_defaultMap")->GetString());
// re-run commandline
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "stuffcmds", cmd_source_t::kCommandSrcCode);
Cbuf_Execute();
// main loop
double frameTitle = 0;
while (g_pEngine->m_nQuitting == EngineQuitState::QUIT_NOTQUITTING)
{
double frameStart = Plat_FloatTime();
g_pEngine->Frame();
std::this_thread::sleep_for(
std::chrono::duration<double, std::ratio<1>>(g_pGlobals->m_flTickInterval - fmin(Plat_FloatTime() - frameStart, 0.25)));
}
}
// use server presence to update window title
class DedicatedConsoleServerPresence : public ServerPresenceReporter
{
void ReportPresence(const ServerPresence* pServerPresence) override
{
SetConsoleTitleA(fmt::format(
"{} - {} {}/{} players ({})",
pServerPresence->m_sServerName,
pServerPresence->m_MapName,
pServerPresence->m_iPlayerCount,
pServerPresence->m_iMaxPlayers,
pServerPresence->m_PlaylistName)
.c_str());
}
};
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);
TryPrintCvarHelpForCommand(input.c_str()); // this needs to be done on main thread, unstable in this one
}
}
return 0;
}
// clang-format off
AUTOHOOK(IsGameActiveWindow, engine.dll + 0x1CDC80,
bool,, ())
// clang-format on
{
return true;
}
ON_DLL_LOAD_DEDI_RELIESON("engine.dll", DedicatedServer, ServerPresence, (CModule module))
{
spdlog::info("InitialiseDedicated");
AUTOHOOK_DISPATCH_MODULE(engine.dll)
// Host_Init
// prevent a particle init that relies on client dll
module.Offset(0x156799).NOP(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 on
// dedi)
module.Offset(0x1565B0).NOP(5);
{
// CModAppSystemGroup::Create
// force the engine into dedicated mode by changing the first comparison to IsServerOnly to an assignment
CMemory base = module.Offset(0x1C4EBD);
// cmp => mov
base.Offset(1).Patch("C6 87");
// 00 => 01
base.Offset(7).Patch("01");
}
// Some init that i'm not sure of that crashes
// nop the call to it
module.Offset(0x156A63).NOP(5);
// runframeserver
// nop some access violations
module.Offset(0x159819).NOP(17);
module.Offset(0x156B4C).NOP(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);
module.Offset(0x156B4C).Offset(15).NOP(9);
// HostState_State_NewGame
// nop an access violation
module.Offset(0xB934C).NOP(9);
// CEngineAPI::Connect
// remove call to Shader_Connect
module.Offset(0x1C4D7D).NOP(5);
// Host_Init
// remove call to ui loading stuff
module.Offset(0x156595).NOP(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
module.Offset(0x15A0BB).NOP(5);
// RunFrameServer
// nop a function that access violations
module.Offset(0x159BF3).NOP(5);
// func that checks if origin is inited
// always return 1
module.Offset(0x183B70).Patch("B0 01 C3"); // mov al,01 ret
// HostState_State_ChangeLevel
// nop clientinterface call
module.Offset(0x1552ED).NOP(16);
// HostState_State_ChangeLevel
// nop clientinterface call
module.Offset(0x155363).NOP(16);
// IVideoMode::CreateGameWindow
// nop call to ShowWindow
module.Offset(0x1CD146).NOP(5);
CDedicatedExports* dedicatedExports = new CDedicatedExports;
dedicatedExports->vtable = dedicatedExports;
dedicatedExports->Sys_Printf = Sys_Printf;
dedicatedExports->RunServer = RunServer;
*module.Offset(0x13F0B668).RCast<CDedicatedExports**>() = 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
// 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");
CommandLine()->AppendParm("+community_frame_run", "0");
// use presence reporter for console title
DedicatedConsoleServerPresence* presenceReporter = new DedicatedConsoleServerPresence;
g_pServerPresence->AddPresenceReporter(presenceReporter);
// setup dedicated printing to client
RegisterCustomSink(std::make_shared<DedicatedServerLogToClientSink>());
// 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, (CModule module))
{
// 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
module.GetExportedFunction("Tier0_InitOrigin").Patch("C3");
}
// clang-format off
AUTOHOOK(PrintSquirrelError, server.dll + 0x794D0,
void, __fastcall, (void* sqvm))
// clang-format on
{
PrintSquirrelError(sqvm);
// close dedicated server if a fatal error is hit
// atm, this will crash if not aborted, so this just closes more gracefully
static ConVar* Cvar_fatal_script_errors = g_pCVar->FindVar("fatal_script_errors");
if (Cvar_fatal_script_errors->GetBool())
{
NS::log::FlushLoggers();
abort();
}
}
ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, (CModule module))
{
AUTOHOOK_DISPATCH_MODULE(server.dll)
if (CommandLine()->CheckParm("-nopakdedi"))
{
module.Offset(0x6BA350).Patch("C3"); // dont load skins.rson from rpak if we don't have rpaks, as loading it will cause a crash
module.Offset(0x6BA300).Patch(
"B8 C8 00 00 00 C3"); // return 200 as the number of skins from server.dll + 6BA300, this is the normal value read from
// skins.rson and should be updated when we need it more modular
}
}
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