r5sdk/r5dev/server/IVEngineServer.cpp

70 lines
3.1 KiB
C++
Raw Normal View History

Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
//=============================================================================//
//
// Purpose: Interface the engine exposes to the game DLL
//
//=============================================================================//
#include "core/stdafx.h"
#include "tier0/cvar.h"
#include "engine/sys_utils.h"
#include "server/IVEngineServer.h"
#include "client/client.h"
//-----------------------------------------------------------------------------
// Purpose: sets the persistence var in the CClient instance to 'ready'
//-----------------------------------------------------------------------------
bool HIVEngineServer_PersistenceAvailable(void* entidx, int clientidx)
{
CClient* pClient = g_pClient->GetClientInstance(clientidx); // Get client instance.
*(char*)((std::uintptr_t)pClient + g_dwPersistenceVar) = (char)0x5; // Set the client instance to 'ready'.
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
if (!g_bIsPersistenceVarSet[clientidx] && sv_showconnecting->m_pParent->m_iValue > 0)
{
void* clientNamePtr = (void**)(((std::uintptr_t)pClient->GetNetChan()) + 0x1A8D); // Get client name from netchan.
std::string clientName((char*)clientNamePtr, 32); // Get full name.
std::int64_t originID = pClient->m_iOriginID;
std::int64_t clientID = static_cast<std::int64_t>(pClient->m_iUserID + 1);
std::string ipAddress = "null"; // If this stays null they modified the packet somehow.
ADDRESS ipAddressField = ADDRESS(((std::uintptr_t)pClient->GetNetChan()) + 0x1AC0); // Get client ip from netchan.
if (ipAddressField)
{
std::stringstream ss;
ss << std::to_string(ipAddressField.GetValue<std::uint8_t>()) << "."
<< std::to_string(ipAddressField.Offset(0x1).GetValue<std::uint8_t>()) << "."
<< std::to_string(ipAddressField.Offset(0x2).GetValue<std::uint8_t>()) << "."
<< std::to_string(ipAddressField.Offset(0x3).GetValue<std::uint8_t>());
ipAddress = ss.str();
}
DevMsg(eDLL_T::SERVER, "\n");
DevMsg(eDLL_T::SERVER, "______________________________________________________________\n");
DevMsg(eDLL_T::SERVER, "] CLIENT_INSTANCE_DETAILS ------------------------------------\n");
DevMsg(eDLL_T::SERVER, "] INDEX: | '#%d'\n", clientidx);
DevMsg(eDLL_T::SERVER, "] NAME : | '%s'\n", clientName.c_str());
DevMsg(eDLL_T::SERVER, "] OID : | '%lld'\n", originID);
DevMsg(eDLL_T::SERVER, "] UID : | '%lld'\n", clientID);
DevMsg(eDLL_T::SERVER, "] IPADR: | '%s'\n", ipAddress.c_str());
DevMsg(eDLL_T::SERVER, "--------------------------------------------------------------\n");
DevMsg(eDLL_T::SERVER, "\n");
g_bIsPersistenceVarSet[clientidx] = true;
}
///////////////////////////////////////////////////////////////////////////
return IVEngineServer_PersistenceAvailable(entidx, clientidx);
}
void IVEngineServer_Attach()
{
DetourAttach((LPVOID*)&IVEngineServer_PersistenceAvailable, &HIVEngineServer_PersistenceAvailable);
}
void IVEngineServer_Detach()
{
DetourDetach((LPVOID*)&IVEngineServer_PersistenceAvailable, &HIVEngineServer_PersistenceAvailable);
}
///////////////////////////////////////////////////////////////////////////////
2022-01-05 22:56:49 +01:00
bool g_bIsPersistenceVarSet[MAX_PLAYERS];