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Engine: add command line statics for dedicated server and light cleanup
CGameServer::SpawnServer() pointer to engine/server/server.h, and renamed it to CServer::SpawnServer().
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@ -129,6 +129,7 @@ inline void(*CServer__RunFrame)(CServer* pServer);
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inline CClient*(*CServer__ConnectClient)(CServer* pServer, user_creds_s* pCreds);
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inline void*(*CServer__RejectConnection)(CServer* pServer, int iSocket, netadr_t* pNetAdr, const char* szMessage);
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inline void (*CServer__BroadcastMessage)(CServer* pServer, CNetMessage* const msg, const bool onlyActive, const bool reliable);
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inline bool(*CServer__SpawnServer)(CServer* pServer, const char* pszMapName, const char* pszMapGroupName);
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///////////////////////////////////////////////////////////////////////////////
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class VServer : public IDetour
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@ -141,6 +142,7 @@ class VServer : public IDetour
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LogFunAdr("CServer::ConnectClient", CServer__ConnectClient);
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LogFunAdr("CServer::RejectConnection", CServer__RejectConnection);
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LogFunAdr("CServer::BroadcastMessage", CServer__BroadcastMessage);
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LogFunAdr("CServer::SpawnServer", CServer__SpawnServer);
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LogVarAdr("g_Server", g_pServer);
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#endif // !CLIENT_DLL
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}
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@ -153,6 +155,7 @@ class VServer : public IDetour
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g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 88 05 ?? ?? ?? ??").FollowNearCallSelf().GetPtr(CServer__RunFrame);
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g_GameDll.FindPatternSIMD("4C 89 4C 24 ?? 53 55 56 57 48 81 EC ?? ?? ?? ?? 49 8B D9").GetPtr(CServer__RejectConnection);
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g_GameDll.FindPatternSIMD("4C 8B DC 45 88 43 18 56").GetPtr(CServer__BroadcastMessage);
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g_GameDll.FindPatternSIMD("48 8B C4 53 55 56 57 41 54 41 55 41 57").GetPtr(CServer__SpawnServer);
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#endif // !CLIENT_DLL
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}
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virtual void GetVar(void) const
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@ -8,7 +8,6 @@ class CClient;
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class CClient;
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/* ==== SV_MAIN ======================================================================================================================================================= */
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inline bool(*CGameServer__SpawnServer)(void* thisptr, const char* pszMapName, const char* pszMapGroupName);
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inline void(*v_SV_InitGameDLL)(void);
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inline void(*v_SV_ShutdownGameDLL)(void);
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inline bool(*v_SV_ActivateServer)(void);
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@ -17,12 +16,50 @@ inline void(*v_SV_BroadcastVoiceData)(CClient* cl, int nBytes, char* data);
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inline bool* s_bIsDedicated = nullptr;
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inline bool* s_bPartyDediOnly = nullptr;
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inline bool* s_bTrainingDedi = nullptr;
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inline bool* s_bStagingDedi = nullptr;
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inline bool* s_bFiringRangeDedi = nullptr;
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// Returns true if this is a dedicated server.
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inline bool IsDedicated()
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{
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return *s_bIsDedicated;
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}
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// If this is true, a maximum of 2 teams will be enforced. No voice data will
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// be processed or broad casted to clients.
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// This is set with command line option '-partyDediOnly'.
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inline bool IsPartyDedi()
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{
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return *s_bPartyDediOnly;
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}
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// If this is true, no playlist matching checks will be performed. No voice
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// data will be processed or broad casted to clients.
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// This is set with command line option '-trainingDedi'.
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inline bool IsTrainingDedi()
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{
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return *s_bTrainingDedi;
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}
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// If this is true, no playlist matching checks will be performed.
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// This is set with command line option '-stagingDedi'.
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inline bool IsStagingDedi()
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{
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return *s_bStagingDedi;
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}
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// If this is true, no playlist matching checks will be performed.
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// The system expects a 'max_team_size' key in the playlists file
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// that will be used to enforce the max team size, which defaults
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// to '3' if key is absent.
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// This is set with command line option '-firingRangeDedi'.
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inline bool IsFiringRangeDedi()
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{
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return *s_bFiringRangeDedi;
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}
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///////////////////////////////////////////////////////////////////////////////
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void SV_InitGameDLL();
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@ -38,17 +75,16 @@ class HSV_Main : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CGameServer::SpawnServer", CGameServer__SpawnServer);
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LogFunAdr("SV_InitGameDLL", v_SV_InitGameDLL);
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LogFunAdr("SV_ShutdownGameDLL", v_SV_ShutdownGameDLL);
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LogFunAdr("SV_ActivateServer", v_SV_ActivateServer);
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LogFunAdr("SV_CreateBaseline", v_SV_CreateBaseline);
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LogFunAdr("SV_BroadcastVoiceData", v_SV_BroadcastVoiceData);
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LogVarAdr("s_bIsDedicated", s_bIsDedicated);
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}
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virtual void GetFun(void) const
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{
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g_GameDll.FindPatternSIMD("48 8B C4 53 55 56 57 41 54 41 55 41 57").GetPtr(CGameServer__SpawnServer);
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g_GameDll.FindPatternSIMD("48 81 EC ?? ?? ?? ?? E8 ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ?? 0F 85 ?? ?? ?? ??").GetPtr(v_SV_InitGameDLL);
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g_GameDll.FindPatternSIMD("48 83 EC 28 80 3D ?? ?? ?? ?? ?? 0F 84 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 48").GetPtr(v_SV_ShutdownGameDLL);
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g_GameDll.FindPatternSIMD("48 8B C4 56 48 81 EC ?? ?? ?? ?? 48 89 ?? ?? 48 8D").GetPtr(v_SV_ActivateServer);
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@ -59,6 +95,14 @@ class HSV_Main : public IDetour
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{
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s_bIsDedicated = g_GameDll.FindPatternSIMD("48 89 4C 24 ?? 48 89 54 24 ?? 4C 89 44 24 ?? 4C 89 4C 24 ?? 53 57 B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 48 8B D9 48 8D BC 24 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 89 7C 24 ?? 48 8D 54 24 ?? 33 FF")
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.FindPatternSelf("40 38 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<bool*>();
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CMemory baseAdr = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 83 3D ?? ?? ?? ?? ?? 75 2A").OffsetSelf(0x100);
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// Grab the 4 globals in a row (FindPatternSelf moves the base address to found address).
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baseAdr.FindPatternSelf("0F 95 05").ResolveRelativeAddress(3, 7).GetPtr(s_bPartyDediOnly);
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baseAdr.FindPatternSelf("0F 95 05").ResolveRelativeAddress(3, 7).GetPtr(s_bTrainingDedi);
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baseAdr.FindPatternSelf("0F 95 05").ResolveRelativeAddress(3, 7).GetPtr(s_bStagingDedi);
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baseAdr.FindPatternSelf("0F 95 05").ResolveRelativeAddress(3, 7).GetPtr(s_bFiringRangeDedi);
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}
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virtual void GetCon(void) const { }
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///////////////////////////////////////////////////////////////////////////////
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