#pragma once #include "tier1/NetAdr2.h" #include "networksystem/pylon.h" #include "engine/client/client.h" #include "engine/networkstringtable.h" #include "public/iserver.h" #ifndef CLIENT_DLL #include "server/vengineserver_impl.h" #endif // !CLIENT_DLL enum class server_state_t { ss_dead = 0, // Dead ss_loading, // Spawning ss_active, // Running ss_paused, // Running, but paused }; struct user_creds_s { v_netadr_t m_nAddr; int32_t m_nProtocolVer; int32_t m_nChallenge; uint32_t m_nReservation; uint64_t m_nNucleusID; uint8_t* m_pUserID; }; class CServer : public IServer { public: int GetTick(void) const { return m_nTickCount; } #ifndef CLIENT_DLL // Only the connectionless packet handler is implemented on the client via the IServer base class. int GetNumHumanPlayers(void) const; int GetNumFakeClients(void) const; const char* GetMapName(void) const { return m_szMapname; } const char* GetMapGroupName(void) const { return m_szMapGroupName; } int GetNumClasses(void) const { return m_nServerClasses; } int GetClassBits(void) const { return m_nServerClassBits; } bool IsActive(void) const { return m_State >= server_state_t::ss_active; } bool IsLoading(void) const { return m_State == server_state_t::ss_loading; } bool IsDedicated(void) const { return g_bDedicated; } bool AuthClient(user_creds_s* pChallenge); void RejectConnection(int iSocket, user_creds_s* pCreds, const char* szMessage); static CClient* ConnectClient(CServer* pServer, user_creds_s* pChallenge); #endif // !CLIENT_DLL private: server_state_t m_State; // some actions are only valid during load int m_Socket; // network socket int m_nTickCount; // current server tick bool m_bResetMaxTeams; // reset max players on the server char m_szMapname[MAX_MAP_NAME]; // map name and path without extension char m_szMapGroupName[64]; // map group name char m_szPassword[32]; // server password uint32_t m_WorldmapCRC; // for detecting that client has a hacked local copy of map, the client will be dropped if this occurs. uint32_t m_ClientDllCRC; // the dll that this server is expecting clients to be using. CNetworkStringTableContainer* m_StringTables; // network string table container CNetworkStringTable* m_pInstanceBaselineTable; // instancebaseline CNetworkStringTable* m_pLightStyleTable; // lightstyles CNetworkStringTable* m_pUserInfoTable; // userinfo CNetworkStringTable* m_pServerQueryTable; // server_query_inf bool m_bReplay; // MAYBE bool m_bUpdateFrame; // perform snapshot update bool m_bUseReputation; // use of player reputation on the server bool m_bSimulating; // are we simulating or not int m_nPad; // padding bf_write m_Signon; // signon bitbuf CUtlMemory m_SignonBuffer; // signon memory int m_nServerClasses; // number of unique server classes int m_nServerClassBits; // log2 of serverclasses char m_szHostInfo[128]; // see '[r5apex_ds.exe + 0x237740]' for more details. fmt: '[IPv6]:PORT:TIMEi64u' char m_nGap0[0x4A290]; // TODO: Reverse the rest in this gap. #if defined (GAMEDLL_S2) || defined (GAMEDLL_S3) char m_nGap1[0x80]; #endif }; #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) static_assert(sizeof(CServer) == 0x4A440); #else static_assert(sizeof(CServer) == 0x4A4C0); #endif extern CServer* g_pServer; /* ==== CSERVER ========================================================================================================================================================= */ inline CMemory p_CServer_Think; inline auto v_CServer_Think = p_CServer_Think.RCast(); inline CMemory p_CServer_Authenticate; inline auto v_CServer_ConnectClient = p_CServer_Authenticate.RCast(); inline CMemory p_CServer_RejectConnection; inline auto v_CServer_RejectConnection = p_CServer_RejectConnection.RCast(); void CServer_Attach(); void CServer_Detach(); extern bool g_bCheckCompBanDB; /////////////////////////////////////////////////////////////////////////////// class VServer : public IDetour { virtual void GetAdr(void) const { #ifndef CLIENT_DLL spdlog::debug("| FUN: CServer::Think : {:#18x} |\n", p_CServer_Think.GetPtr()); spdlog::debug("| FUN: CServer::ConnectClient : {:#18x} |\n", p_CServer_Authenticate.GetPtr()); spdlog::debug("| FUN: CServer::RejectConnection : {:#18x} |\n", p_CServer_RejectConnection.GetPtr()); spdlog::debug("| VAR: g_pServer[128] : {:#18x} |\n", reinterpret_cast(g_pServer)); spdlog::debug("+----------------------------------------------------------------+\n"); #endif // !CLIENT_DLL } virtual void GetFun(void) const { #ifndef CLIENT_DLL p_CServer_Think = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x89\x5C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x81\xEC\x00\x00\x00\x00\x80\x3D\x00\x00\x00\x00\x00"), "xxxx?xxxx?xxxx????xx?????"); #if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) p_CServer_Authenticate = g_GameDll.FindPatternSIMD(reinterpret_cast("\x44\x89\x44\x24\x00\x55\x56\x57\x48\x8D\xAC\x24\x00\x00\x00\x00"), "xxxx?xxxxxxx????"); #elif defined (GAMEDLL_S2) p_CServer_Authenticate = g_GameDll.FindPatternSIMD(reinterpret_cast("\x44\x89\x44\x24\x00\x56\x57\x48\x81\xEC\x00\x00\x00\x00"), "xxxx?xxxxx????"); #else p_CServer_Authenticate = g_GameDll.FindPatternSIMD(reinterpret_cast("\x40\x55\x57\x41\x55\x41\x57\x48\x8D\xAC\x24\x00\x00\x00\x00"), "xxxxxxxxxxx????"); #endif p_CServer_RejectConnection = g_GameDll.FindPatternSIMD(reinterpret_cast("\x4C\x89\x4C\x24\x00\x53\x55\x56\x57\x48\x81\xEC\x00\x00\x00\x00\x49\x8B\xD9"), "xxxx?xxxxxxx????xxx"); v_CServer_Think = p_CServer_Think.RCast(); /*48 89 5C 24 ?? 48 89 74 24 ?? 57 48 81 EC ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ??*/ v_CServer_ConnectClient = p_CServer_Authenticate.RCast(); /*40 55 57 41 55 41 57 48 8D AC 24 ?? ?? ?? ??*/ v_CServer_RejectConnection = p_CServer_RejectConnection.RCast(); /*4C 89 4C 24 ?? 53 55 56 57 48 81 EC ?? ?? ?? ?? 49 8B D9*/ #endif // !CLIENT_DLL } virtual void GetVar(void) const { #ifndef CLIENT_DLL g_pServer = g_GameDll.FindPatternSIMD(reinterpret_cast("\x48\x89\x5C\x24\x00\x57\x48\x83\xEC\x20\x48\x0F\xBF\xD1"), "xxxx?xxxxxxxxx") .FindPatternSelf("48 8D 3D").ResolveRelativeAddressSelf(0x3, 0x7).RCast(); #endif // !CLIENT_DLL } virtual void GetCon(void) const { } virtual void Attach(void) const { } virtual void Detach(void) const { } }; /////////////////////////////////////////////////////////////////////////////// REGISTER(VServer);