#pragma once #include "networksystem/pylon.h" #include "networksystem/bansystem.h" /////////////////////////////////////////////////////////////////////////////// class CClient; class CClient; /* ==== SV_MAIN ======================================================================================================================================================= */ inline bool(*CGameServer__SpawnServer)(void* thisptr, const char* pszMapName, const char* pszMapGroupName); inline void(*v_SV_InitGameDLL)(void); inline void(*v_SV_ShutdownGameDLL)(void); inline bool(*v_SV_ActivateServer)(void); inline bool(*v_SV_CreateBaseline)(void); inline void(*v_SV_BroadcastVoiceData)(CClient* cl, int nBytes, char* data); inline bool* s_bIsDedicated = nullptr; // Returns true if this is a dedicated server. inline bool IsDedicated() { return *s_bIsDedicated; } /////////////////////////////////////////////////////////////////////////////// void SV_InitGameDLL(); void SV_ShutdownGameDLL(); bool SV_ActivateServer(); void SV_BroadcastVoiceData(CClient* cl, int nBytes, char* data); void SV_IsClientBanned(CClient* pClient, const string& svIPAddr, const NucleusID_t nNucleusID, const string& svPersonaName, const int nPort); void SV_CheckForBan(const CBanSystem::BannedList_t* pBannedVec = nullptr, const bool bDelete = false); /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// class HSV_Main : public IDetour { virtual void GetAdr(void) const { LogFunAdr("CGameServer::SpawnServer", CGameServer__SpawnServer); LogFunAdr("SV_InitGameDLL", v_SV_InitGameDLL); LogFunAdr("SV_ShutdownGameDLL", v_SV_ShutdownGameDLL); LogFunAdr("SV_ActivateServer", v_SV_ActivateServer); LogFunAdr("SV_CreateBaseline", v_SV_CreateBaseline); LogFunAdr("SV_BroadcastVoiceData", v_SV_BroadcastVoiceData); LogVarAdr("s_bIsDedicated", s_bIsDedicated); } virtual void GetFun(void) const { g_GameDll.FindPatternSIMD("48 8B C4 53 55 56 57 41 54 41 55 41 57").GetPtr(CGameServer__SpawnServer); g_GameDll.FindPatternSIMD("48 81 EC ?? ?? ?? ?? E8 ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ?? 0F 85 ?? ?? ?? ??").GetPtr(v_SV_InitGameDLL); g_GameDll.FindPatternSIMD("48 83 EC 28 80 3D ?? ?? ?? ?? ?? 0F 84 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 48").GetPtr(v_SV_ShutdownGameDLL); g_GameDll.FindPatternSIMD("48 8B C4 56 48 81 EC ?? ?? ?? ?? 48 89 ?? ?? 48 8D").GetPtr(v_SV_ActivateServer); g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 0D ?? ?? ?? ?? 48 85 C9 75 07").GetPtr(v_SV_CreateBaseline); g_GameDll.FindPatternSIMD("4C 8B DC 56 48 81 EC ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ??").GetPtr(v_SV_BroadcastVoiceData); } virtual void GetVar(void) const { 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") .FindPatternSelf("40 38 3D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast(); } virtual void GetCon(void) const { } /////////////////////////////////////////////////////////////////////////////// virtual void Detour(const bool bAttach) const { //DetourSetup(&v_SV_InitGameDLL, SV_InitGameDLL, bAttach); //DetourSetup(&v_SV_ShutdownGameDLL, SV_ShutdownGameDLL, bAttach); //DetourSetup(&v_SV_ActivateServer, SV_ActivateServer, bAttach); #ifndef CLIENT_DLL DetourSetup(&v_SV_BroadcastVoiceData, SV_BroadcastVoiceData, bAttach); #endif // !CLIENT_DLL } }; ///////////////////////////////////////////////////////////////////////////////