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Code actually doesn't need to be ran in the server frame thread. All the code really does is preparation work. Run it in the main thread but do join the server frame thread (FCVAR_SERVER_FRAME_THREAD) as we can't do concurrent work on the server VM.
168 lines
8.4 KiB
C++
168 lines
8.4 KiB
C++
#pragma once
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#include "tier0/frametask.h"
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#include "tier1/NetAdr.h"
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#include "networksystem/pylon.h"
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#include "engine/client/client.h"
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#include "engine/networkstringtable.h"
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#include "public/iserver.h"
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#ifndef CLIENT_DLL
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#include "vengineserver_impl.h"
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#endif // !CLIENT_DLL
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enum class server_state_t
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{
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ss_dead = 0, // Dead
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ss_loading, // Spawning
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ss_active, // Running
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ss_paused, // Running, but paused
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};
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struct user_creds_s
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{
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netadr_t netAdr;
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int32_t protocolVer;
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int32_t challenge;
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uint32_t reservation;
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uint64_t personaId;
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char* personaName;
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};
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class CServer : public IConnectionlessPacketHandler
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{
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public:
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int GetTick(void) const { return m_nTickCount; }
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#ifndef CLIENT_DLL // Only the connectionless packet handler is implemented on the client via the IServer base class.
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int GetNumHumanPlayers(void) const;
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int GetNumFakeClients(void) const;
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int GetNumClients(void) const;
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inline const char* GetMapName(void) const { return m_szMapname; }
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inline const char* GetMapGroupName(void) const { return m_szMapGroupName; }
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inline int GetNumClasses(void) const { return m_nServerClasses; }
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inline int GetClassBits(void) const { return m_nServerClassBits; }
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inline int GetSpawnCount(void) const { return m_nSpawnCount; }
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inline int GetMaxClients(void) const { return m_nMaxClients; }
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inline int64_t GetMaxTeams(void) const { return m_iMaxTeams; }
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inline CClient* GetClient(const int nIndex) { Assert(nIndex >= NULL && nIndex < MAX_PLAYERS); return &m_Clients[nIndex]; }
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inline CClientExtended* GetClientExtended(const int nIndex) { Assert(nIndex >= NULL && nIndex < MAX_PLAYERS); return &sm_ClientsExtended[nIndex]; }
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inline float GetTime(void) const { return m_nTickCount * m_flTickInterval; }
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inline float GetCPUUsage(void) const { return m_fCPUPercent; }
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inline bool IsActive(void) const { return m_State >= server_state_t::ss_active; }
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inline bool IsLoading(void) const { return m_State == server_state_t::ss_loading; }
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inline bool IsDedicated(void) const { return m_bIsDedicated; }
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void RejectConnection(int iSocket, netadr_t* pNetAdr, const char* szMessage);
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static CClient* ConnectClient(CServer* pServer, user_creds_s* pChallenge);
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void BroadcastMessage(CNetMessage* const msg, const bool onlyActive, const bool reliable);
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static void RunFrame(CServer* pServer);
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static void FrameJob(double flFrameTime, bool bRunOverlays, bool bUpdateFrame);
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#endif // !CLIENT_DLL
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private:
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server_state_t m_State; // some actions are only valid during load
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int m_Socket; // network socket
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int m_nTickCount; // current server tick
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bool m_bResetMaxTeams; // reset max players on the server
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char m_szMapname[MAX_MAP_NAME]; // map name and path without extension
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char m_szMapGroupName[64]; // map group name
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char m_szPassword[32]; // server password
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uint32_t m_WorldmapCRC; // for detecting that client has a hacked local copy of map, the client will be dropped if this occurs.
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uint32_t m_ClientDllCRC; // the dll that this server is expecting clients to be using.
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CNetworkStringTableContainer* m_StringTables; // network string table container
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CNetworkStringTable* m_pInstanceBaselineTable; // instancebaseline
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CNetworkStringTable* m_pLightStyleTable; // lightstyles
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CNetworkStringTable* m_pUserInfoTable; // userinfo
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CNetworkStringTable* m_pServerQueryTable; // server_query_inf
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bool m_bReplay; // MAYBE
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bool m_bUpdateFrame; // perform snapshot update
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bool m_bUseReputation; // use of player reputation on the server
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bool m_bSimulating; // are we simulating or not
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bf_write m_Signon; // signon bitbuf
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CUtlMemory<byte> m_SignonBuffer; // signon memory
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int m_nServerClasses; // number of unique server classes
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int m_nServerClassBits; // log2 of serverclasses
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char m_szHostInfo[128]; // see '[r5apex_ds.exe + 0x237740]' for more details. fmt: '[IPv6]:PORT:TIMEi64u'
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char m_nGap0[520];
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int m_nSpawnCount;
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int m_nMaxClients;
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char gap_3C0[8]; // Unknown count (something for teams), see '[r5apex_ds.exe + 0x2777E9]'
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int64_t m_iMaxTeams;
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float m_flTickInterval; // Time for 1 tick in seconds
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float m_flTimescale; // The game time scale (multiplied in conjunction with host_timescale)
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char gap_3D8[40];
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CClient m_Clients[MAX_PLAYERS];
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char gap_25263c0[48];
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float m_fCPUPercent;
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float m_fStartTime;
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float m_fLastCPUCheckTime;
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bool m_bTeams[MAX_TEAMS]; // Something with teams, unclear what this does; see '[r5apex_ds.exe + 0x30CE40]'
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// Maps directly to m_Clients, contains extended client data which we
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// cannot add to the CClient class as it would otherwise mismatch the
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// structure in the engine.
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static CClientExtended sm_ClientsExtended[MAX_PLAYERS];
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};
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static_assert(sizeof(CServer) == 0x25264C0);
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extern CServer* g_pServer;
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extern ConVar sv_showconnecting;
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extern ConVar sv_pylonVisibility;
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extern ConVar sv_pylonRefreshRate;
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extern ConVar sv_globalBanlist;
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extern ConVar sv_banlistRefreshRate;
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/* ==== CSERVER ========================================================================================================================================================= */
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inline void(*CServer__FrameJob)(double flFrameTime, bool bRunOverlays, bool bUpdateFrame);
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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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{
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virtual void GetAdr(void) const
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{
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#ifndef CLIENT_DLL
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LogFunAdr("CServer::FrameJob", CServer__FrameJob);
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LogFunAdr("CServer::RunFrame", CServer__RunFrame);
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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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virtual void GetFun(void) const
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{
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#ifndef CLIENT_DLL
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g_GameDll.FindPatternSIMD("48 89 6C 24 ?? 56 41 54 41 56").GetPtr(CServer__FrameJob);
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g_GameDll.FindPatternSIMD("40 55 57 41 55 41 57 48 8D AC 24 ?? ?? ?? ??").GetPtr(CServer__ConnectClient);
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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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{
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#ifndef CLIENT_DLL
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g_pServer = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 0F BF D1").FindPatternSelf("48 8D 3D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CServer*>();
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#endif // !CLIENT_DLL
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}
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virtual void GetCon(void) const { }
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virtual void Detour(const bool bAttach) const;
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};
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///////////////////////////////////////////////////////////////////////////////
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