Full implementation of all LiveAPI events into the game server. NOTE: The only event left to be implemented in code is CustomEvent. NOTE: ObserverSwitched and WeaponSwitched events are implemented in code, but they need a proper CodeCallback to hook them up properly in scripts. The events.proto file is from build "R5pc_r5-200_J33_CL6243000_2024_02_27_14_53" with some slight modifications: - PlayerStatChanged.newValue is now a oneof field, which can be either int, float or bool as Season 3 Apex still handles stats in one of those 3 types while retail was only int (which is most likely why they kept it just int only int he proto file). - PlayerRespawnTeam.respawned is now a repeated Player field instead of a string. Initially the respawned field contained a comma separated list of player names that were respawned in the team, it now contains the actual Player data that is respawned as this was much easier to get from scripts, and also makes a bunch more sense than just string names. - New CustomEvent event: since R5Reloaded is a modding platform, and we can't make new events for literally all gamemodes that modders create, we added another event "CustomEvent" which allows modders to sent their own data to their own tracker or anything while still remaining compatibility with the protocol.
Source SDK
- This repository houses the source code for the development package targeting the game Apex Legends.
Building
R5sdk uses the CMake project generation and build tools. For more information, visit CMake.
In order to compile the SDK, you will need to install Visual Studio 2017, 2019 or 2022 with:
- Desktop Development with C++ Package.
- Windows SDK 10.0.10240.0 or higher.
- C++ MFC build tools for x86 and x64.
- [Optional] C++ Clang/LLVM compiler.
Steps:
- Download or clone the project to anywhere on your disk.
- Run
CreateSolution.bat
in the root folder, this will generate the files inbuild_intermediate
. - Move all the game files in the
game
folder so that the pathgame/r5apex(_ds).exe
is valid.
- Run
- Open
r5sdk.sln
in Visual Studio and compile the solution.- All binaries and symbols are compiled in the
game
folder. - Run
launcher.exe
, toggle and set the desired options and hit theLaunch Game
button.
- All binaries and symbols are compiled in the
Debugging
The tools and libraries offered by the SDK could be debugged right after they are compiled.
Steps:
- Set the target project as Startup Project.
- Select
Project -> Set as Startup Project
.
- Select
- Configure the project's debugging settings.
- Debug settings are found in
Project -> Properties -> Configuration Properties -> Debugging
. - The
Working Directory
field should be set to$(SolutionDir)\game\
. - The
Command
field should be set to the target executable (r5apex_ds.exe
for example). - Additional command line arguments could be set in the
Command Arguments
field.
- Debug settings are found in
Launch Parameters
- The
-wconsole
parameter toggles the external console window to which output of the game is getting logged to. - The
-ansicolor
parameter enables colored console output to enhance readability (NOTE: unsupported for some OS versions!). - The
-nosmap
parameter instructs the SDK to always compute the RVA's of each function signature on launch (!! slow !!). - The
-noworkerdll
parameter prevents the GameSDK DLL from initializing (workaround as the DLL is imported by the game executable).
Launch parameters can be added to the startup_*.cfg
files,
which are located in <gamedir>\platform\cfg\startup_*.cfg
.
Note [IMPORTANT]
This is not a cheat or hack; attempting to use the SDK on the live version of the game could result in a permanent account ban.
The supported game versions are:
- S3
R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
.
Pylon [DISCLAIMER]
When you host game servers on the Server Browser (Pylon) you will stream your IP address to the database, which will be stored there until you stop hosting the server; this is needed so other people can connect to your server.
There is a checkbox in the Server Browser called Server Visibility
that defaults to Offline
.
Offline
: No data is broadcasted to the Pylon master server; you are playing offline.Hidden
: Your server will be broadcasted to the Pylon master server, but could only be joined using a private token.Online
: Your server will be broadcasted to the Pylon master server, and could be joined from the public list.
Alternatively, you can host game servers without the use of our master server. You can grant people access to your game server
by sharing the IP address and port manually. The client can connect using the connect
command. The usage of the connect
command is as follows: IPv4 connect 127.0.0.1:37015
, IPv6 connect [::1]:37015
. NOTE: the IP address and port were examples.