r5sdk/r5dev/sdklauncher/sdklauncher.cpp
Amos b514f928a6 Use a separate executable for dedicated server
The dedicated server still has directx dll imports which will cause issues with ReShade or 3DMigoto, or trying to load it on a headless machine with no directx installed. The imports have to be cleared to avoid issues. The most convenient approach is to do this with a separate exe rather then patching it in runtime.
2021-12-29 02:16:28 +01:00

274 lines
12 KiB
C++

#include "core/stdafx.h"
#include "sdklauncher.h"
//-----------------------------------------------------------------------------
// Print the error message to the console if any.
//-----------------------------------------------------------------------------
void PrintLastError()
{
DWORD errorMessageID = ::GetLastError();
if (errorMessageID != NULL)
{
LPSTR messageBuffer = nullptr;
size_t size = FormatMessageA(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS,
NULL, errorMessageID, MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPSTR)&messageBuffer, 0, NULL);
spdlog::error("{}\n", messageBuffer);
LocalFree(messageBuffer);
}
}
//-----------------------------------------------------------------------------
// Purpose case switch:
// * Launch the game in user specified mode and state.
// * Load specified command line arguments from a file on the disk.
// * Format the file paths for the game exe and specified hook dll.
//-----------------------------------------------------------------------------
bool LaunchR5Apex(LAUNCHMODE lMode, LAUNCHSTATE lState)
{
///////////////////////////////////////////////////////////////////////////
// Initialize strings.
std::string WorkerDll = std::string();
std::string GameDirectory = std::string();
std::string CommandLineArguments = std::string();
std::string StartupCommandLine = std::string();
std::string currentDirectory = std::filesystem::current_path().u8string();
///////////////////////////////////////////////////////////////////////////
// Determine launch mode.
switch (lMode)
{
case LAUNCHMODE::LM_DEBUG:
{
std::filesystem::path cfgPath = std::filesystem::current_path() /= "platform\\cfg\\startup_debug.cfg"; // Get cfg path for debug startup.
std::ifstream cfgFile(cfgPath); // Read the cfg file.
if (cfgFile.good() && cfgFile) // Does the cfg file exist?
{
std::stringstream ss;
ss << cfgFile.rdbuf(); // Read ifstream buffer into stringstream.
CommandLineArguments = ss.str(); // Get all the contents of the cfg file.
}
else
{
spdlog::error("File 'platform\\cfg\\startup_debug.cfg' does not exist.\n");
cfgFile.close();
return false;
}
cfgFile.close(); // Close cfg file.
WorkerDll = currentDirectory + "\\bin\\r5apexvtxd.dll"; // Get path to worker dll.
GameDirectory = currentDirectory + "\\r5apex.exe"; // Get path to game executeable.
StartupCommandLine = currentDirectory + "\\r5apex.exe " + CommandLineArguments; // Setup startup command line string.
spdlog::info("*** LAUNCHING GAME [DEBUG] ***\n");
break;
}
case LAUNCHMODE::LM_RELEASE:
{
std::filesystem::path cfgPath = std::filesystem::current_path() /= "platform\\cfg\\startup_retail.cfg"; // Get cfg path for release startup.
std::ifstream cfgFile(cfgPath); // Read the cfg file.
if (cfgFile.good() && cfgFile) // Does the cfg file exist?
{
std::stringstream ss;
ss << cfgFile.rdbuf(); // Read ifstream buffer into stringstream.
CommandLineArguments = ss.str(); // Get all the contents of the cfg file.
}
else
{
spdlog::error("File 'platform\\cfg\\startup_retail.cfg' does not exist.\n");
cfgFile.close();
return false;
}
cfgFile.close(); // Close cfg file.
WorkerDll = currentDirectory + "\\r5apexsdkd64.dll"; // Get path to worker dll.
GameDirectory = currentDirectory + "\\r5apex.exe"; // Get path to game executeable.
StartupCommandLine = currentDirectory + "\\r5apex.exe " + CommandLineArguments; // Setup startup command line string.
spdlog::info("*** LAUNCHING GAME [RELEASE] ***\n");
break;
}
case LAUNCHMODE::LM_DEDI:
{
std::filesystem::path cfgPath = std::filesystem::current_path() /= "platform\\cfg\\startup_dedi.cfg"; // Get cfg path for dedicated startup.
std::ifstream cfgFile(cfgPath); // Read the cfg file.
if (cfgFile.good() && cfgFile) // Does the cfg file exist?
{
std::stringstream ss;
ss << cfgFile.rdbuf(); // Read ifstream buffer into stringstream.
CommandLineArguments = ss.str(); // Get all the contents of the cfg file.
}
else
{
spdlog::error("File 'platform\\cfg\\startup_dedi.cfg' does not exist.\n");
cfgFile.close();
return false;
}
cfgFile.close(); // Close cfg file.
WorkerDll = currentDirectory + "\\dedicated.dll"; // Get path to worker dll.
GameDirectory = currentDirectory + "\\r5apex_ds.exe"; // Get path to game executeable.
StartupCommandLine = currentDirectory + "\\r5apex_ds.exe " + CommandLineArguments; // Setup startup command line string.
spdlog::info("*** LAUNCHING GAME [DEDICATED] ***\n");
break;
}
default:
{
spdlog::error("*** NO LAUNCH MODE SPECIFIED ***\n");
return false;
}
}
///////////////////////////////////////////////////////////////////////////
// Print the file paths and arguments.
std::cout << "--------------------------------------------------------------------------------------------------------" << std::endl;
spdlog::debug("- CWD: {}\n", currentDirectory);
spdlog::debug("- EXE: {}\n", GameDirectory);
spdlog::debug("- DLL: {}\n", WorkerDll);
spdlog::debug("- CLI: {}\n", CommandLineArguments);
std::cout << "--------------------------------------------------------------------------------------------------------" << std::endl;
///////////////////////////////////////////////////////////////////////////
// Build our list of dlls to inject.
LPCSTR DllsToInject[1] =
{
WorkerDll.c_str()
};
STARTUPINFO StartupInfo = { 0 };
PROCESS_INFORMATION ProcInfo = { 0 };
// Initialize startup info struct.
StartupInfo.cb = sizeof(STARTUPINFO);
///////////////////////////////////////////////////////////////////////////
// Create the game process in a suspended state with our dll.
BOOL result = DetourCreateProcessWithDllsA
(
GameDirectory.c_str(), // lpApplicationName
(LPSTR)StartupCommandLine.c_str(), // lpCommandLine
NULL, // lpProcessAttributes
NULL, // lpThreadAttributes
FALSE, // bInheritHandles
CREATE_SUSPENDED, // dwCreationFlags
NULL, // lpEnvironment
currentDirectory.c_str(), // lpCurrentDirectory
&StartupInfo, // lpStartupInfo
&ProcInfo, // lpProcessInformation
sizeof(DllsToInject) / sizeof(LPCSTR), // nDlls
DllsToInject, // rlpDlls
NULL // pfCreateProcessA
);
///////////////////////////////////////////////////////////////////////////
// Failed to create the process.
if (!result)
{
PrintLastError();
return false;
}
///////////////////////////////////////////////////////////////////////////
// Resume the process.
ResumeThread(ProcInfo.hThread);
///////////////////////////////////////////////////////////////////////////
// Close the process and thread handles.
CloseHandle(ProcInfo.hProcess);
CloseHandle(ProcInfo.hThread);
return true;
}
///////////////////////////////////////////////////////////////////////////////
// Entrypoint.
///////////////////////////////////////////////////////////////////////////////
int main(int argc, char* argv[], char* envp[])
{
spdlog::set_pattern("[%^%l%$] %v");
spdlog::set_level(spdlog::level::trace);
for (int i = 1; i < argc; ++i)
{
std::string arg = argv[i];
if ((arg == "-debug") || (arg == "-dbg"))
{
LaunchR5Apex(LAUNCHMODE::LM_DEBUG, LAUNCHSTATE::LS_CHEATS);
Sleep(2000);
return EXIT_SUCCESS;
}
if ((arg == "-release") || (arg == "-rel"))
{
LaunchR5Apex(LAUNCHMODE::LM_RELEASE, LAUNCHSTATE::LS_CHEATS);
Sleep(2000);
return EXIT_SUCCESS;
}
if ((arg == "-dedicated") || (arg == "-dedi"))
{
LaunchR5Apex(LAUNCHMODE::LM_DEDI, LAUNCHSTATE::LS_CHEATS);
Sleep(2000);
return EXIT_SUCCESS;
}
}
std::cout << "--------------------------------------------------------------------------------------------------------" << std::endl;
spdlog::warn("If DEBUG has been choosen as launch parameter, do not broadcast servers to the Server Browser.\n");
spdlog::warn("All FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ConVar's/ConCommand's will be enabled.\n");
spdlog::warn("Connected clients will be able to set and execute anything flagged FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY.\n");
std::cout << "--------------------------------------------------------------------------------------------------------" << std::endl;
spdlog::warn("Use DEBUG [1] for research and development purposes.\n");
spdlog::warn("Use RELEASE [2] for playing and server hosting purposes.\n");
spdlog::warn("Use DEDICATED [3] for running and hosting a dedicated server.\n");
std::cout << "--------------------------------------------------------------------------------------------------------" << std::endl;
spdlog::info("Enter 1 for DEBUG. Enter 2 for RELEASE. Enter 3 for DEDICATED: ");
std::string input = std::string();
if (std::cin >> input)
{
try
{
LAUNCHMODE iinput = (LAUNCHMODE)std::stoi(input);
switch (iinput)
{
case LAUNCHMODE::LM_DEBUG:
{
LaunchR5Apex(LAUNCHMODE::LM_DEBUG, LAUNCHSTATE::LS_CHEATS);
Sleep(2000);
return EXIT_SUCCESS;
}
case LAUNCHMODE::LM_RELEASE:
{
LaunchR5Apex(LAUNCHMODE::LM_RELEASE, LAUNCHSTATE::LS_CHEATS);
Sleep(2000);
return EXIT_SUCCESS;
}
case LAUNCHMODE::LM_DEDI:
{
LaunchR5Apex(LAUNCHMODE::LM_DEDI, LAUNCHSTATE::LS_CHEATS);
Sleep(2000);
return EXIT_SUCCESS;
}
default:
{
spdlog::error("R5Reloaded requires '1' for DEBUG mode, '2' for RELEASE mode, '3' for DEDICATED mode.\n");
Sleep(5000);
return EXIT_FAILURE;
}
}
}
catch (std::exception& e)
{
spdlog::error("R5Reloaded only takes numerical input to launch. Error: {}.\n", e.what());
Sleep(5000);
return EXIT_FAILURE;
}
}
spdlog::error("R5Reloaded requires numerical input to launch.\n");
Sleep(5000);
return EXIT_FAILURE;
}