mirror of
https://github.com/Mauler125/r5sdk.git
synced 2025-02-09 19:15:03 +01:00
298 lines
13 KiB
C++
298 lines
13 KiB
C++
#include "core/stdafx.h"
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#include "sdklauncher.h"
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//-----------------------------------------------------------------------------
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// Purpose switch case:
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// * Launch the game in user specified mode and state.
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// * Load specified command line arguments from a file on the disk.
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// * Format the file paths for the game exe and specified hook dll.
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//-----------------------------------------------------------------------------
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bool LaunchR5Apex(eLaunchMode lMode, eLaunchState lState)
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{
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///////////////////////////////////////////////////////////////////////////
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// Initialize strings.
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std::string WorkerDll = std::string();
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std::string GameDirectory = std::string();
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std::string CommandLineArguments = std::string();
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std::string StartupCommandLine = std::string();
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std::string currentDirectory = std::filesystem::current_path().u8string();
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///////////////////////////////////////////////////////////////////////////
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// Determine launch mode.
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switch (lMode)
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{
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case eLaunchMode::LM_DEBUG_GAME:
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{
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std::filesystem::path cfgPath = std::filesystem::current_path() /= "platform\\cfg\\startup_debug.cfg"; // Get cfg path for debug startup.
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std::ifstream cfgFile(cfgPath); // Read the cfg file.
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if (cfgFile.good() && cfgFile) // Does the cfg file exist?
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{
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std::stringstream ss;
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ss << cfgFile.rdbuf(); // Read ifstream buffer into stringstream.
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CommandLineArguments = ss.str(); // Get all the contents of the cfg file.
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}
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else
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{
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spdlog::error("File 'platform\\cfg\\startup_debug.cfg' does not exist!\n");
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cfgFile.close();
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return false;
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}
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cfgFile.close(); // Close cfg file.
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WorkerDll = currentDirectory + "\\r5apexsdkd64.dll"; // Get path to worker dll.
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GameDirectory = currentDirectory + "\\r5apex.exe"; // Get path to game executeable.
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StartupCommandLine = currentDirectory + "\\r5apex.exe " + CommandLineArguments; // Setup startup command line string.
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spdlog::info("*** LAUNCHING GAME [DEBUG] ***\n");
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break;
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}
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case eLaunchMode::LM_RELEASE_GAME:
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{
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std::filesystem::path cfgPath = std::filesystem::current_path() /= "platform\\cfg\\startup_retail.cfg"; // Get cfg path for release startup.
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std::ifstream cfgFile(cfgPath); // Read the cfg file.
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if (cfgFile.good() && cfgFile) // Does the cfg file exist?
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{
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std::stringstream ss;
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ss << cfgFile.rdbuf(); // Read ifstream buffer into stringstream.
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CommandLineArguments = ss.str(); // Get all the contents of the cfg file.
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}
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else
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{
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spdlog::error("File 'platform\\cfg\\startup_retail.cfg' does not exist!\n");
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cfgFile.close();
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return false;
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}
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cfgFile.close(); // Close cfg file.
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WorkerDll = currentDirectory + "\\r5apexsdkd64.dll"; // Get path to worker dll.
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GameDirectory = currentDirectory + "\\r5apex.exe"; // Get path to game executeable.
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StartupCommandLine = currentDirectory + "\\r5apex.exe " + CommandLineArguments; // Setup startup command line string.
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spdlog::info("*** LAUNCHING GAME [RELEASE] ***\n");
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break;
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}
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case eLaunchMode::LM_DEBUG_DEDI:
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{
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std::filesystem::path cfgPath = std::filesystem::current_path() /= "platform\\cfg\\startup_dedi_debug.cfg"; // Get cfg path for dedicated startup.
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std::ifstream cfgFile(cfgPath); // Read the cfg file.
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if (cfgFile.good() && cfgFile) // Does the cfg file exist?
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{
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std::stringstream ss;
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ss << cfgFile.rdbuf(); // Read ifstream buffer into stringstream.
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CommandLineArguments = ss.str(); // Get all the contents of the cfg file.
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}
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else
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{
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spdlog::error("File 'platform\\cfg\\startup_dedi_debug.cfg' does not exist!\n");
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cfgFile.close();
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return false;
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}
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cfgFile.close(); // Close cfg file.
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WorkerDll = currentDirectory + "\\dedicated.dll"; // Get path to worker dll.
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GameDirectory = currentDirectory + "\\r5apex_ds.exe"; // Get path to game executeable.
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StartupCommandLine = currentDirectory + "\\r5apex_ds.exe " + CommandLineArguments; // Setup startup command line string.
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spdlog::info("*** LAUNCHING DEDICATED [DEBUG] ***\n");
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break;
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}
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case eLaunchMode::LM_RELEASE_DEDI:
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{
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std::filesystem::path cfgPath = std::filesystem::current_path() /= "platform\\cfg\\startup_dedi_retail.cfg"; // Get cfg path for dedicated startup.
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std::ifstream cfgFile(cfgPath); // Read the cfg file.
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if (cfgFile.good() && cfgFile) // Does the cfg file exist?
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{
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std::stringstream ss;
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ss << cfgFile.rdbuf(); // Read ifstream buffer into stringstream.
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CommandLineArguments = ss.str(); // Get all the contents of the cfg file.
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}
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else
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{
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spdlog::error("File 'platform\\cfg\\startup_dedi_retail.cfg' does not exist!\n");
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cfgFile.close();
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return false;
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}
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cfgFile.close(); // Close cfg file.
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WorkerDll = currentDirectory + "\\dedicated.dll"; // Get path to worker dll.
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GameDirectory = currentDirectory + "\\r5apex_ds.exe"; // Get path to game executeable.
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StartupCommandLine = currentDirectory + "\\r5apex_ds.exe " + CommandLineArguments; // Setup startup command line string.
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spdlog::info("*** LAUNCHING DEDICATED [RELEASE] ***\n");
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break;
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}
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default:
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{
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spdlog::error("*** NO LAUNCH MODE SPECIFIED ***\n");
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return false;
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}
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}
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///////////////////////////////////////////////////////////////////////////
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// Print the file paths and arguments.
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std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
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spdlog::debug("- CWD: {}\n", currentDirectory);
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spdlog::debug("- EXE: {}\n", GameDirectory);
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spdlog::debug("- DLL: {}\n", WorkerDll);
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spdlog::debug("- CLI: {}\n", CommandLineArguments);
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std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
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///////////////////////////////////////////////////////////////////////////
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// Build our list of dlls to inject.
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LPCSTR DllsToInject[1] =
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{
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WorkerDll.c_str()
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};
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STARTUPINFO StartupInfo = { 0 };
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PROCESS_INFORMATION ProcInfo = { 0 };
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// Initialize startup info struct.
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StartupInfo.cb = sizeof(STARTUPINFO);
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///////////////////////////////////////////////////////////////////////////
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// Create the game process in a suspended state with our dll.
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BOOL result = DetourCreateProcessWithDllsA
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(
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GameDirectory.c_str(), // lpApplicationName
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(LPSTR)StartupCommandLine.c_str(), // lpCommandLine
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NULL, // lpProcessAttributes
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NULL, // lpThreadAttributes
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FALSE, // bInheritHandles
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CREATE_SUSPENDED, // dwCreationFlags
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NULL, // lpEnvironment
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currentDirectory.c_str(), // lpCurrentDirectory
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&StartupInfo, // lpStartupInfo
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&ProcInfo, // lpProcessInformation
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sizeof(DllsToInject) / sizeof(LPCSTR), // nDlls
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DllsToInject, // rlpDlls
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NULL // pfCreateProcessA
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);
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///////////////////////////////////////////////////////////////////////////
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// Failed to create the process.
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if (!result)
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{
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PrintLastError();
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return false;
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}
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///////////////////////////////////////////////////////////////////////////
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// Resume the process.
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ResumeThread(ProcInfo.hThread);
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///////////////////////////////////////////////////////////////////////////
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// Close the process and thread handles.
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CloseHandle(ProcInfo.hProcess);
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CloseHandle(ProcInfo.hThread);
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Entrypoint.
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///////////////////////////////////////////////////////////////////////////////
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int main(int argc, char* argv[], char* envp[])
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{
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spdlog::set_pattern("[%^%l%$] %v");
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spdlog::set_level(spdlog::level::trace);
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for (int i = 1; i < argc; ++i)
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{
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std::string arg = argv[i];
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if ((arg == "-debug") || (arg == "-dbg"))
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{
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LaunchR5Apex(eLaunchMode::LM_DEBUG_GAME, eLaunchState::LS_CHEATS);
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Sleep(2000);
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return EXIT_SUCCESS;
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}
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if ((arg == "-release") || (arg == "-rel"))
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{
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LaunchR5Apex(eLaunchMode::LM_RELEASE_GAME, eLaunchState::LS_CHEATS);
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Sleep(2000);
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return EXIT_SUCCESS;
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}
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if ((arg == "-dedicated_dev") || (arg == "-dedid"))
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{
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LaunchR5Apex(eLaunchMode::LM_DEBUG_DEDI, eLaunchState::LS_CHEATS);
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Sleep(2000);
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return EXIT_SUCCESS;
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}
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if ((arg == "-dedicated") || (arg == "-dedi"))
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{
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LaunchR5Apex(eLaunchMode::LM_RELEASE_DEDI, eLaunchState::LS_CHEATS);
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Sleep(2000);
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return EXIT_SUCCESS;
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}
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}
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std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
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spdlog::warn("If a DEBUG option has been choosen as launch parameter, do not broadcast servers to the Server Browser!\n");
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spdlog::warn("All FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ConVar's/ConCommand's will be enabled.\n");
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spdlog::warn("Connected clients will be able to set and execute anything flagged FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY.\n");
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std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
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spdlog::warn("Use DEBUG GAME [1] for research and development purposes.\n");
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spdlog::warn("Use RELEASE GAME [2] for playing the game and creating servers.\n");
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spdlog::warn("Use DEBUG DEDICATED [3] for research and development purposes.\n");
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spdlog::warn("Use RELEASE DEDICATED [4] for running and hosting dedicated servers.\n");
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std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
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spdlog::info("Enter '1' for 'DEBUG GAME'.\n");
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spdlog::info("Enter '2' for 'RELEASE GAME'.\n");
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spdlog::info("Enter '3' for 'DEBUG DEDICATED'.\n");
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spdlog::info("Enter '4' for 'RELEASE DEDICATED'.\n");
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std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
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std::cout << "User input: ";
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std::string input = std::string();
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if (std::cin >> input)
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{
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try
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{
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eLaunchMode mode = (eLaunchMode)std::stoi(input);
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switch (mode)
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{
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case eLaunchMode::LM_DEBUG_GAME:
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{
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LaunchR5Apex(eLaunchMode::LM_DEBUG_GAME, eLaunchState::LS_CHEATS);
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Sleep(2000);
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return EXIT_SUCCESS;
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}
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case eLaunchMode::LM_RELEASE_GAME:
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{
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LaunchR5Apex(eLaunchMode::LM_RELEASE_GAME, eLaunchState::LS_CHEATS);
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Sleep(2000);
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return EXIT_SUCCESS;
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}
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case eLaunchMode::LM_DEBUG_DEDI:
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{
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LaunchR5Apex(eLaunchMode::LM_DEBUG_DEDI, eLaunchState::LS_CHEATS);
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Sleep(2000);
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return EXIT_SUCCESS;
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}
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case eLaunchMode::LM_RELEASE_DEDI:
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{
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LaunchR5Apex(eLaunchMode::LM_RELEASE_DEDI, eLaunchState::LS_CHEATS);
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Sleep(2000);
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return EXIT_SUCCESS;
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}
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default:
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{
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spdlog::error("R5Reloaded requires '1' for DEBUG GAME mode, '2' for RELEASE GAME mode, '3' for DEBUG DEDICATED mode, '4' for RELEASE DEDICATED mode.\n");
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Sleep(5000);
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return EXIT_FAILURE;
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}
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}
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}
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catch (std::exception& e)
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{
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spdlog::error("R5Reloaded only takes numerical input to launch. Error: {}.\n", e.what());
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Sleep(5000);
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return EXIT_FAILURE;
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}
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}
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spdlog::error("R5Reloaded requires numerical input to launch.\n");
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Sleep(5000);
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return EXIT_FAILURE;
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}
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