r5sdk/r5dev/launcher/IApplication.cpp
2022-02-22 02:45:40 +01:00

82 lines
2.5 KiB
C++

//=============================================================================//
//
// Purpose: IApplication methods
//
//=============================================================================//
#include "core/stdafx.h"
#include "tier0/cvar.h"
#include "launcher/IApplication.h"
#include "ebisusdk/EbisuSDK.h"
#include "engine/sys_engine.h"
#include "engine/sys_dll2.h"
#include "engine/sv_main.h"
#include "engine/host_cmd.h"
#include "server/IVEngineServer.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int HModAppSystemGroup_Main(CModAppSystemGroup* modAppSystemGroup)
{
int nRunResult = RUN_OK;
HEbisuSDK_Init(); // Not here in retail. We init EbisuSDK here though.
if (modAppSystemGroup->m_bIsServerOnly()) // This will never be true anyway but we implement it for the sake of it.
{
if (g_pEngine->Load(true, g_pEngineParms->baseDirectory))
{
// Below is vfunc call that is supposed to be used for real dedicated servers. The class instance is sadly stripped to some degree.
//(*(void(__fastcall**)(__int64))(*(_QWORD*)qword_14C119C10 + 72i64))(qword_14C119C10);// dedicated->RunServer()
SV_ShutdownGameDLL();
}
}
else
{
g_pEngine->SetQuitting(EngineDllQuitting_t::QUIT_NOTQUITTING);
if (g_pEngine->Load(false, g_pEngineParms->baseDirectory))
{
if (CEngineAPI_MainLoop())
{
nRunResult = RUN_RESTART;
}
g_pEngine->Unload();
SV_ShutdownGameDLL();
}
}
return nRunResult;
}
//-----------------------------------------------------------------------------
// Purpose: Instantiate all main libraries
//-----------------------------------------------------------------------------
bool HModAppSystemGroup_Create(CModAppSystemGroup* modAppSystemGroup)
{
#ifdef DEDICATED
* g_bDedicated = true;
#endif // DEDICATED
g_pConCommand->Init();
for (auto& map : g_pCVar->DumpToMap())
{
g_vsvAllConVars.push_back(map.first.c_str());
}
g_bAppSystemInit = true;
return CModAppSystemGroup_Create(modAppSystemGroup);
}
///////////////////////////////////////////////////////////////////////////////
void IApplication_Attach()
{
DetourAttach((LPVOID*)&CModAppSystemGroup_Main, &HModAppSystemGroup_Main);
DetourAttach((LPVOID*)&CModAppSystemGroup_Create, &HModAppSystemGroup_Create);
}
void IApplication_Detach()
{
DetourDetach((LPVOID*)&CModAppSystemGroup_Main, &HModAppSystemGroup_Main);
DetourDetach((LPVOID*)&CModAppSystemGroup_Create, &HModAppSystemGroup_Create);
}