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* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
134 lines
3.8 KiB
C++
134 lines
3.8 KiB
C++
#include "core/stdafx.h"
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/*****************************************************************************/
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#include "tier0/basetypes.h"
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#include "tier0/IConVar.h"
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#include "tier0/cvar.h"
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#include "client/IVEngineClient.h"
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#include "client/client.h"
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#include "client/cdll_engine_int.h"
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#include "public/include/bansystem.h"
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#include "engine/net_chan.h"
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#include "vpc/keyvalues.h"
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/*****************************************************************************/
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void __fastcall HFrameStageNotify(CHLClient* rcx, ClientFrameStage_t frameStage)
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{
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switch (frameStage)
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{
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case ClientFrameStage_t::FRAME_START: // FrameStageNotify gets called every frame by CEngine::Frame with the stage being FRAME_START. We can use this to check/set global variables.
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{
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static bool bInitialized = false;
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if (!bInitialized)
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{
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IConVar_ClearHostNames();
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ConCommand_InitConCommand();
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CKeyValueSystem_Init();
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IVEngineClient_CommandExecute(NULL, "exec autoexec.cfg");
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IVEngineClient_CommandExecute(NULL, "exec autoexec_server.cfg");
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IVEngineClient_CommandExecute(NULL, "exec autoexec_client.cfg");
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*(bool*)m_bRestrictServerCommands = true; // Restrict commands.
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void* disconnect = g_pCvar->FindCommand("disconnect");
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*(std::int32_t*)((std::uintptr_t)disconnect + 0x38) |= FCVAR_SERVER_CAN_EXECUTE; // Make sure server is not restricted to this.
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if (net_userandomkey->m_pParent->m_iValue == 1)
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{
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HNET_GenerateKey();
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}
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g_pCvar->FindVar("net_usesocketsforloopback")->m_pParent->m_iValue = 1;
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bInitialized = true;
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}
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break;
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}
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case ClientFrameStage_t::FRAME_NET_UPDATE_POSTDATAUPDATE_END:
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{
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if (g_pBanSystem->IsRefuseListValid())
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{
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for (int i = 0; i < g_pBanSystem->vsvrefuseList.size(); i++) // Loop through vector.
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{
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for (int c = 0; c < MAX_PLAYERS; c++) // Loop through all possible client instances.
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{
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CClient* client = g_pClient->GetClientInstance(c); // Get client instance.
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if (!client)
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{
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continue;
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}
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if (!client->GetNetChan()) // Netchan valid?
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{
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continue;
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}
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int clientID = g_pClient->m_iUserID + 1; // Get UserID + 1.
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if (clientID != g_pBanSystem->vsvrefuseList[i].second) // See if they match.
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{
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continue;
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}
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NET_DisconnectClient(g_pClient, c, g_pBanSystem->vsvrefuseList[i].first.c_str(), 0, 1);
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g_pBanSystem->DeleteConnectionRefuse(clientID);
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break;
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}
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}
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}
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PatchNetVarConVar();
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break;
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}
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default:
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{
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break;
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}
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}
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CHLClient_FrameStageNotify(rcx, (int)frameStage);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void PatchNetVarConVar()
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{
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CHAR sConvarPtr[] = "\x72\x3a\x73\x76\x72\x75\x73\x7a\x7a\x03\x04";
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PCHAR curr = sConvarPtr;
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while (*curr)
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{
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*curr ^= 'B';
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++curr;
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}
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std::int64_t nCvarAddr = 0;
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std::stringstream ss;
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ss << std::hex << std::string(sConvarPtr);
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ss >> nCvarAddr;
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void* pCvar = reinterpret_cast<void*>(nCvarAddr);
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if (*reinterpret_cast<std::uint8_t*>(pCvar) == 144)
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{
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std::uint8_t padding[] =
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{
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0x48, 0x8B, 0x45, 0x58, 0xC7, 0x00, 0x00, 0x00, 0x00, 0x00
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};
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void* pCallback = nullptr;
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VirtualAlloc(pCallback, 10, MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE);
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memcpy(pCallback, (void*)padding, 9);
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reinterpret_cast<void(*)()>(pCallback)();
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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void CHLClient_Attach()
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{
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DetourAttach((LPVOID*)&CHLClient_FrameStageNotify, &HFrameStageNotify);
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}
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void CHLClient_Detach()
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{
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DetourDetach((LPVOID*)&CHLClient_FrameStageNotify, &HFrameStageNotify);
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}
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