Kawe Mazidjatari 144d5f62e1 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2024-04-05 16:41:09 +02:00

172 lines
8.6 KiB
C++

#pragma once
#include "tier1/NetAdr.h"
#include "networksystem/pylon.h"
#include "engine/client/client.h"
#include "engine/networkstringtable.h"
#include "public/iserver.h"
#ifndef CLIENT_DLL
#include "vengineserver_impl.h"
#endif // !CLIENT_DLL
enum class server_state_t
{
ss_dead = 0, // Dead
ss_loading, // Spawning
ss_active, // Running
ss_paused, // Running, but paused
};
struct user_creds_s
{
netadr_t netAdr;
int32_t protocolVer;
int32_t challenge;
uint32_t reservation;
uint64_t personaId;
char* personaName;
};
class CServer : public IConnectionlessPacketHandler
{
public:
int GetTick(void) const { return m_nTickCount; }
#ifndef CLIENT_DLL // Only the connectionless packet handler is implemented on the client via the IServer base class.
int GetNumHumanPlayers(void) const;
int GetNumFakeClients(void) const;
int GetNumClients(void) const;
inline const char* GetMapName(void) const { return m_szMapname; }
inline const char* GetMapGroupName(void) const { return m_szMapGroupName; }
inline int GetNumClasses(void) const { return m_nServerClasses; }
inline int GetClassBits(void) const { return m_nServerClassBits; }
inline int GetSpawnCount(void) const { return m_nSpawnCount; }
inline int GetMaxClients(void) const { return m_nMaxClients; }
inline int64_t GetMaxTeams(void) const { return m_iMaxTeams; }
inline CClient* GetClient(int nIndex) { Assert(nIndex >= NULL && nIndex < MAX_PLAYERS); return &m_Clients[nIndex]; }
inline float GetTime(void) const { return m_nTickCount * m_flTickInterval; }
inline float GetCPUUsage(void) const { return m_fCPUPercent; }
inline bool IsActive(void) const { return m_State >= server_state_t::ss_active; }
inline bool IsLoading(void) const { return m_State == server_state_t::ss_loading; }
inline bool IsDedicated(void) const { return m_bIsDedicated; }
void RejectConnection(int iSocket, netadr_t* pNetAdr, const char* szMessage);
static CClient* ConnectClient(CServer* pServer, user_creds_s* pChallenge);
static void RunFrame(CServer* pServer);
static void FrameJob(double flFrameTime, bool bRunOverlays, bool bUniformSnapshotInterval);
#endif // !CLIENT_DLL
private:
server_state_t m_State; // some actions are only valid during load
int m_Socket; // network socket
int m_nTickCount; // current server tick
bool m_bResetMaxTeams; // reset max players on the server
char m_szMapname[MAX_MAP_NAME]; // map name and path without extension
char m_szMapGroupName[64]; // map group name
char m_szPassword[32]; // server password
uint32_t m_WorldmapCRC; // for detecting that client has a hacked local copy of map, the client will be dropped if this occurs.
uint32_t m_ClientDllCRC; // the dll that this server is expecting clients to be using.
CNetworkStringTableContainer* m_StringTables; // network string table container
CNetworkStringTable* m_pInstanceBaselineTable; // instancebaseline
CNetworkStringTable* m_pLightStyleTable; // lightstyles
CNetworkStringTable* m_pUserInfoTable; // userinfo
CNetworkStringTable* m_pServerQueryTable; // server_query_inf
bool m_bReplay; // MAYBE
bool m_bUpdateFrame; // perform snapshot update
bool m_bUseReputation; // use of player reputation on the server
bool m_bSimulating; // are we simulating or not
bf_write m_Signon; // signon bitbuf
CUtlMemory<byte> m_SignonBuffer; // signon memory
int m_nServerClasses; // number of unique server classes
int m_nServerClassBits; // log2 of serverclasses
char m_szHostInfo[128]; // see '[r5apex_ds.exe + 0x237740]' for more details. fmt: '[IPv6]:PORT:TIMEi64u'
char m_nGap0[520];
int m_nSpawnCount;
int m_nMaxClients;
char gap_3C0[8]; // Unknown count (something for teams), see '[r5apex_ds.exe + 0x2777E9]'
int64_t m_iMaxTeams;
float m_flTickInterval; // Time for 1 tick in seconds
float m_flTimescale; // The game time scale (multiplied in conjunction with host_timescale)
char gap_3D8[40];
CClient m_Clients[MAX_PLAYERS];
char gap_25263c0[48];
float m_fCPUPercent;
float m_fStartTime;
float m_fLastCPUCheckTime;
bool m_bTeams[MAX_TEAMS]; // Something with teams, unclear what this does; see '[r5apex_ds.exe + 0x30CE40]'
};
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
// !TODO: check if struct size is correct for S1!
static_assert(sizeof(CServer) == 0x25220C0);
#else
static_assert(sizeof(CServer) == 0x25264C0);
#endif
extern CServer* g_pServer;
/* ==== CSERVER ========================================================================================================================================================= */
inline CMemory p_CServer_FrameJob;
inline void(*v_CServer_FrameJob)(double flFrameTime, bool bRunOverlays, bool bUniformSnapshotInterval);
inline CMemory p_CServer_RunFrame;
inline void(*v_CServer_RunFrame)(CServer* pServer);
inline CMemory p_CServer_ConnectClient;
inline CClient*(*v_CServer_ConnectClient)(CServer* pServer, user_creds_s* pCreds);
inline CMemory p_CServer_RejectConnection;
inline void*(*v_CServer_RejectConnection)(CServer* pServer, int iSocket, netadr_t* pNetAdr, const char* szMessage);
///////////////////////////////////////////////////////////////////////////////
class VServer : public IDetour
{
virtual void GetAdr(void) const
{
#ifndef CLIENT_DLL
LogFunAdr("CServer::FrameJob", p_CServer_FrameJob.GetPtr());
LogFunAdr("CServer::RunFrame", p_CServer_RunFrame.GetPtr());
LogFunAdr("CServer::ConnectClient", p_CServer_ConnectClient.GetPtr());
LogFunAdr("CServer::RejectConnection", p_CServer_RejectConnection.GetPtr());
LogVarAdr("g_Server", reinterpret_cast<uintptr_t>(g_pServer));
#endif // !CLIENT_DLL
}
virtual void GetFun(void) const
{
#ifndef CLIENT_DLL
p_CServer_FrameJob = g_GameDll.FindPatternSIMD("48 89 6C 24 ?? 56 41 54 41 56");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CServer_ConnectClient = g_GameDll.FindPatternSIMD("44 89 44 24 ?? 55 56 57 48 8D AC 24 ?? ?? ?? ??");
#elif defined (GAMEDLL_S2)
p_CServer_ConnectClient = g_GameDll.FindPatternSIMD("44 89 44 24 ?? 56 57 48 81 EC ?? ?? ?? ??");
#else
p_CServer_ConnectClient = g_GameDll.FindPatternSIMD("40 55 57 41 55 41 57 48 8D AC 24 ?? ?? ?? ??");
#endif
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CServer_RunFrame = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 48 81 EC ?? ?? ?? ?? 0F 29 B4 24 ?? ?? ?? ??");
#else
p_CServer_RunFrame = g_GameDll.FindPatternSIMD("E8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 88 05 ?? ?? ?? ??").FollowNearCallSelf();
#endif
p_CServer_RejectConnection = g_GameDll.FindPatternSIMD("4C 89 4C 24 ?? 53 55 56 57 48 81 EC ?? ?? ?? ?? 49 8B D9");
v_CServer_FrameJob = p_CServer_FrameJob.RCast<void (*)(double, bool, bool)>(); /*48 89 6C 24 ?? 56 41 54 41 56*/
v_CServer_RunFrame = p_CServer_RunFrame.RCast<void (*)(CServer*)>();
v_CServer_ConnectClient = p_CServer_ConnectClient.RCast<CClient* (*)(CServer*, user_creds_s*)>(); /*40 55 57 41 55 41 57 48 8D AC 24 ?? ?? ?? ??*/
v_CServer_RejectConnection = p_CServer_RejectConnection.RCast<void* (*)(CServer*, int, netadr_t*, const char*)>(); /*4C 89 4C 24 ?? 53 55 56 57 48 81 EC ?? ?? ?? ?? 49 8B D9*/
#endif // !CLIENT_DLL
}
virtual void GetVar(void) const
{
#ifndef CLIENT_DLL
g_pServer = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 0F BF D1").FindPatternSelf("48 8D 3D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CServer*>();
#endif // !CLIENT_DLL
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////