2023-07-15 16:25:04 +02:00

164 lines
7.8 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 CClient* GetClient(int nIndex) { Assert(nIndex < MAX_PLAYERS); return &m_Clients[nIndex]; }
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[64];
CClient m_Clients[MAX_PLAYERS];
char gap_25263c0[48];
float m_fCPUPercent;
float m_fStartTime;
float m_fLastCPUCheckTime;
bool m_bUnk252643C[128]; // Bools of MAX_PLAYERS?
};
#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 Attach(void) const;
virtual void Detach(void) const;
};
///////////////////////////////////////////////////////////////////////////////