mirror of
https://github.com/Mauler125/r5sdk.git
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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!).
176 lines
4.6 KiB
C++
176 lines
4.6 KiB
C++
// Copyright(c) 2015-present, Gabi Melman & spdlog contributors.
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// Distributed under the MIT License (http://opensource.org/licenses/MIT)
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#pragma once
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#define WIN32_LEAN_AND_MEAN
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// tcp client helper
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#include <thirdparty/spdlog/include/common.h>
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#include <thirdparty/spdlog/include/details/os.h>
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#include <winsock2.h>
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#include <windows.h>
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#include <ws2tcpip.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string>
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#pragma comment(lib, "Ws2_32.lib")
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#pragma comment(lib, "Mswsock.lib")
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#pragma comment(lib, "AdvApi32.lib")
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namespace spdlog {
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namespace details {
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class tcp_client
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{
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SOCKET socket_ = INVALID_SOCKET;
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static bool winsock_initialized_()
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{
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SOCKET s = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (s == INVALID_SOCKET)
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{
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return false;
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}
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else
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{
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closesocket(s);
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return true;
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}
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}
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static void init_winsock_()
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{
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WSADATA wsaData;
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auto rv = WSAStartup(MAKEWORD(2, 2), &wsaData);
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if (rv != 0)
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{
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throw_winsock_error_("WSAStartup failed", ::WSAGetLastError());
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}
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}
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static void throw_winsock_error_(const std::string &msg, int last_error)
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{
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char buf[512];
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::FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, last_error,
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MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), buf, (sizeof(buf) / sizeof(char)), NULL);
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throw_spdlog_ex(fmt::format("tcp_sink - {}: {}", msg, buf));
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}
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public:
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bool is_connected() const
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{
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return socket_ != INVALID_SOCKET;
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}
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void close()
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{
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::closesocket(socket_);
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socket_ = INVALID_SOCKET;
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WSACleanup();
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}
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SOCKET fd() const
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{
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return socket_;
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}
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~tcp_client()
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{
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close();
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}
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// try to connect or throw on failure
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void connect(const std::string &host, int port)
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{
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// initialize winsock if needed
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if (!winsock_initialized_())
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{
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init_winsock_();
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}
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if (is_connected())
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{
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close();
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}
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struct addrinfo hints
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{};
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ZeroMemory(&hints, sizeof(hints));
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hints.ai_family = AF_INET; // IPv4
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hints.ai_socktype = SOCK_STREAM; // TCP
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hints.ai_flags = AI_NUMERICSERV; // port passed as as numeric value
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hints.ai_protocol = 0;
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auto port_str = std::to_string(port);
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struct addrinfo *addrinfo_result;
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auto rv = ::getaddrinfo(host.c_str(), port_str.c_str(), &hints, &addrinfo_result);
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int last_error = 0;
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if (rv != 0)
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{
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last_error = ::WSAGetLastError();
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WSACleanup();
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throw_winsock_error_("getaddrinfo failed", last_error);
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}
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// Try each address until we successfully connect(2).
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for (auto *rp = addrinfo_result; rp != nullptr; rp = rp->ai_next)
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{
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socket_ = socket(rp->ai_family, rp->ai_socktype, rp->ai_protocol);
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if (socket_ == INVALID_SOCKET)
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{
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last_error = ::WSAGetLastError();
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WSACleanup();
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continue;
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}
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if (::connect(socket_, rp->ai_addr, (int)rp->ai_addrlen) == 0)
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{
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break;
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}
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else
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{
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last_error = ::WSAGetLastError();
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close();
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}
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}
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::freeaddrinfo(addrinfo_result);
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if (socket_ == INVALID_SOCKET)
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{
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WSACleanup();
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throw_winsock_error_("connect failed", last_error);
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}
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// set TCP_NODELAY
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int enable_flag = 1;
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::setsockopt(socket_, IPPROTO_TCP, TCP_NODELAY, reinterpret_cast<char *>(&enable_flag), sizeof(enable_flag));
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}
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// Send exactly n_bytes of the given data.
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// On error close the connection and throw.
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void send(const char *data, size_t n_bytes)
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{
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size_t bytes_sent = 0;
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while (bytes_sent < n_bytes)
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{
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const int send_flags = 0;
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auto write_result = ::send(socket_, data + bytes_sent, (int)(n_bytes - bytes_sent), send_flags);
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if (write_result == SOCKET_ERROR)
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{
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int last_error = ::WSAGetLastError();
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close();
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throw_winsock_error_("send failed", last_error);
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}
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if (write_result == 0) // (probably should not happen but in any case..)
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{
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break;
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}
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bytes_sent += static_cast<size_t>(write_result);
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}
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}
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};
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} // namespace details
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} // namespace spdlog
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