h1-mod/src/client/component/dedicated.cpp
2022-05-28 12:51:26 -05:00

371 lines
11 KiB
C++

#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "scheduler.hpp"
#include "server_list.hpp"
#include "network.hpp"
#include "command.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include "dvars.hpp"
#include "console.hpp"
#include <utils/hook.hpp>
#include <utils/string.hpp>
namespace dedicated
{
namespace
{
utils::hook::detour gscr_set_dynamic_dvar_hook;
utils::hook::detour com_quit_f_hook;
void init_dedicated_server()
{
static bool initialized = false;
if (initialized) return;
initialized = true;
// R_LoadGraphicsAssets
utils::hook::invoke<void>(0x686310_b);
}
void send_heartbeat()
{
auto* const dvar = game::Dvar_FindVar("sv_lanOnly");
if (dvar && dvar->current.enabled)
{
return;
}
game::netadr_s target{};
if (server_list::get_master_server(target))
{
network::send(target, "heartbeat", "H1");
}
}
std::vector<std::string>& get_startup_command_queue()
{
static std::vector<std::string> startup_command_queue;
return startup_command_queue;
}
void execute_startup_command(int client, int /*controllerIndex*/, const char* command)
{
if (game::Live_SyncOnlineDataFlags(0) == 0)
{
game::Cbuf_ExecuteBufferInternal(0, 0, command, game::Cmd_ExecuteSingleCommand);
}
else
{
get_startup_command_queue().emplace_back(command);
}
}
void execute_startup_command_queue()
{
const auto queue = get_startup_command_queue();
get_startup_command_queue().clear();
for (const auto& command : queue)
{
game::Cbuf_ExecuteBufferInternal(0, 0, command.data(), game::Cmd_ExecuteSingleCommand);
}
}
std::vector<std::string>& get_console_command_queue()
{
static std::vector<std::string> console_command_queue;
return console_command_queue;
}
void execute_console_command(const int client, const char* command)
{
if (game::Live_SyncOnlineDataFlags(0) == 0)
{
game::Cbuf_AddText(client, 0, command);
game::Cbuf_AddText(client, 0, "\n");
}
else
{
get_console_command_queue().emplace_back(command);
}
}
void execute_console_command_queue()
{
const auto queue = get_console_command_queue();
get_console_command_queue().clear();
for (const auto& command : queue)
{
game::Cbuf_AddText(0, 0, command.data());
game::Cbuf_AddText(0, 0, "\n");
}
}
void sync_gpu_stub()
{
std::this_thread::sleep_for(1ms);
}
game::dvar_t* gscr_set_dynamic_dvar()
{
/*
auto s = game::Scr_GetString(0);
auto* dvar = game::Dvar_FindVar(s);
if (dvar && !strncmp("scr_", dvar->name, 4))
{
return dvar;
}
*/
return gscr_set_dynamic_dvar_hook.invoke<game::dvar_t*>();
}
void kill_server()
{
const auto* svs_clients = *game::mp::svs_clients;
if (svs_clients != nullptr)
{
for (auto i = 0; i < *game::mp::svs_numclients; ++i)
{
if (svs_clients[i].header.state >= 3)
{
game::SV_GameSendServerCommand(i, game::SV_CMD_CAN_IGNORE,
utils::string::va("r \"%s\"", "EXE_ENDOFGAME"));
}
}
}
com_quit_f_hook.invoke<void>();
}
void sys_error_stub(const char* msg, ...)
{
char buffer[2048];
va_list ap;
va_start(ap, msg);
vsnprintf_s(buffer, sizeof(buffer), _TRUNCATE, msg, ap);
va_end(ap);
scheduler::once([]()
{
command::execute("map_rotate");
}, scheduler::main, 3s);
game::Com_Error(game::ERR_DROP, "%s", buffer);
}
utils::hook::detour ui_set_active_menu_hook;
void ui_set_active_menu_stub(void* localClientNum, int menu)
{
static auto done = false;
if (done && (menu == 6 || menu == 7))
{
return;
}
if (menu == 6 || menu == 7)
{
done = true;
}
ui_set_active_menu_hook.invoke<void>(localClientNum, menu);
}
}
void initialize()
{
command::execute("exec default_xboxlive.cfg", true);
command::execute("onlinegame 1", true);
command::execute("xblive_privatematch 1", true);
}
class component final : public component_interface
{
public:
void* load_import(const std::string& library, const std::string& function) override
{
return nullptr;
}
void post_unpack() override
{
if (!game::environment::is_dedi())
{
return;
}
#ifdef DEBUG
printf("Starting dedicated server\n");
#endif
// Register dedicated dvar
dvars::register_bool("dedicated", true, game::DVAR_FLAG_READ, "Dedicated server");
// Add lanonly mode
dvars::register_bool("sv_lanOnly", false, game::DVAR_FLAG_NONE, "Don't send heartbeat");
// Disable VirtualLobby
dvars::override::register_bool("virtualLobbyEnabled", false, game::DVAR_FLAG_READ);
// Disable r_preloadShaders
dvars::override::register_bool("r_preloadShaders", false, game::DVAR_FLAG_READ);
// Stop crashing from sys_errors
utils::hook::jump(0x1D8710_b, sys_error_stub, true);
// Hook R_SyncGpu
utils::hook::jump(0x688620_b, sync_gpu_stub, true);
utils::hook::jump(0x135600_b, init_dedicated_server, true);
// delay startup commands until the initialization is done
utils::hook::jump(0x157DD3_b, utils::hook::assemble([](utils::hook::assembler& a)
{
a.lea(r8, qword_ptr(rsp, 0x20));
a.xor_(ecx, ecx);
a.pushad64();
a.call_aligned(execute_startup_command);
a.popad64();
a.jmp(0x157DDF_b);
}), true);//
// delay console commands until the initialization is done // COULDN'T FOUND
// utils::hook::call(0x1400D808C, execute_console_command);
// utils::hook::nop(0x1400D80A4, 5);
// patch GScr_SetDynamicDvar to behave better
gscr_set_dynamic_dvar_hook.create(0x43CF60_b, &gscr_set_dynamic_dvar);
utils::hook::nop(0x189514_b, 248); // don't load config file
utils::hook::nop(0x156C46_b, 5); // ^
utils::hook::set<uint8_t>(0x17F470_b, 0xC3); // don't save config file
utils::hook::set<uint8_t>(0x351AA0_b, 0xC3); // disable self-registration
utils::hook::set<uint8_t>(0x5BF4E0_b, 0xC3); // init sound system (1)
utils::hook::set<uint8_t>(0x701820_b, 0xC3); // init sound system (2)
utils::hook::set<uint8_t>(0x701850_b, 0xC3); // init sound system (3)
utils::hook::set<uint8_t>(0x6C9B10_b, 0xC3); // render thread
utils::hook::set<uint8_t>(0x343950_b, 0xC3); // called from Com_Frame, seems to do renderer stuff
utils::hook::set<uint8_t>(0x12CCA0_b, 0xC3); // CL_CheckForResend, which tries to connect to the local server constantly
utils::hook::set<uint8_t>(0x67ADCE_b, 0x00); // r_loadForRenderer default to 0
utils::hook::set<uint8_t>(0x5B7AF0_b, 0xC3); // recommended settings check
utils::hook::set<uint8_t>(0x5BE850_b, 0xC3); // some mixer-related function called on shutdown
utils::hook::set<uint8_t>(0x4DEA50_b, 0xC3); // dont load ui gametype stuff
utils::hook::nop(0x54ED81_b, 6); // unknown check in SV_ExecuteClientMessage
utils::hook::nop(0x54E337_b, 4); // allow first slot to be occupied
utils::hook::nop(0x13ABCB_b, 2); // properly shut down dedicated servers
utils::hook::nop(0x13AB8E_b, 2); // ^
utils::hook::nop(0x13ABF0_b, 5); // don't shutdown renderer
utils::hook::set<uint8_t>(0xAA290_b, 0xC3); // something to do with blendShapeVertsView
utils::hook::nop(0x70465D_b, 8); // sound thing
// (COULD NOT FIND IN H1)
// utils::hook::set<uint8_t>(0x1404D6960, 0xC3); // cpu detection stuff?
utils::hook::set<uint8_t>(0x690F30_b, 0xC3); // gfx stuff during fastfile loading
utils::hook::set<uint8_t>(0x690E00_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x690ED0_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x39B980_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x690E50_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x651BA0_b, 0xC3); // directx stuff
utils::hook::set<uint8_t>(0x681950_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x6CE390_b, 0xC3); // ^ - mutex
utils::hook::set<uint8_t>(0x681ED0_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x0A3CD0_b, 0xC3); // rendering stuff
utils::hook::set<uint8_t>(0x682150_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x682260_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x6829C0_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x6834A0_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x683B40_b, 0xC3); // ^
// shaders
utils::hook::set<uint8_t>(0x0AA090_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x0A9FE0_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x6C38D0_b, 0xC3); // ^ - mutex
utils::hook::set<uint8_t>(0x5BFD10_b, 0xC3); // idk
utils::hook::set<uint8_t>(0x652E10_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x687D20_b, 0xC3); // R_Shutdown
utils::hook::set<uint8_t>(0x652BA0_b, 0xC3); // shutdown stuff
utils::hook::set<uint8_t>(0x687DF0_b, 0xC3); // ^
utils::hook::set<uint8_t>(0x686DE0_b, 0xC3); // ^
// utils::hook::set<uint8_t>(0x1404B67E0, 0xC3); // sound crashes (H1 - questionable, function looks way different)
utils::hook::set<uint8_t>(0x556250_b, 0xC3); // disable host migration
utils::hook::set<uint8_t>(0x4F7C10_b, 0xC3); // render synchronization lock
utils::hook::set<uint8_t>(0x4F7B40_b, 0xC3); // render synchronization unlock
utils::hook::set<uint8_t>(0x27AA9D_b, 0xEB); // LUI: Unable to start the LUI system due to errors in main.lua
utils::hook::set<uint8_t>(0x27AAC5_b, 0xEB); // LUI: Unable to start the LUI system due to errors in depot.lua
utils::hook::set<uint8_t>(0x27AADC_b, 0xEB); // ^
utils::hook::nop(0x5B25BE_b, 5); // Disable sound pak file loading
utils::hook::nop(0x5B25C6_b, 2); // ^
utils::hook::set<uint8_t>(0x3A0BA0_b, 0xC3); // Disable image pak file loading
// Reduce min required memory
utils::hook::set<uint64_t>(0x5B7F37_b, 0x80000000);
utils::hook::set<uint8_t>(0x399E10_b, 0xC3); // some loop
utils::hook::set<uint8_t>(0x1D48B0_b, 0xC3); // related to shader caching / techsets / fastfilesc
utils::hook::set<uint8_t>(0x3A1940_b, 0xC3); // DB_ReadPackedLoadedSounds
// Workaround for server spamming 'exec default_xboxlive.cfg' when not running
ui_set_active_menu_hook.create(0x1E4D80_b, ui_set_active_menu_stub);
// initialize the game after onlinedataflags is 32 (workaround)
scheduler::schedule([=]()
{
if (game::Live_SyncOnlineDataFlags(0) == 32 && game::Sys_IsDatabaseReady2())
{
scheduler::once([]()
{
command::execute("xstartprivateparty", true);
command::execute("disconnect", true); // 32 -> 0
}, scheduler::pipeline::main, 1s);
return scheduler::cond_end;
}
return scheduler::cond_continue;
}, scheduler::pipeline::main, 1s);
scheduler::on_game_initialized([]()
{
initialize();
console::info("==================================\n");
console::info("Server started!\n");
console::info("==================================\n");
// remove disconnect command
game::Cmd_RemoveCommand("disconnect");
execute_startup_command_queue();
execute_console_command_queue();
// Send heartbeat to master
scheduler::once(send_heartbeat, scheduler::pipeline::server);
scheduler::loop(send_heartbeat, scheduler::pipeline::server, 10min);
command::add("heartbeat", send_heartbeat);
}, scheduler::pipeline::main, 1s);
command::add("killserver", kill_server);
com_quit_f_hook.create(0x17CD00_b, &kill_server);
}
};
}
REGISTER_COMPONENT(dedicated::component)