171 lines
3.1 KiB
C++
171 lines
3.1 KiB
C++
#include <STDInclude.hpp>
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#include "Threading.hpp"
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namespace Components
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{
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namespace FrameTime
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{
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void NetSleep(int ms)
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{
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if (ms < 0) ms = 0;
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fd_set fdr;
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FD_ZERO(&fdr);
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auto maxfd = INVALID_SOCKET;
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if (*Game::ip_socket != INVALID_SOCKET)
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{
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FD_SET(*Game::ip_socket, &fdr);
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maxfd = *Game::ip_socket;
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}
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if (maxfd == INVALID_SOCKET)
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{
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// On Windows, select fails if no sockets
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Game::Sys_Sleep(ms);
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return;
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}
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timeval tv = { ms / 1000, (ms % 1000) * 1000 };
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const auto result = ::select(maxfd + 1, &fdr, nullptr, nullptr, &tv);
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if (result == SOCKET_ERROR)
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{
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Logger::Warning(Game::CON_CHANNEL_SYSTEM, "WinAPI: select failed: {}\n", Game::NET_ErrorString());
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return;
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}
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if (result > 0)
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{
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if (Dedicated::IsRunning())
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{
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Game::Com_ServerPacketEvent();
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}
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else
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{
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Game::Com_ClientPacketEvent();
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}
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}
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}
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void SVFrameWaitFunc()
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{
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if (*Game::sv_timeResidual < 50)
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{
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NetSleep(50 - *Game::sv_timeResidual);
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}
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}
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void __declspec(naked) SVFrameWaitStub()
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{
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__asm
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{
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pushad
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call SVFrameWaitFunc
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popad
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push 4CD420h
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ret
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}
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}
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int ComTimeVal(int minMsec)
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{
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const auto timeVal = Game::Sys_Milliseconds() - *Game::com_frameTime;
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return (timeVal >= minMsec ? 0 : minMsec - timeVal);
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}
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int ComFrameWait(int minMsec)
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{
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do
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{
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const auto timeVal = ComTimeVal(minMsec);
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NetSleep(timeVal < 1 ? 0 : timeVal - 1);
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} while (ComTimeVal(minMsec));
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const auto lastTime = *Game::com_frameTime;
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Game::Com_EventLoop();
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*Game::com_frameTime = Game::Sys_Milliseconds();
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return *Game::com_frameTime - lastTime;
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}
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void __declspec(naked) ComFrameWaitStub()
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{
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__asm
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{
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push ecx
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pushad
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push edi
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call ComFrameWait
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add esp, 4
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mov [esp + 20h], eax
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popad
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pop eax
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mov ecx, eax
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mov edx, 1AD7934h // com_sv_running
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cmp byte ptr [edx + 10h], 0
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push 47DDC1h
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ret
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}
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}
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}
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__declspec(naked) void Threading::FrameEpilogueStub()
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{
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__asm
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{
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pop edi
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pop esi
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pop ebx
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mov esp, ebp
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pop ebp
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retn
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}
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}
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__declspec(naked) void Threading::PacketEventStub()
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{
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__asm
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{
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mov eax, 49F0B0h
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call eax
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mov eax, 458160h
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jmp eax
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}
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}
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Threading::Threading()
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{
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// remove starting of server thread from Com_Init_Try_Block_Function
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Utils::Hook::Nop(0x60BEC0, 5);
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// make server thread function jump to per-frame stuff
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Utils::Hook(0x627049, 0x6271CE, HOOK_JUMP).install()->quick();
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// make SV_WaitServer insta-return
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Utils::Hook::Set<std::uint8_t>(0x4256F0, 0xC3);
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// dvar setting function, unknown stuff related to server thread sync
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Utils::Hook::Set<std::uint8_t>(0x647781, 0xEB);
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Utils::Hook(0x627695, 0x627040, HOOK_CALL).install()->quick();
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Utils::Hook(0x43D1C7, PacketEventStub, HOOK_JUMP).install()->quick();
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Utils::Hook(0x6272E3, FrameEpilogueStub, HOOK_JUMP).install()->quick();
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if (Dedicated::IsEnabled())
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{
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Utils::Hook(0x4BAAAD, FrameTime::SVFrameWaitStub, HOOK_CALL).install()->quick();
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}
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else
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{
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Utils::Hook(0x47DD80, FrameTime::ComFrameWaitStub, HOOK_JUMP).install()->quick();
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}
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}
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}
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