iw7-mod/src/client/component/dedicated.cpp
2024-07-03 19:34:50 +03:00

427 lines
12 KiB
C++

#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include "dvars.hpp"
#include "command.hpp"
#include "console/console.hpp"
#include "scheduler.hpp"
#include "filesystem.hpp"
#include "server_list.hpp"
#include "network.hpp"
#include <utils/json.hpp>
#include <utils/hook.hpp>
#include <utils/string.hpp>
#include <utils/flags.hpp>
#include <utils/io.hpp>
namespace dedicated
{
namespace
{
utils::hook::detour com_quit_f_hook;
const game::dvar_t* sv_lanOnly;
void kill_server()
{
game::SV_MainMP_KillLocalServer();
com_quit_f_hook.invoke<void>();
}
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);
}
}
bool party_is_server_dedicated_stub()
{
return true;
}
void sync_gpu_stub(void* a1)
{
// R_SyncGpu
utils::hook::invoke<void>(0x140E08AE0, a1);
std::this_thread::sleep_for(1ms);
}
void gscr_is_using_match_rules_data_stub()
{
game::Scr_AddInt(0);
}
void send_heartbeat()
{
if (sv_lanOnly->current.enabled)
{
return;
}
game::netadr_s target{};
if (server_list::get_master_server(target))
{
network::send(target, "heartbeat", "IW7");
}
}
void sys_error_stub(const char* msg, ...)
{
char buffer[2048]{};
va_list ap;
va_start(ap, msg);
vsnprintf_s(buffer, _TRUNCATE, msg, ap);
va_end(ap);
scheduler::once([]
{
command::execute("map_rotate");
}, scheduler::main, 3s);
game::Com_Error(game::ERR_DROP, "%s", buffer);
}
void init_dedicated_server()
{
// R_RegisterDvars
utils::hook::invoke<void>(0x140DF62C0);
// R_RegisterCmds
utils::hook::invoke<void>(0x140DD7E50);
// RB_Tonemap_RegisterDvars
utils::hook::invoke<void>(0x1404B1320);
static bool initialized = false;
if (initialized) return;
initialized = true;
// R_LoadGraphicsAssets
utils::hook::invoke<void>(0x140E06220);
}
void initialize()
{
const auto initialize_gamemode = []() -> void
{
if (game::Com_GameMode_GetActiveGameMode() == game::GAME_MODE_CP)
{
command::execute("exec default_systemlink_cp.cfg", true);
command::execute("exec default_cp.cfg", true);
}
else if (game::Com_GameMode_GetActiveGameMode() == game::GAME_MODE_MP)
{
command::execute("exec default_systemlink_mp.cfg", true);
command::execute("exec default_mp.cfg", true);
}
};
initialize_gamemode();
}
nlohmann::json snd_alias_length_data;
nlohmann::json get_snd_alias_length_data(const char* mapname, const std::string& game_mode = "")
{
const auto path = "sounddata/"s + game_mode + "/"s + mapname + ".json"s;
const auto buffer = filesystem::read_file(path);
if (!buffer.empty())
{
try
{
return nlohmann::json::parse(buffer);
}
catch (const std::exception& e)
{
console::error("[SND]: failed to read sound lengths file \"%s\"\n %s\n", path.data(), e.what());
}
}
else
{
console::error("[SND]: failed to find sound lengths file \"%s\"\n", path.data());
}
return{};
}
nlohmann::json get_snd_alias_length_data_for_map(const char* mapname)
{
return get_snd_alias_length_data(mapname, game::Com_GameMode_GetActiveGameModeStr());
}
int get_snd_alias_length(const char* alias)
{
if (snd_alias_length_data.is_object() && snd_alias_length_data.contains(alias))
{
return snd_alias_length_data[alias];
}
else
{
//console::error("[SND]: failed to find sound length soundalias \"%s\"\n", alias);
return 0;
}
}
utils::hook::detour snd_lookup_sound_length_hook;
int snd_lookup_sound_length_stub(const char* alias)
{
return get_snd_alias_length(alias);
}
utils::hook::detour start_server_hook;
void start_server_stub(game::SvServerInitSettings* init_settings)
{
snd_alias_length_data = get_snd_alias_length_data_for_map(init_settings->mapName);
start_server_hook.invoke<void>(init_settings);
}
}
class component final : public component_interface
{
public:
void post_unpack() override
{
if (!game::environment::is_dedi())
{
return;
}
#ifdef DEBUG
printf("Starting dedicated server\n");
#endif
// Register dedicated dvar
game::Dvar_RegisterBool("dedicated", true, game::DVAR_FLAG_READ, "Dedicated server");
// Add lanonly mode
sv_lanOnly = game::Dvar_RegisterBool("sv_lanOnly", false, game::DVAR_FLAG_NONE, "Don't send heartbeat");
// Disable frontend
//dvars::override::register_bool("frontEndSceneEnabled", false, game::DVAR_FLAG_READ);
utils::hook::set<uint8_t>(0x1405AC8F0, 0xC3); // Com_FastFile_Frame_FrontEnd
// Disable shader preload
dvars::override::register_bool("r_preloadShaders", false, game::DVAR_FLAG_READ);
// Disable load for renderer
dvars::override::register_bool("r_loadForRenderer", false, game::DVAR_FLAG_READ);
dvars::override::register_bool("intro", false, game::DVAR_FLAG_READ);
// Stop crashing from sys_errors
utils::hook::jump(0x140D34180, sys_error_stub, true);
// Is party dedicated
utils::hook::jump(0x1405DFC10, party_is_server_dedicated_stub);
// Make GScr_IsUsingMatchRulesData return 0 so the game doesn't override the cfg
utils::hook::jump(0x140B53950, gscr_is_using_match_rules_data_stub);
// Hook R_SyncGpu
utils::hook::call(0x1403428B1, sync_gpu_stub);
utils::hook::jump(0x140341B60, init_dedicated_server, true);
// delay startup commands until the initialization is done
utils::hook::call(0x140B8D20F, execute_startup_command);
utils::hook::nop(0x140CDD5D3, 5); // don't load config file
utils::hook::nop(0x140B7CE46, 5); // ^
utils::hook::set<uint8_t>(0x140BB0930, 0xC3); // don't save config file
utils::hook::set<uint8_t>(0x1409D49C0, 0xC3); // disable self-registration
utils::hook::set<uint8_t>(0x140E574E0, 0xC3); // render thread
utils::hook::set<uint8_t>(0x1403471A0, 0xC3); // called from Com_Frame, seems to do renderer stuff
utils::hook::set<uint8_t>(0x1409AA9A0, 0xC3); // CL_CheckForResend, which tries to connect to the local server constantly
utils::hook::set<uint8_t>(0x140D2EBB0, 0xC3); // recommended settings check
utils::hook::nop(0x140C5007B, 6); // unknown check in SV_ExecuteClientMessage
utils::hook::nop(0x140C4F407, 3); // allow first slot to be occupied
utils::hook::nop(0x1403429A7, 2); // properly shut down dedicated servers
utils::hook::nop(0x14034296F, 2); // ^
utils::hook::set<uint8_t>(0x140E08360, 0xC3); // don't shutdown renderer
// SOUND patches
//utils::hook::nop(0x140C93213, 5); // snd stream thread
//utils::hook::set<uint8_t>(0x140C93206, 0); // snd_active
//utils::hook::set<uint8_t>(0x140CB9150, 0xC3); // sound queue thing
//utils::hook::set<uint8_t>(0x140C75550, 0xC3); // SD_AllocInit
//utils::hook::set<uint8_t>(0x140C75CA0, 0xC3); // SD_Init
utils::hook::set<uint8_t>(0x140D597C0, 0xC3); // Voice_Init
utils::hook::set(0x140CFDC40, 0xC3C033); // sound stream reading
// lookup the length from our list
snd_lookup_sound_length_hook.create(0x140C9BCE0, snd_lookup_sound_length_stub);
// check the sounddata when server is launched
start_server_hook.create(0x140C56050, start_server_stub);
// IMAGE patches
// image stream (pak)
utils::hook::set<uint8_t>(0x140A7DB10, 0xC3); // DB_CreateGfxImageStreamInternal
// UI patches
utils::hook::set<uint8_t>(0x140615090, 0xC3); // LUI_CoD_Init
// IW7 patches
utils::hook::set(0x140E06060, 0xC3C033); // directx
utils::hook::set(0x140E05B80, 0xC3C033); // ^
utils::hook::set(0x140DD2760, 0xC3C033); // ^
utils::hook::set(0x140E05E20, 0xC3C033); // ^ buffer
utils::hook::set(0x140E11270, 0xC3C033); // ^
utils::hook::set(0x140DD3C50, 0xC3C033); // ^
utils::hook::set(0x1400C1210, 0xC3C033); // ^ idk
utils::hook::set(0x1400C12B0, 0xC3C033); // ^ idk
utils::hook::set(0x140E423A0, 0xC3C033); // directx
utils::hook::set(0x140E04680, 0xC3C033); // ^
utils::hook::set(0x140E00ED0, 0xC3C033); // Image_Create1DTexture_PC
utils::hook::set(0x140E00FC0, 0xC3C033); // Image_Create2DTexture_PC
utils::hook::set(0x140E011A0, 0xC3C033); // Image_Create3DTexture_PC
utils::hook::set(0x140E015C0, 0xC3C033); // Image_CreateCubeTexture_PC
utils::hook::set(0x140E01300, 0xC3C033); // Image_CreateArrayTexture_PC
utils::hook::set(0x1405F1EA0, 0xC3C033); // renderer
utils::hook::set(0x1400C1370, 0xC3C033); // ^
utils::hook::set(0x140DD26E0, 0xC3C033); // directx
utils::hook::set(0x1405F0610, 0xC3C033); // ^
utils::hook::set(0x1405F0580, 0xC3C033); // ^
utils::hook::set(0x1405F0820, 0xC3C033); // ^
utils::hook::set(0x1405F0790, 0xC3C033); // ^
utils::hook::set(0x140DD42A0, 0xC3C033); // shutdown
utils::hook::set(0x140DD42E0, 0xC3C033); // ^
utils::hook::set(0x140DD4280, 0xC3C033); // ^
utils::hook::set(0x140DD4230, 0xC3C033); // ^
// r_loadForRenderer
//utils::hook::set<uint8_t>(0x140E114A0, 0xC3); // ^
//utils::hook::set<uint8_t>(0x140E11380, 0xC3); // ^
//utils::hook::set<uint8_t>(0x140E113D0, 0xC3); // ^
//utils::hook::set<uint8_t>(0x140E476F0, 0xC3); // ^
//utils::hook::set<uint8_t>(0x140E11420, 0xC3); // ^
//utils::hook::set<uint8_t>(0x140DD2300, 0xC3); // ^
//utils::hook::set<uint8_t>(0x140DD2610, 0xC3); // ^
//utils::hook::set<uint8_t>(0x140E11F40, 0xC3); // ^
// skip R_GetFrameIndex check in DB_LoadLevelXAssets
utils::hook::set<uint8_t>(0x1403B9E72, 0xEB);
// don't release buffer
utils::hook::set<uint8_t>(0x140DD4430, 0xC3);
// R_LoadWorld
utils::hook::set<uint8_t>(0x140DD14C0, 0xC3);
// something to do with vls?
utils::hook::set<uint8_t>(0x140D02CB0, 0xC3);
// recipe save threads
utils::hook::set<uint8_t>(0x140E7C970, 0xC3);
// set game mode
scheduler::once([]()
{
if (utils::flags::has_flag("cpMode") || utils::flags::has_flag("zombies"))
{
game::Com_GameMode_SetDesiredGameMode(game::GAME_MODE_CP);
}
else
{
game::Com_GameMode_SetDesiredGameMode(game::GAME_MODE_MP);
}
}, scheduler::pipeline::main);
// initialization
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();
// Send heartbeat to dpmaster
scheduler::once(send_heartbeat, scheduler::pipeline::server);
scheduler::loop(send_heartbeat, scheduler::pipeline::server, 10min);
command::add("heartbeat", send_heartbeat);
}, scheduler::pipeline::main, 1s);
// dedicated info
scheduler::loop([]()
{
auto* sv_running = game::Dvar_FindVar("sv_running");
if (!sv_running || !sv_running->current.enabled)
{
console::set_title("IW7-Mod Dedicated Server");
return;
}
auto* const sv_hostname = game::Dvar_FindVar("sv_hostname");
auto* const mapname = game::Dvar_FindVar("mapname");
if (!sv_hostname || !mapname)
{
return;
}
std::string cleaned_hostname;
cleaned_hostname.resize(static_cast<int>(strlen(sv_hostname->current.string) + 1));
utils::string::strip(sv_hostname->current.string, cleaned_hostname.data(),
static_cast<int>(strlen(sv_hostname->current.string)) + 1);
console::set_title(utils::string::va("%s on %s", cleaned_hostname.data(), mapname->current.string));
}, scheduler::pipeline::main, 1s);
scheduler::once([]()
{
command::add("killserver", kill_server);
com_quit_f_hook.create(game::Com_Quit_f, kill_server);
}, scheduler::server);
}
};
}
REGISTER_COMPONENT(dedicated::component)