Merge pull request #241 from Brentdevent/dedis
Potential fix dedicated servers loading offline classes
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commit
9bdb630f52
@ -10,6 +10,8 @@ namespace dedicated_patches
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{
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{
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namespace
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namespace
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{
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{
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utils::hook::detour spawn_server_hook;
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void scr_are_textures_loaded_stub([[maybe_unused]] game::scriptInstance_t inst)
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void scr_are_textures_loaded_stub([[maybe_unused]] game::scriptInstance_t inst)
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{
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{
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game::Scr_AddInt(game::SCRIPTINSTANCE_SERVER, 1);
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game::Scr_AddInt(game::SCRIPTINSTANCE_SERVER, 1);
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@ -58,6 +60,14 @@ namespace dedicated_patches
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utils::hook::call(address, is_mod_loaded_stub);
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utils::hook::call(address, is_mod_loaded_stub);
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}
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}
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}
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}
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void spawn_server_stub(int controllerIndex, const char* server, game::MapPreload preload, bool savegame)
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{
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game::Com_SessionMode_SetNetworkMode(game::MODE_NETWORK_ONLINE);
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game::Com_SessionMode_SetGameMode(game::MODE_GAME_MATCHMAKING_PLAYLIST);
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spawn_server_hook.invoke(controllerIndex, server, preload, savegame);
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}
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}
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}
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struct component final : server_component
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struct component final : server_component
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@ -77,11 +87,7 @@ namespace dedicated_patches
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utils::hook::jump(0x1402565D0_g, is_online_stub);
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utils::hook::jump(0x1402565D0_g, is_online_stub);
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patch_is_mod_loaded_checks();
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patch_is_mod_loaded_checks();
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scheduler::once([]()
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spawn_server_hook.create(game::SV_SpawnServer, spawn_server_stub);
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{
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game::Com_SessionMode_SetNetworkMode(game::MODE_NETWORK_ONLINE);
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game::Com_SessionMode_SetGameMode(game::MODE_GAME_MATCHMAKING_PLAYLIST);
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}, scheduler::pipeline::main, 1s);
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}
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}
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};
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};
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}
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}
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@ -48,6 +48,13 @@ namespace game
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MODE_NETWORK_INVALID = 0x3,
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MODE_NETWORK_INVALID = 0x3,
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};
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};
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enum MapPreload
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{
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MAP_PRELOAD_NONE = 0x0,
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MAP_PRELOAD_FRONTEND = 0x1,
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MAP_PRELOAD_IN_GAME = 0x2,
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};
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enum bdLobbyErrorCode
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enum bdLobbyErrorCode
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{
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{
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BD_NO_ERROR = 0x0,
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BD_NO_ERROR = 0x0,
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@ -130,6 +130,7 @@ namespace game
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WEAK symbol<void*()> SV_AddTestClient{0x1422499A0, 0x14052E3E0};
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WEAK symbol<void*()> SV_AddTestClient{0x1422499A0, 0x14052E3E0};
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WEAK symbol<void(client_s* cl_0, svscmd_type type, const char* fmt, ...)> SV_SendServerCommand{0x0, 0x140537F10};
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WEAK symbol<void(client_s* cl_0, svscmd_type type, const char* fmt, ...)> SV_SendServerCommand{0x0, 0x140537F10};
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WEAK symbol<bool(int clientNum)> SV_IsTestClient{0x14224B5C0, 0x14052FF40};
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WEAK symbol<bool(int clientNum)> SV_IsTestClient{0x14224B5C0, 0x14052FF40};
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WEAK symbol<void(int controllerIndex, const char* server, MapPreload preload, bool savegame)> SV_SpawnServer{0x142253320, 0x140535B20};
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// Utils
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// Utils
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WEAK symbol<const char* (char* str)> I_CleanStr{0x1422E9C10, 0x140580E80};
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WEAK symbol<const char* (char* str)> I_CleanStr{0x1422E9C10, 0x140580E80};
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