117 lines
3.1 KiB
C++
117 lines
3.1 KiB
C++
#include "pch.h"
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#include "hoststate.h"
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#include "masterserver.h"
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#include "serverauthentication.h"
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#include "serverpresence.h"
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#include "playlist.h"
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#include "tier0.h"
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#include "r2engine.h"
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#include "limits.h"
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AUTOHOOK_INIT()
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using namespace R2;
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// use the R2 namespace for game funcs
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namespace R2
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{
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CHostState* g_pHostState;
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} // namespace R2
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ConVar* Cvar_hostport;
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void ServerStartingOrChangingMap()
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{
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// net_data_block_enabled is required for sp, force it if we're on an sp map
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// sucks for security but just how it be
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if (!strncmp(g_pHostState->m_levelName, "sp_", 3))
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g_pCVar->FindVar("net_data_block_enabled")->SetValue(true);
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}
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// clang-format off
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AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0,
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void, __fastcall, (CHostState* self))
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// clang-format on
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{
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spdlog::info("HostState: NewGame");
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Cbuf_AddText(Cbuf_GetCurrentPlayer(), "exec autoexec_ns_server", cmd_source_t::kCommandSrcCode);
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Cbuf_Execute();
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// need to do this to ensure we don't go to private match
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if (g_pServerAuthentication->m_bNeedLocalAuthForNewgame)
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SetCurrentPlaylist("tdm");
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// don't require authentication on singleplayer startup
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g_pServerAuthentication->m_bRequireClientAuth = strncmp(g_pHostState->m_levelName, "sp_", 3);
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ServerStartingOrChangingMap();
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double dStartTime = Tier0::Plat_FloatTime();
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CHostState__State_NewGame(self);
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spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
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// setup server presence
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g_pServerPresence->CreatePresence();
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g_pServerPresence->SetMap(g_pHostState->m_levelName, true);
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g_pServerPresence->SetPlaylist(GetCurrentPlaylistName());
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g_pServerPresence->SetPort(Cvar_hostport->GetInt());
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g_pServerAuthentication->StartPlayerAuthServer();
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g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false;
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}
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// clang-format off
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AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520,
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void, __fastcall, (CHostState* self))
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// clang-format on
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{
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spdlog::info("HostState: ChangeLevelMP");
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ServerStartingOrChangingMap();
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double dStartTime = Tier0::Plat_FloatTime();
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CHostState__State_ChangeLevelMP(self);
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spdlog::info("loading took {}s", Tier0::Plat_FloatTime() - dStartTime);
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g_pServerPresence->SetMap(g_pHostState->m_levelName);
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}
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// clang-format off
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AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E640,
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void, __fastcall, (CHostState* self))
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// clang-format on
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{
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spdlog::info("HostState: GameShutdown");
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g_pServerPresence->DestroyPresence();
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g_pServerAuthentication->StopPlayerAuthServer();
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CHostState__State_GameShutdown(self);
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}
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// clang-format off
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AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00,
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void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime))
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// clang-format on
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{
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CHostState__FrameUpdate(self, flCurrentTime, flFrameTime);
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if (*R2::g_pServerState == R2::server_state_t::ss_active)
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{
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// update server presence
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g_pServerPresence->RunFrame(flCurrentTime);
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// update limits for frame
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g_pServerLimits->RunFrame(flCurrentTime, flFrameTime);
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}
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}
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ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module))
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{
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AUTOHOOK_DISPATCH()
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g_pHostState = module.Offset(0x7CF180).As<CHostState*>();
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Cvar_hostport = module.Offset(0x13FA6070).As<ConVar*>();
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}
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