From 1f4765d4a82d2ae3a17f66330f30d16f2eab2be7 Mon Sep 17 00:00:00 2001 From: Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> Date: Mon, 16 Sep 2024 17:47:32 +0100 Subject: [PATCH 1/3] dedicated: Remove uses of Autohook from `dedicated.cpp` (#799) Removes use of AUTOHOOK macro from dedicated.cpp --- primedev/dedicated/dedicated.cpp | 22 +++++++++------------- 1 file changed, 9 insertions(+), 13 deletions(-) diff --git a/primedev/dedicated/dedicated.cpp b/primedev/dedicated/dedicated.cpp index eca9b9f1f..8b0604fcf 100644 --- a/primedev/dedicated/dedicated.cpp +++ b/primedev/dedicated/dedicated.cpp @@ -8,8 +8,6 @@ #include "masterserver/masterserver.h" #include "util/printcommands.h" -AUTOHOOK_INIT() - bool IsDedicatedServer() { static bool result = strstr(GetCommandLineA(), "-dedicated"); @@ -114,10 +112,8 @@ DWORD WINAPI ConsoleInputThread(PVOID pThreadParameter) return 0; } -// clang-format off -AUTOHOOK(IsGameActiveWindow, engine.dll + 0x1CDC80, -bool,, ()) -// clang-format on +static bool (*o_pIsGameActiveWindow)() = nullptr; +static bool h_IsGameActiveWindow() { return true; } @@ -126,7 +122,8 @@ ON_DLL_LOAD_DEDI_RELIESON("engine.dll", DedicatedServer, ServerPresence, (CModul { spdlog::info("InitialiseDedicated"); - AUTOHOOK_DISPATCH_MODULE(engine.dll) + o_pIsGameActiveWindow = module.Offset(0x1CDC80).RCast(); + HookAttach(&(PVOID&)o_pIsGameActiveWindow, (PVOID)h_IsGameActiveWindow); // Host_Init // prevent a particle init that relies on client dll @@ -270,12 +267,10 @@ ON_DLL_LOAD_DEDI("tier0.dll", DedicatedServerOrigin, (CModule module)) module.GetExportedFunction("Tier0_InitOrigin").Patch("C3"); } -// clang-format off -AUTOHOOK(PrintSquirrelError, server.dll + 0x794D0, -void, __fastcall, (void* sqvm)) -// clang-format on +static void(__fastcall* o_pPrintSquirrelError)(void* sqvm) = nullptr; +static void __fastcall h_PrintSquirrelError(void* sqvm) { - PrintSquirrelError(sqvm); + o_pPrintSquirrelError(sqvm); // close dedicated server if a fatal error is hit // atm, this will crash if not aborted, so this just closes more gracefully @@ -289,7 +284,8 @@ void, __fastcall, (void* sqvm)) ON_DLL_LOAD_DEDI("server.dll", DedicatedServerGameDLL, (CModule module)) { - AUTOHOOK_DISPATCH_MODULE(server.dll) + o_pPrintSquirrelError = module.Offset(0x794D0).RCast(); + HookAttach(&(PVOID&)o_pPrintSquirrelError, (PVOID)h_PrintSquirrelError); if (CommandLine()->CheckParm("-nopakdedi")) { From ba485e9826c13a37945e06f3c00101ea16089266 Mon Sep 17 00:00:00 2001 From: Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> Date: Tue, 17 Sep 2024 16:08:47 +0100 Subject: [PATCH 2/3] dedicated: Remove uses of Autohook from `dedicatedmaterialsystem.cpp` (#800) Removes AUTOHOOK macro from dedicatedmaterialsystem.cpp --- .../dedicated/dedicatedmaterialsystem.cpp | 25 ++++++++++++------- 1 file changed, 16 insertions(+), 9 deletions(-) diff --git a/primedev/dedicated/dedicatedmaterialsystem.cpp b/primedev/dedicated/dedicatedmaterialsystem.cpp index 010780862..f74cbfe39 100644 --- a/primedev/dedicated/dedicatedmaterialsystem.cpp +++ b/primedev/dedicated/dedicatedmaterialsystem.cpp @@ -1,11 +1,18 @@ #include "dedicated.h" #include "core/tier0.h" -AUTOHOOK_INIT() - -// clang-format off -AUTOHOOK(D3D11CreateDevice, materialsystem_dx11.dll + 0xD9A0E, -HRESULT, __stdcall, ( +static HRESULT(__stdcall* o_pD3D11CreateDevice)( + void* pAdapter, + int DriverType, + HMODULE Software, + UINT Flags, + int* pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + void** ppDevice, + int* pFeatureLevel, + void** ppImmediateContext) = nullptr; +static HRESULT __stdcall h_D3D11CreateDevice( void* pAdapter, int DriverType, HMODULE Software, @@ -15,8 +22,7 @@ HRESULT, __stdcall, ( UINT SDKVersion, void** ppDevice, int* pFeatureLevel, - void** ppImmediateContext)) -// clang-format on + void** ppImmediateContext) { // note: this is super duper temp pretty much just messing around with it // does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't @@ -26,13 +32,14 @@ HRESULT, __stdcall, ( if (CommandLine()->CheckParm("-softwared3d11")) DriverType = 5; // D3D_DRIVER_TYPE_WARP - return D3D11CreateDevice( + return o_pD3D11CreateDevice( pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); } ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (CModule module)) { - AUTOHOOK_DISPATCH() + o_pD3D11CreateDevice = module.Offset(0xD9A0E).RCast(); + HookAttach(&(PVOID&)o_pD3D11CreateDevice, (PVOID)h_D3D11CreateDevice); // CMaterialSystem::FindMaterial // make the game always use the error material From 6737a344c012c0f7fd19cd593949dd3dbe5a0cb7 Mon Sep 17 00:00:00 2001 From: Jack <66967891+ASpoonPlaysGames@users.noreply.github.com> Date: Tue, 17 Sep 2024 16:26:05 +0100 Subject: [PATCH 3/3] engine: Remove uses of Autohook from `hoststate.cpp` (#806) Removes use of AUTOHOOK macro from hoststate.cpp. --- primedev/engine/hoststate.cpp | 64 +++++++++++++++++++---------------- 1 file changed, 34 insertions(+), 30 deletions(-) diff --git a/primedev/engine/hoststate.cpp b/primedev/engine/hoststate.cpp index d5942551a..4a4d909da 100644 --- a/primedev/engine/hoststate.cpp +++ b/primedev/engine/hoststate.cpp @@ -9,14 +9,12 @@ #include "squirrel/squirrel.h" #include "plugins/pluginmanager.h" -AUTOHOOK_INIT() - CHostState* g_pHostState; std::string sLastMode; -VAR_AT(engine.dll + 0x13FA6070, ConVar*, Cvar_hostport); -FUNCTION_AT(engine.dll + 0x1232C0, void, __fastcall, _Cmd_Exec_f, (const CCommand& arg, bool bOnlyIfExists, bool bUseWhitelists)); +static ConVar* Cvar_hostport = nullptr; +static void(__fastcall* _Cmd_Exec_f)(const CCommand& arg, bool bOnlyIfExists, bool bUseWhitelists) = nullptr; void ServerStartingOrChangingMap() { @@ -53,10 +51,8 @@ void ServerStartingOrChangingMap() g_pServerAuthentication->m_bStartingLocalSPGame = false; } -// clang-format off -AUTOHOOK(CHostState__State_NewGame, engine.dll + 0x16E7D0, -void, __fastcall, (CHostState* self)) -// clang-format on +static void(__fastcall* o_pCHostState__State_NewGame)(CHostState* self) = nullptr; +static void __fastcall h_CHostState__State_NewGame(CHostState* self) { spdlog::info("HostState: NewGame"); @@ -70,7 +66,7 @@ void, __fastcall, (CHostState* self)) ServerStartingOrChangingMap(); double dStartTime = Plat_FloatTime(); - CHostState__State_NewGame(self); + o_pCHostState__State_NewGame(self); spdlog::info("loading took {}s", Plat_FloatTime() - dStartTime); // setup server presence @@ -82,10 +78,8 @@ void, __fastcall, (CHostState* self)) g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false; } -// clang-format off -AUTOHOOK(CHostState__State_LoadGame, engine.dll + 0x16E730, -void, __fastcall, (CHostState* self)) -// clang-format on +static void(__fastcall* o_pCHostState__State_LoadGame)(CHostState* self) = nullptr; +static void __fastcall h_CHostState__State_LoadGame(CHostState* self) { // singleplayer server starting // useless in 99% of cases but without it things could potentially break very much @@ -100,7 +94,7 @@ void, __fastcall, (CHostState* self)) g_pServerAuthentication->m_bStartingLocalSPGame = true; double dStartTime = Plat_FloatTime(); - CHostState__State_LoadGame(self); + o_pCHostState__State_LoadGame(self); spdlog::info("loading took {}s", Plat_FloatTime() - dStartTime); // no server presence, can't do it because no map name in hoststate @@ -109,32 +103,28 @@ void, __fastcall, (CHostState* self)) g_pServerAuthentication->m_bNeedLocalAuthForNewgame = false; } -// clang-format off -AUTOHOOK(CHostState__State_ChangeLevelMP, engine.dll + 0x16E520, -void, __fastcall, (CHostState* self)) -// clang-format on +static void(__fastcall* o_pCHostState__State_ChangeLevelMP)(CHostState* self) = nullptr; +static void __fastcall h_CHostState__State_ChangeLevelMP(CHostState* self) { spdlog::info("HostState: ChangeLevelMP"); ServerStartingOrChangingMap(); double dStartTime = Plat_FloatTime(); - CHostState__State_ChangeLevelMP(self); + o_pCHostState__State_ChangeLevelMP(self); spdlog::info("loading took {}s", Plat_FloatTime() - dStartTime); g_pServerPresence->SetMap(g_pHostState->m_levelName); } -// clang-format off -AUTOHOOK(CHostState__State_GameShutdown, engine.dll + 0x16E640, -void, __fastcall, (CHostState* self)) -// clang-format on +static void(__fastcall* o_pCHostState__State_GameShutdown)(CHostState* self) = nullptr; +static void __fastcall h_CHostState__State_GameShutdown(CHostState* self) { spdlog::info("HostState: GameShutdown"); g_pServerPresence->DestroyPresence(); - CHostState__State_GameShutdown(self); + o_pCHostState__State_GameShutdown(self); // run gamemode cleanup cfg now instead of when we start next map if (sLastMode.length()) @@ -153,12 +143,10 @@ void, __fastcall, (CHostState* self)) } } -// clang-format off -AUTOHOOK(CHostState__FrameUpdate, engine.dll + 0x16DB00, -void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime)) -// clang-format on +static void(__fastcall* o_pCHostState__FrameUpdate)(CHostState* self, double flCurrentTime, float flFrameTime) = nullptr; +static void __fastcall h_CHostState__FrameUpdate(CHostState* self, double flCurrentTime, float flFrameTime) { - CHostState__FrameUpdate(self, flCurrentTime, flFrameTime); + o_pCHostState__FrameUpdate(self, flCurrentTime, flFrameTime); if (*g_pServerState == server_state_t::ss_active) { @@ -184,7 +172,23 @@ void, __fastcall, (CHostState* self, double flCurrentTime, float flFrameTime)) ON_DLL_LOAD_RELIESON("engine.dll", HostState, ConVar, (CModule module)) { - AUTOHOOK_DISPATCH() + o_pCHostState__State_NewGame = module.Offset(0x16E7D0).RCast(); + HookAttach(&(PVOID&)o_pCHostState__State_NewGame, (PVOID)h_CHostState__State_NewGame); + + o_pCHostState__State_LoadGame = module.Offset(0x16E730).RCast(); + HookAttach(&(PVOID&)o_pCHostState__State_LoadGame, (PVOID)h_CHostState__State_LoadGame); + + o_pCHostState__State_ChangeLevelMP = module.Offset(0x16E520).RCast(); + HookAttach(&(PVOID&)o_pCHostState__State_ChangeLevelMP, (PVOID)h_CHostState__State_ChangeLevelMP); + + o_pCHostState__State_GameShutdown = module.Offset(0x16E640).RCast(); + HookAttach(&(PVOID&)o_pCHostState__State_GameShutdown, (PVOID)h_CHostState__State_GameShutdown); + + o_pCHostState__FrameUpdate = module.Offset(0x16DB00).RCast(); + HookAttach(&(PVOID&)o_pCHostState__FrameUpdate, (PVOID)h_CHostState__FrameUpdate); + + Cvar_hostport = module.Offset(0x13FA6070).RCast(); + _Cmd_Exec_f = module.Offset(0x1232C0).RCast(); g_pHostState = module.Offset(0x7CF180).RCast(); }