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Republic Commando UCC
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Author: Leon
Used Tools: MS Visual Studio 2003
Description: A self written UCC for Republic Commando. Used for executing Unreal Commandlets.
Github: here
Latest Build: here
UCC.cpp
/*
* This code compiles to a dll. In order to use it, SWRepublicCommando.exe needs to be modified so
* that it calls this dll's 'uccMain' instead of 'appInit' from Core.dll.
* This is necessary because the call to appInit always fails due to problems with FConfigCacheIni
* that have not yet been possible to solve completely. By intercepting the call to appInit in the original
* game executable it is possible to simply use the parameters that are passed by the game.
* Everything compiles fine with Visual Studio .NET 2003 which is being used to achieve maximum compatibility
* since it was also used to compile RC
* The following settings are required in order to compile everything without errors:
* - Character Set = Not Set //Important as RC does not use unicode
* - Struct Member Alignment = 4 Bytes //Probably not necessary, but just in case...
* - Calling Convention = __fastcall //RC uses __fastcall as default calling convention
*/
#include <Windows.h>
#include <cstdlib> //__argc, __argv
#include <cstdio> //puts, fgets
#include "../../Engine/Inc/Engine.h" //Core and Engine
#include "../../Core/Inc/FOutputDeviceWindowsError.h" //For modal error messages that are not displayed in the console
namespace{
//Variables used by FFeedbackContextUCCSerialize
FOutputDevice* FileLog; //Used by FFeedbackContextAnsiSerialize to write to the log file because GLog might be reassigned
int WarningCount = 0; //Incremented whenever a warning occurs in FFeedbackContextAnsiSerialize
int ErrorCount = 0; //Same as WarningCount just with errors...
//Variables for ServerCommandlet
FString CurrentCmd; //Contains the next command that is to be passed to UEngine::Exec gathered by the input thread
//the command is then executed by the main thread to avoid issues
/*
* Replacement for Serialize function of 'InWarn', passed to appInit which is an FFeedbackContextWindows
*/
void __stdcall FFeedbackContextUCCSerialize(const TCHAR* V, EName Event){
TCHAR Buffer[1024]= "";
const TCHAR* Temp = V;
if(Event == NAME_Title){
SetConsoleTitle(V);
return; //Prevents the server from spamming the player count to the log
}else if(Event == NAME_Heading){
appSprintf(Buffer, "\n--------------------%s--------------------", V);
Temp = Buffer;
V = Buffer; //So that the log file also contains the formatted string
}else if(Event == NAME_Warning || Event == NAME_ExecWarning || Event == NAME_ScriptWarning){
appSprintf(Buffer, "%s: %s", *FName(Event), V);
WarningCount++;
Temp = Buffer;
}else if(Event == NAME_Error || Event == NAME_Critical){
appSprintf(Buffer, "%s: %s", *FName(Event), V);
ErrorCount++;
Temp = Buffer;
}
std::puts(Temp);
FileLog->Serialize(V, Event);
}
/*
* Allows user input in the console while running a server
* This function runs in a separate thread in order to not having
* to pause the main loop while waiting for input
*/
DWORD WINAPI UpdateServerConsoleInput(PVOID){
char Cmd[1024];
while(GIsRunning && !GIsRequestingExit){
if(std::fgets(Cmd, sizeof(Cmd), stdin)){
Cmd[appStrlen(Cmd) - 1] = '\0'; //Removing newline added by fgets
CurrentCmd = Cmd; //Updating CurrentCmd so that it can be executed by the main thread
//Nothing has been done in terms of thread safety as so far there haven't been any issues...
//Returning in case user requested exit to not get to fgets again
if(CurrentCmd.Caps() == "EXIT" || CurrentCmd.Caps() == "QUIT")
return 0;
}
}
return 0;
}
/*
* Replacement for UServerCommandlet::Main since the one from Engine.dll crashes because it doesn't assign a value to GEngine
*/
void UServerCommandletMain(){
UClass* EngineClass = LoadClass<UEngine>(NULL, "Engine.GameEngine", NULL, LOAD_NoFail, NULL);
//Literally the only reason for this function to be rewritten
//The original one doesn't assign a value to GEngine which leads to a gpf...
GEngine = ConstructObject<UEngine>(EngineClass);
GEngine->Init();
//Creating input thread
CreateThread(NULL, 0, UpdateServerConsoleInput, NULL, 0, NULL);
double OldTime = appSeconds();
GIsRunning = 1;
//Main loop
while(GIsRunning && !GIsRequestingExit){
double NewTime = appSeconds();
//Executing console commands that are gathered by UpdateServerConsoleInput in a different thread
if(CurrentCmd.Num() > 0){
GEngine->Exec(*CurrentCmd, *GWarn);
CurrentCmd.Empty();
}
//Update the world
GEngine->Tick(NewTime - OldTime);
OldTime = NewTime;
//Enforce optional maximum tick rate
float MaxTickRate = GEngine->GetMaxTickRate();
if(MaxTickRate > 0.0f){
float Delta = (1.0f / MaxTickRate) - (appSeconds() - OldTime);
appSleep(Delta > 0.0f ? Delta : 0.0f);
}
}
GIsRunning = 0;
}
void ShowBanner(){
GWarn->Log("=======================================");
GWarn->Log("ucc.exe for Star Wars Republic Commando");
GWarn->Log("made by Leon0628");
GWarn->Log("=======================================\n");
}
}
/*
* Entry point, called by modified SWRepublicCommando.exe
*/
__declspec(dllexport) void uccMain(const TCHAR* InPackage, const TCHAR* InCmdLine, FOutputDevice* InLog, FOutputDeviceError* /*InError*/,
FFeedbackContext* InWarn, FConfigCache*(*ConfigFactory)(), UBOOL /*RequireConfig*/){
//Error handling using message boxes which is just nicer than having everything in the console
FOutputDeviceWindowsError Error;
FileLog = InLog;
/*
* Replacing Serialize function in vtable of InWarn with custom one that prints to the console
* This is necessary because creating a new FFeedbackContext causes problems with 'BeginSlowTask' which
* leads to a crash in appLoadPackageFile for whatever reason...
* A nice side-effect though, is that the features of FFeedbackContextWindows, like message boxes, remain with the
* only change being the log output to the console
*/
{//===============================================================
void** vtable = *reinterpret_cast<void***>(InWarn);
DWORD dwNull;
VirtualProtect(&vtable[0], 4, PAGE_READWRITE, &dwNull);
vtable[0] = FFeedbackContextUCCSerialize;
}//===============================================================
try{
GIsStarted = 1;
GIsGuarded = 1;
appInit(InPackage, InCmdLine, InLog, &Error, InWarn, ConfigFactory, 1);
UObject::SetLanguage("int");
if(__argc > 1){
//Initializing global state
GIsUCC = GIsClient = GIsServer = GIsEditor = GIsScriptable = GLazyLoad = 1;
FString Token = FString(__argv[1]).Caps();
DWORD LoadFlags = LOAD_NoWarn | LOAD_Quiet;
if(Token == "MAKE" || Token == "MAKECOMMANDLET" || Token == "EDITOR.MAKE" || Token == "EDITOR.MAKECOMMANDLET")
LoadFlags |= LOAD_DisallowFiles; //Not entirely sure what this does but the original ucc has it as well...
UClass* Class = LoadClass<UCommandlet>(NULL, *Token, NULL, LoadFlags, NULL);
if(!Class) //If class failed to load, appending "Commandlet" and trying again
Class = LoadClass<UCommandlet>(NULL, *(Token + "Commandlet"), NULL, LoadFlags, NULL);
if(!Class){
TArray<FRegistryObjectInfo> List; //Loading list of commandlets declared in .int files
UObject::GetRegistryObjects(List, UClass::StaticClass(), UCommandlet::StaticClass(), 0);
for(int i = 0; i < List.Num(); i++){ //Looking Token up in list and autocompleting class name if found
FString Str = List[i].Object.Caps();
while(Str.InStr(".") >= 0)
Str = Str.Mid(Str.InStr(".") + 1);
if(Token == Str || Token + "COMMANDLET" == Str){
Class = LoadClass<UCommandlet>(NULL, *List[i].Object, NULL, LoadFlags, NULL);
break;
}
}
}
if(Class){
UCommandlet* Commandlet = ConstructObject<UCommandlet>(Class);
UCommandlet* Default = static_cast<UCommandlet*>(Class->GetDefaultObject());
if(Default->ShowBanner)
ShowBanner();
InWarn->Logf("Executing %s\n", Class->GetFullName());
GIsClient = Default->IsClient;
GIsEditor = Default->IsEditor;
GIsServer = Default->IsServer;
GLazyLoad = Default->LazyLoad;
//Contains only the command-line options that are passed to the commandlet to avoid problems with some commandlets
FString CommandletCmdLine;
for(int i = 2; i < __argc; i++)
CommandletCmdLine += FString(__argv[i]) + " ";
Commandlet->InitExecution();
Commandlet->ParseParms(*CommandletCmdLine);
if(Default->LogToStdout)
GLog = InWarn; //Redirecting commandlet output to console
if(Token == "SERVER" || Token == "SERVERCOMMANDLET" || Token == "ENGINE.SERVER" || Token == "ENGINE.SERVERCOMMANDLET")
UServerCommandletMain(); //The ServerCommandlet has a special Main function
else if(Commandlet->FindFunction(NAME_Main))
Commandlet->Main(GetIntSizeString(CommandletCmdLine)); //If UnrealScript main function is found this overload has to be used
else
Commandlet->Main(*CommandletCmdLine);
if(Default->ShowErrorCount)
InWarn->Logf("\n%s - %i error(s), %i warning(s)", ErrorCount == 0 ? "Success" : "Failure", ErrorCount, WarningCount);
GLog = InLog;
}else{
ShowBanner();
InWarn->Logf("Commandlet %s not found", __argv[1]);
}
}else{
ShowBanner();
InWarn->Log("Usage:");
InWarn->Log(" ucc CommandletName <parameters>");
}
appPreExit();
GIsGuarded = 0;
}catch(...){
GLog = InLog;
GIsGuarded = 0;
Error.HandleError();
}
appExit();
std::exit(EXIT_SUCCESS); //Needed in order to prevent this function from returning to SWRepublicCommando.exe
}