CBaseServer::CheckTimeouts
0x001089e0 · 294 bytes · __thiscall
_ZN11CBaseServer13CheckTimeoutsEv
Decompiled
undefined (1 param)
/* CBaseServer::CheckTimeouts() */
void __thiscall CBaseServer::CheckTimeouts(CBaseServer *this)
{
int iVar1;
char cVar2;
int *piVar3;
undefined4 uVar4;
int iVar5;
int *piVar6;
char *pcVar7;
code *local_20;
iVar5 = 0;
if (0 < *(int *)(this + 0x120)) {
do {
while( true ) {
iVar1 = *(int *)(*(int *)(this + 0x114) + iVar5 * 4);
piVar6 = (int *)0x0;
if (iVar1 != 0) {
piVar6 = (int *)(iVar1 + 4);
}
cVar2 = (**(code **)(*piVar6 + 0x8c))(piVar6);
if (((cVar2 == '\0') && (cVar2 = (**(code **)(*piVar6 + 0x80))(piVar6), cVar2 != '\0')) &&
(piVar3 = (int *)(**(code **)(*piVar6 + 0x4c))(piVar6), piVar3 != (int *)0x0)) break;
LAB_00108a00:
iVar5 = iVar5 + 1;
if (*(int *)(this + 0x120) <= iVar5) {
return;
}
}
cVar2 = (**(code **)(*piVar3 + 0xf0))(piVar3);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*piVar3 + 300))(piVar3);
if (cVar2 == '\0') {
cVar2 = (**(code **)(*piVar3 + 0xec))(piVar3);
if (cVar2 == '\0') goto LAB_00108a00;
local_20 = *(code **)(*piVar6 + 0x38);
uVar4 = (**(code **)(*piVar6 + 0x48))(piVar6);
pcVar7 = "%s overflowed reliable channel";
}
else {
local_20 = *(code **)(*piVar6 + 0x38);
uVar4 = (**(code **)(*piVar6 + 0x48))(piVar6);
pcVar7 = "%s disconnected";
}
}
else {
local_20 = *(code **)(*piVar6 + 0x38);
uVar4 = (**(code **)(*piVar6 + 0x48))(piVar6);
pcVar7 = "%s timed out";
}
uVar4 = va(pcVar7,uVar4);
iVar5 = iVar5 + 1;
(*local_20)(piVar6,uVar4);
} while (iVar5 < *(int *)(this + 0x120));
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.