NET_CloseAllSockets
0x001c3f80 · 323 bytes · unknown
_Z19NET_CloseAllSocketsv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* NET_CloseAllSockets() */
uint NET_CloseAllSockets(void)
{
uint uVar1;
uint uVar2;
int *piVar3;
int iVar4;
int iVar5;
int iVar6;
bool bVar7;
iVar4 = 0;
iVar5 = net_sockets;
if (0 < DAT_003ac4f0) {
do {
iVar6 = iVar4 * 0x10;
piVar3 = (int *)(iVar5 + iVar6);
if (*piVar3 != 0) {
if (piVar3[2] == 0) {
iVar5 = piVar3[3];
}
else {
NET_CloseSocket(piVar3[2],-1);
piVar3 = (int *)(net_sockets + iVar6);
iVar5 = piVar3[3];
}
if (iVar5 != 0) {
NET_CloseSocket(iVar5,-1);
piVar3 = (int *)(net_sockets + iVar6);
}
*piVar3 = 0;
iVar5 = net_sockets;
iVar6 = iVar6 + net_sockets;
*(undefined1 *)(iVar6 + 4) = 0;
*(undefined4 *)(iVar6 + 8) = 0;
*(undefined4 *)(iVar6 + 0xc) = 0;
}
iVar4 = iVar4 + 1;
} while (iVar4 < DAT_003ac4f0);
}
uVar2 = ThreadGetCurrentId();
if (uVar2 != DAT_003ac474) {
LOCK();
bVar7 = DAT_003ac474 != 0;
uVar1 = uVar2;
if (bVar7) {
uVar1 = DAT_003ac474;
}
DAT_003ac474 = uVar1;
UNLOCK();
if (bVar7) {
CThreadFastMutex::Lock(0x3ac474,uVar2);
goto LAB_001c4041;
}
}
DAT_003ac478 = DAT_003ac478 + 1;
LAB_001c4041:
iVar5 = 0;
if (0 < DAT_003ac46c) {
do {
while (iVar4 = *(int *)(s_PendingSockets + iVar5 * 0x18), iVar4 != 0) {
/* try { // try from 001c4072 to 001c4076 has its CatchHandler @ 001c40cf */
NET_CloseSocket(iVar4,-1);
iVar5 = iVar5 + 1;
if (DAT_003ac46c <= iVar5) goto LAB_001c4082;
}
iVar5 = iVar5 + 1;
} while (iVar5 < DAT_003ac46c);
}
LAB_001c4082:
DAT_003ac46c = 0;
DAT_003ac478 = DAT_003ac478 - 1;
uVar2 = DAT_003ac478;
if (DAT_003ac478 == 0) {
LOCK();
UNLOCK();
uVar2 = DAT_003ac474;
DAT_003ac474 = 0;
}
return uVar2;
}
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.