NET_CreateNetChannel
0x001c56d0 · 292 bytes · __cdecl
_Z20NET_CreateNetChanneliP8netadr_sPKcP18INetChannelHandlerb
Decompiled
undefined (5 params)
/* NET_CreateNetChannel(int, netadr_s*, char const*, INetChannelHandler*, bool) */
CNetChan *
NET_CreateNetChannel
(int param_1,netadr_s *param_2,char *param_3,INetChannelHandler *param_4,bool param_5)
{
uint uVar1;
CNetChan *this;
uint uVar2;
bool bVar3;
CNetChan *local_20 [4];
local_20[0] = (CNetChan *)0x0;
if ((((!param_5) && (param_2 != (netadr_s *)0x0)) &&
(local_20[0] = (CNetChan *)NET_FindNetChannel(param_1,param_2), local_20[0] != (CNetChan *)0x0
)) && ((**(code **)(*(int *)local_20[0] + 0x94))(local_20[0]), local_20[0] != (CNetChan *)0x0)
) goto LAB_001c5775;
this = operator_new(0x42cc);
/* try { // try from 001c56fd to 001c5701 has its CatchHandler @ 001c57fa */
CNetChan::CNetChan(this);
local_20[0] = this;
uVar2 = ThreadGetCurrentId();
if (uVar2 == DAT_003ac4b4) {
LAB_001c57b0:
DAT_003ac4b8 = DAT_003ac4b8 + 1;
}
else {
LOCK();
bVar3 = DAT_003ac4b4 == 0;
uVar1 = uVar2;
if (!bVar3) {
uVar1 = DAT_003ac4b4;
}
DAT_003ac4b4 = uVar1;
UNLOCK();
if (bVar3) goto LAB_001c57b0;
CThreadFastMutex::Lock(0x3ac4b4,uVar2);
}
/* try { // try from 001c57d4 to 001c57d8 has its CatchHandler @ 001c580c */
CUtlVector<CNetChan*,CUtlMemory<CNetChan*,int>>::InsertBefore
((CUtlVector<CNetChan*,CUtlMemory<CNetChan*,int>> *)&s_NetChannels,DAT_003ac4ac,local_20
);
DAT_003ac4b8 = DAT_003ac4b8 + -1;
if (DAT_003ac4b8 == 0) {
LOCK();
UNLOCK();
DAT_003ac4b4 = 0;
}
LAB_001c5775:
if (param_1 < 3) {
NET_ClearLagData(param_1);
}
CNetChan::Setup(local_20[0],param_1,param_2,param_3,param_4);
return local_20[0];
}
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.