L L4D2node

CGameServer::SetHibernating

0x001fda40 · 470 bytes · __thiscall

_ZN11CGameServer14SetHibernatingEb

Decompiled

undefined (2 params)

/* CGameServer::SetHibernating(bool) */

void __thiscall CGameServer::SetHibernating(CGameServer *this,bool param_1)

{
  int *piVar1;
  bool bVar2;
  char cVar3;
  uint uVar4;
  char *pcVar5;
  int iVar6;
  
  if (this[0x2d379] == (CGameServer)param_1) {
    return;
  }
  this[0x2d379] = (CGameServer)param_1;
  pcVar5 = "Server is hibernating\n";
  if (!param_1) {
    pcVar5 = "Server waking up from hibernation\n";
  }
  Msg(pcVar5);
  if (this[0x2d379] == (CGameServer)0x0) goto LAB_001fdb82;
  iVar6 = 0;
  if (0 < *(int *)(this + 0x120)) {
    do {
      while( true ) {
        piVar1 = *(int **)(*(int *)(this + 0x114) + iVar6 * 4);
        cVar3 = (**(code **)(*piVar1 + 0x78))(piVar1);
        if (((cVar3 != '\0') && (cVar3 = (**(code **)(*piVar1 + 0x6c))(piVar1), cVar3 != '\0')) &&
           (cVar3 = (**(code **)(*piVar1 + 0x94))(piVar1), cVar3 == '\0')) break;
        iVar6 = iVar6 + 1;
        if (*(int *)(this + 0x120) <= iVar6) goto LAB_001fdaf0;
      }
      iVar6 = iVar6 + 1;
      (**(code **)(*piVar1 + 0x3c))(piVar1,"Punting bot, server is hibernating");
    } while (iVar6 < *(int *)(this + 0x120));
  }
LAB_001fdaf0:
  (**(code **)(*(int *)this + 0x78))(this,0);
  if (s_bExitWhenEmpty == '\0') {
    if (*(int *)(sv_memlimit._28_4_ + 0x30) != 0) {
      uVar4 = ApproximateProcessMemoryUsage();
      iVar6 = *(int *)(sv_memlimit._28_4_ + 0x30);
      if ((uint)(iVar6 << 0x14) < uVar4) {
        uVar4 = ApproximateProcessMemoryUsage();
        bVar2 = true;
        Warning("Server shutting down because of using %dMB with an sv_memory_limit of %dMB\n",
                uVar4 >> 0x14,iVar6);
        goto LAB_001fdb1f;
      }
    }
    bVar2 = false;
  }
  else {
    bVar2 = true;
    Warning("Server shutting down because sv_shutdown was done and a game has ended.\n");
  }
LAB_001fdb1f:
  if (0 < g_nForkID) {
    syscall(0xfc,0);
  }
  if (bVar2) {
    HostState_Shutdown();
  }
  ResetGameConVarsToDefaults();
  ExecGameTypeCfg(this,(char *)(this + 0x10));
  CBaseServer::SetReservationCookie(ZEXT48(this),(char *)0x0,"SetHibernating(true)");
  *(undefined4 *)(this + 0x174) = 0;
LAB_001fdb82:
  CBaseServer::UpdateGameType((CBaseServer *)this);
  Heartbeat_f();
                    /* WARNING: Could not recover jumptable at 0x001fdbb0. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*serverGameDLL + 0x9c))();
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)