CSocketCreator::ProcessAccept
0x0028c5b0 · 392 bytes · __thiscall
_ZN14CSocketCreator13ProcessAcceptEv
Decompiled
undefined (1 param)
/* CSocketCreator::ProcessAccept() */
void __thiscall CSocketCreator::ProcessAccept(CSocketCreator *this)
{
undefined4 *puVar1;
int *piVar2;
char cVar3;
int iVar4;
int iVar5;
int *piVar6;
char *pcVar7;
int in_GS_OFFSET;
socklen_t local_44;
int local_40;
int local_3c;
int local_38;
undefined2 local_34;
sockaddr local_30;
int local_20;
local_44 = 0x10;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
iVar4 = accept(*(int *)(this + 0x18),&local_30,&local_44);
if (iVar4 == -1) {
piVar6 = __errno_location();
iVar4 = *piVar6;
if (((iVar4 != 0xb) && (iVar4 != 0x73)) && (iVar4 != 4)) {
pcVar7 = strerror(iVar4);
Warning("Socket ProcessAccept Error: %s\n",pcVar7);
}
goto LAB_0028c60a;
}
cVar3 = ConfigureSocket(this,iVar4);
if (cVar3 == '\0') {
LAB_0028c602:
close(iVar4);
}
else {
netadr_s::SetIP((netadr_s *)&local_3c,0);
netadr_s::SetPort((netadr_s *)&local_3c,0);
netadr_s::SetType((netadr_s *)&local_3c,3);
netadr_s::SetFromSockadr((netadr_s *)&local_3c,&local_30);
puVar1 = *(undefined4 **)this;
if (puVar1 != (undefined4 *)0x0) {
cVar3 = (**(code **)*puVar1)(puVar1,iVar4,&local_3c);
if (cVar3 == '\0') goto LAB_0028c602;
}
iVar5 = CUtlVector<CSocketCreator::AcceptedSocket_t,CUtlMemory<CSocketCreator::AcceptedSocket_t,int>>
::InsertBefore((CUtlVector<CSocketCreator::AcceptedSocket_t,CUtlMemory<CSocketCreator::AcceptedSocket_t,int>>
*)(this + 4),*(int *)(this + 0x10));
piVar6 = (int *)(*(int *)(this + 4) + iVar5 * 0x14);
*piVar6 = iVar4;
local_40 = 0;
piVar6[1] = local_3c;
piVar6[2] = local_38;
piVar6[4] = 0;
*(undefined2 *)(piVar6 + 3) = local_34;
piVar2 = *(int **)this;
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 4))(piVar2,iVar4,&local_3c,&local_40);
}
piVar6[4] = local_40;
}
LAB_0028c60a:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.