L L4D2node

CServerManager::OnAllDataFetched

0x0005b290 · 271 bytes · __thiscall

_ZN14CServerManager16OnAllDataFetchedEv

Decompiled

undefined (1 param)

/* CServerManager::OnAllDataFetched() */

void __thiscall CServerManager::OnAllDataFetched(CServerManager *this)

{
  code *pcVar1;
  int *piVar2;
  KeyValues *this_00;
  int iVar3;
  char *pcVar4;
  
  pcVar4 = "Server manager refresh completed.\n";
  DevMsg(2);
  *(undefined4 *)(this + 0x3c) = 0;
  if (this[8] == (CServerManager)0x0) {
    if (0 < *(int *)(this + 0x20)) {
      iVar3 = 0;
      do {
        piVar2 = *(int **)(*(int *)(this + 0x14) + iVar3 * 4);
        if (piVar2 != (int *)0x0) {
          (**(code **)(*piVar2 + 0x14))(piVar2);
        }
        iVar3 = iVar3 + 1;
      } while (iVar3 < *(int *)(this + 0x20));
    }
    *(undefined4 *)(this + 0x20) = 0;
    CUtlMemory<CServer*,int>::Purge((CUtlMemory<CServer*,int> *)(this + 0x14));
    *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
    if (0 < *(int *)(this + 0x34)) {
      iVar3 = 0;
      do {
        piVar2 = *(int **)(*(int *)(this + 0x28) + iVar3 * 4);
        if (piVar2 != (int *)0x0) {
          (**(code **)(*piVar2 + 0x14))(piVar2);
        }
        iVar3 = iVar3 + 1;
      } while (iVar3 < *(int *)(this + 0x34));
    }
    *(undefined4 *)(this + 0x34) = 0;
    CUtlMemory<CServer*,int>::Purge((CUtlMemory<CServer*,int> *)(this + 0x28));
    *(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
  }
  else {
    RemoveOldServers(this);
  }
  piVar2 = (int *)(**(code **)(*g_pMatchFramework + 0x1c))(g_pMatchFramework);
  pcVar1 = *(code **)(*piVar2 + 8);
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,(uint)pcVar4);
                    /* try { // try from 0005b37f to 0005b383 has its CatchHandler @ 0005b3a2 */
  KeyValues::KeyValues(this_00,"OnMatchServerMgrUpdate","update","searchfinished");
  (*pcVar1)(piVar2,this_00);
  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)