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 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.