Recover InitGameServer network vcall slots

VerifiedSafe

Advanced IDA Pro fallback that recovers the GetUDPPort and IsActiveInGame indirect virtual-call slots in CS2 engine2.dll / libengine2.so by decompiling CSteam3ServerS1_InitGameServer.

Sby Skills Guide Bot
SecurityAdvanced
11/9/2026
Claude Code
#reverse-engineering#ida-pro#binary-analysis#virtual-calls#cs2-engine

Recommended for

Automated summary

Fallback skill that recovers the INetworkSystem::GetUDPPort and INetworkServerService::IsActiveInGame indirect virtual-call slots in CS2 engine2.dll / libengine2.so by decompiling CSteam3ServerS1_InitGameServer through IDA Pro MCP.

Strengths

  • Idempotent recovery: any already-written, non-empty output YAML is skipped, so a partial preprocessor run can be completed without clobbering its work
  • Explicitly rejects hardcoded function and call-site addresses and requires deriving each slot from the current instruction, verified against the live binary
  • Accounts for inline-boundary drift by requiring enumeration and decompilation of direct callees one or two levels down
  • Clear tool chain: /get-func-from-yaml as a mandatory prerequisite and /write-vfunc-as-yaml for output, plus a per-platform inventory table of required symbols

Limitations

  • The SKILL.md is cut off mid-Step 2, so the procedure for resolving INetworkSystem_GetUDPPort is incomplete and unusable as written
  • Hard dependency on IDA Pro MCP being connected and on the analyzer-reported artifact module directory
  • Quoted slot offsets are only reference values for builds 14181 and 14186 and must be re-derived for any other binary
  • Model invocation is disabled, so the skill never triggers implicitly and must be invoked by hand
When to use it

Use it when the deterministic or LLM preprocessor could not resolve every call in CSteam3ServerS1_InitGameServer and the two vcall YAML outputs are still missing.

When not to use it

Avoid it when both outputs already exist, or when IDA Pro MCP and the target binary are unavailable for verifying the slots.

Security analysis

Safe
Quality score78/100

The instructions are narrow reverse-engineering workflow steps: decompile a known function, follow indirect virtual calls, compute vtable offsets, and emit YAML. There is no shell execution, no network access, no credential handling, and no attempt to alter agent behavior or bypass safety controls, so listing it carries no meaningful execution risk beyond the privilege of the IDA MCP server it drives.

Findings
  • •No destructive, obfuscated, or exfiltration behavior: the skill only reads a local binary through IDA Pro MCP and writes YAML metadata files into the artifact module directory.
  • •It relies on privileged MCP tooling (decompile, signature generation) and on sibling skills (/get-func-from-yaml, /write-vfunc-as-yaml, /generate-signature-for-vfuncoffset) that are not part of this file, so its actual capabilities depend on tooling granted elsewhere; no allowed-tools were declared, so a host should explicitly scope MCP access before running it.
  • •Target is a proprietary game engine binary (CS2 engine2.dll / libengine2.so); reverse engineering it may conflict with the product's EULA/ToS, which is a legal/policy consideration rather than an execution risk.
How this analysis is made

Examples

Run the fallback for both vcalls
The preprocessor failed on CSteam3ServerS1_InitGameServer in the current CS2 engine2.dll. Run the final-guarantee fallback with IDA Pro MCP, skip any output YAML that already exists, and write the missing INetworkSystem_GetUDPPort and INetworkServerService_IsActiveInGame entries.
Follow a de-inlined helper
The decompilation of CSteam3ServerS1_InitGameServer no longer shows the g_pNetworkSystem port-query vcall. Enumerate its direct callees, search one or two levels down, and record the correct vtable slot and index before writing the YAML.
Resume a partial run
An earlier run already wrote INetworkServerService_IsActiveInGame.linux.yaml. Re-run the InitGameServer fallback for the Linux libengine2.so and produce only the remaining INetworkSystem_GetUDPPort output.

name: find-CSteam3ServerS1_InitGameServer-decompiles description: | Final-guarantee fallback for the find-CSteam3ServerS1_InitGameServer-decompiles preprocessor. Recovers the INetworkSystem::GetUDPPort and INetworkServerService::IsActiveInGame indirect virtual-call slots in CS2 engine2.dll / libengine2.so by decompiling CSteam3ServerS1_InitGameServer and following any de-inlined helper. Use when the deterministic/LLM preprocessor could not resolve every call because the containing code moved across an inline boundary. Trigger: INetworkSystem_GetUDPPort, INetworkServerService_IsActiveInGame disable-model-invocation: true

Find InitGameServer network interface calls (final-guarantee fallback)

Recover every output of find-CSteam3ServerS1_InitGameServer-decompiles in CS2 engine2.dll / libengine2.so using IDA Pro MCP. This Agent fallback runs only after the preprocessor fails, so it must produce any missing output itself while preserving outputs that a partial preprocessor run already wrote.

Realworld Function References

Read the platform-relevant reference YAML before searching in IDA. Its addresses, offsets, and signatures are reference-build values only; verify every result against the current binary.

  • ida_preprocessor_scripts/references/engine/CSteam3ServerS1_InitGameServer.windows.yaml
  • ida_preprocessor_scripts/references/engine/CSteam3ServerS1_InitGameServer.linux.yaml

Background and robustness principle

CSteam3ServerS1_InitGameServer initializes the game-server networking state. It queries two 16-bit UDP ports from the network system, then uses INetworkServerService::IsActiveInGame to select which port to retain. Both targets are indirect virtual calls: their YAML identifies the call instruction and vtable slot, not a concrete function body.

First inspect the predecessor itself. If either call is absent, enumerate its direct callees, decompile plausible helpers, and search one or two levels down: an update may de-inline the networking setup into a helper (or inline it back into the predecessor). Identify calls by their receiver globals and neighboring behavior, never by a fixed function address or call-site address.

Output inventory

Both outputs are required on both platforms. The slot values below were observed in builds 14181 and 14186; derive and verify the current value from the instruction before writing YAML.

| Output symbol | Kind | Windows reference | Linux reference | Writer skill | |---|---|---|---|---| | INetworkSystem_GetUDPPort | indirect vcall | INetworkSystem, 0x118, index 35 | INetworkSystem, 0x118, index 35 | /write-vfunc-as-yaml | | INetworkServerService_IsActiveInGame | indirect vcall | CNetworkServerService_vtable, 0xC0, index 24 | CNetworkServerService_vtable, 0xC8, index 25 | /write-vfunc-as-yaml |

Step 0. Skip outputs already produced

For each output, check whether <symbol>.<platform>.yaml already exists in the active artifact module directory and parses as a non-empty mapping. Skip an existing output: the preprocessor or an earlier fallback may have written it. Use the analyzer-reported artifact module directory, not a path derived from the binary directory.

Step 1. Load and decompile the predecessor

ALWAYS use SKILL /get-func-from-yaml with func_name=CSteam3ServerS1_InitGameServer to obtain func_va. If it fails, stop and report the missing prerequisite. Then decompile that address:

mcp__ida-pro-mcp__decompile addr="<CSteam3ServerS1_InitGameServer.func_va>"

Record calls made by the predecessor so that a missing direct pattern can be followed into de-inlined helpers.

Step 2. Resolve INetworkSystem_GetUDPPort

Locate the indirect call qword ptr [vtable + offset] whose receiver is loaded from g_pNetworkSystem. Its distinguishing semantic pattern is the pair of adjacent g_pNetworkSystem port queries that precede the IsActiveInGame call: the target is the one whose 16-bit result is retained when IsActiveInGame returns true. The other port query (GetBoundUDPPort, normally slot 0x110) is retained when it returns false; do not confuse this target with it or with unrelated +0x118 calls on other receivers.

The current call displacement is the vfunc_offset; calculate vfunc_index = vfunc_offset / 8. The reference value is 0x118 on both platforms, but the receiver must be verified as g_pNetworkSystem in the current binary. Use vtable_name=INetworkSystem.

Step 3. Resolve INetworkServerService_IsActiveInGame

Locate the following indirect vcall whose receiver is loaded from g_pNetworkServerService. It returns a boolean used to choose between the two preceding network-system results, before the SteamGameServer_Init() logging path. This receiver-global/data-flow pairing distinguishes it from other virtual calls nearby.

Derive the current displacement and vfunc_index = vfunc_offset / 8. Reference values are Windows 0xC0 / index 24 and Linux 0xC8 / index 25; do not assume them if the current instruction differs. Use vtable_name=CNetworkServerService_vtable, matching the other INetworkServerService_* slot outputs.

Step 4. Generate signatures and write YAML

For each missing target, use /generate-signature-for-vfuncoffset on the resolved call instruction with its verified vfunc_offset. The vfunc_sig must start at that instruction, include the displacement bytes without wildcards, and be unique in the current binary.

Then use /write-vfunc-as-yaml with:

  • artifact_name: the output symbol's legacy file stem
  • func_name: INetworkSystem_GetUDPPortWithFallback for the INetworkSystem_GetUDPPort artifact; otherwise the output symbol unchanged. This call uses the fallback-port accessor, not the separate bound-port method.
  • func_addr=None and func_sig=None (these are call-slot outputs, not function bodies)
  • vfunc_sig: the generated call-instruction signature
  • vfunc_sig_disp=0 (or omit it)
  • vtable_name: INetworkSystem or CNetworkServerService_vtable as identified above
  • vfunc_offset: the verified instruction displacement
  • vfunc_index: vfunc_offset / 8

Do not rename or resolve a concrete implementation address. The expected YAML contains only func_name, vtable_name, vfunc_offset, vfunc_index, and vfunc_sig.

Failure handling

  • If the predecessor YAML is unavailable, stop and report it.
  • If a required call is missing from the predecessor, follow its plausible callees before declaring it unresolved.
  • If one target remains unresolved, write any other verified missing target, then report exactly which output failed.
  • Never write a Windows output while analyzing Linux, or vice versa.

Output YAML filenames

Write under the active artifact module directory:

  • INetworkSystem_GetUDPPort.windows.yaml / INetworkSystem_GetUDPPort.linux.yaml
  • INetworkServerService_IsActiveInGame.windows.yaml / INetworkServerService_IsActiveInGame.linux.yaml

From the file to a first result

The download contains exactly the content displayed on this page. This copy may differ from the latest version in the source repository.

View the source and supporting files

This download contains SKILL.md only. Any scripts, references, templates and dependencies are not included. Get the required files from the source, preserving their directory structure, before continuing.

1. Download the file

Download SKILL.md

From the root of a test project, save the file as .skill-downloads/recover-initgameserver-network-vcall-slots-mvj1ocie/SKILL.md, or use the command below. This folder is for inspecting the skill before installation.

Command for macOS/Linux or WSL: requires a POSIX shell and curl. On Windows without WSL, use the download button and create the folder manually.

mkdir -p '.skill-downloads/recover-initgameserver-network-vcall-slots-mvj1ocie' && curl --fail --show-error --location 'https://skills-guides.com/api/skills/recover-initgameserver-network-vcall-slots-mvj1ocie/download' --output '.skill-downloads/recover-initgameserver-network-vcall-slots-mvj1ocie/SKILL.md.part' && mv '.skill-downloads/recover-initgameserver-network-vcall-slots-mvj1ocie/SKILL.md.part' '.skill-downloads/recover-initgameserver-network-vcall-slots-mvj1ocie/SKILL.md'

2. Check prerequisites

Read SKILL.md before using it. If it references scripts or external services, inspect them and prepare the required access in your test environment.

No recognized prerequisites section in this file. This does not mean it is self-contained: libraries, tools and access requirements may be mentioned elsewhere in the content or source repository.

The platforms on this page are catalog indications. The paths below follow tool documentation; they do not prove this skill has been run in those tools. No minimum tool version is confirmed for this listing.

3. Load the skill

This file does not provide a usable name/description header for this native procedure. It remains available to download and inspect; use the manual method below.

Manual method or another tool: attach SKILL.md to a conversation, or open it in an agent that can read files. Include any required supporting resources. No universal folder is recognized by every tool.

4. Try a first task

Use a short, synthetic input: an API endpoint, a small document or an interface brief. In a new conversation, attach the file or give the agent its path, then adapt this request:

Read .skill-downloads/recover-initgameserver-network-vcall-slots-mvj1ocie/SKILL.md and apply its instructions to this example: [describe a test input]. Identify any missing files, dependencies or access. Produce the result requested by the skill without inventing data or running unreviewed scripts.

Expected result: output matching the skill instructions, or a precise list of missing prerequisites. A read confirmation alone does not validate a first use. If an external resource is unavailable, that path remains untested.

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