r5sdk/src/engine/sys_dll2.h

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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#pragma once
#include "vpc/interfaces.h"
#include "common/engine_launcher_api.h"
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
class CEngineAPI : public CTier1AppSystem<IEngineAPI>
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
public:
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// This function must be called before init
virtual bool SetStartupInfo(StartupInfo_t& info) = 0;
virtual int Run() = 0;
// Posts a console command
virtual void PostConsoleCommand(const char* pConsoleCommand) = 0;
// Are we running the simulation?
virtual bool IsRunningSimulation() const = 0;
// Start/stop running the simulation
virtual void ActivateSimulation(bool bActive) = 0;
// Reset the map we're on
virtual void SetMap(const char* pMapName) = 0;
static InitReturnVal_t VInit(CEngineAPI* thisp);
static bool VModInit(CEngineAPI* pEngineAPI, const char* pModName, const char* pGameDir);
static bool OnStartup(CEngineAPI* pEngineAPI, void* pInstance, const char* pStartupModName);
static void VSetStartupInfo(CEngineAPI* pEngineAPI, StartupInfo_t* pStartupInfo);
static void PumpMessages();
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static void RunLowLatencyFrame();
static void UpdateLowLatencyParameters();
static bool MainLoop();
//private:
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void* m_hEditorHWnd;
bool m_bRunningSimulation;
StartupInfo_t m_StartupInfo;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
};
inline InitReturnVal_t(*CEngineAPI__Init)(CEngineAPI* thisp);
inline void(*CEngineAPI__Shutdown)(void);
inline bool(*CEngineAPI__Connect)(CEngineAPI* thisptr, CreateInterfaceFn factory);
inline bool(*CEngineAPI__ModInit)(CEngineAPI* pEngineAPI, const char* pModName, const char* pGameDir);
inline bool(*CEngineAPI__OnStartup)(CEngineAPI* pEngineAPI, void* pInstance, const char* pStartupModName);
inline bool(*CEngineAPI__MainLoop)(void);
inline void(*CEngineAPI__PumpMessages)(void);
inline void(*CEngineAPI__SetStartupInfo)(CEngineAPI* pEngineAPI, StartupInfo_t* pStartupInfo);
inline void*(*v_ResetMTVFTaskItem)(void);
inline void(*v_PakFile_Init)(char* buffer, char* source, char vpk_file);
inline bool* g_bTextMode = nullptr;
inline char* g_szBaseDir = nullptr; // static size = 260
inline int64_t* g_pMTVFTaskItem = nullptr; // struct.
inline char* g_szMTVFItemName = nullptr;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
///////////////////////////////////////////////////////////////////////////////
class VSys_Dll2 : public IDetour
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
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{
virtual void GetAdr(void) const
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
{
LogFunAdr("CEngineAPI::Init", CEngineAPI__Init);
LogFunAdr("CEngineAPI::Shutdown", CEngineAPI__Shutdown);
LogFunAdr("CEngineAPI::Connect", CEngineAPI__Connect);
LogFunAdr("CEngineAPI::ModInit", CEngineAPI__ModInit);
LogFunAdr("CEngineAPI::OnStartup", CEngineAPI__OnStartup);
LogFunAdr("CEngineAPI::MainLoop", CEngineAPI__MainLoop);
LogFunAdr("CEngineAPI::PumpMessages", CEngineAPI__PumpMessages);
LogFunAdr("CEngineAPI::SetStartupInfo", CEngineAPI__SetStartupInfo);
LogFunAdr("ResetMTVFTaskItem", v_ResetMTVFTaskItem);
LogFunAdr("PakFile_Init", v_PakFile_Init);
LogVarAdr("g_bTextMode", g_bTextMode);
LogVarAdr("g_szBaseDir", g_szBaseDir);
LogVarAdr("g_pMTVFTaskItem", g_pMTVFTaskItem);
LogVarAdr("g_szMTVFItemName", g_szMTVFItemName);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
}
virtual void GetFun(void) const
{
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F1 48 8D 3D ?? ?? ?? ?? 33 DB 48 8D 15 ?? ?? ?? ??").GetPtr(CEngineAPI__Init);
g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 05 ?? ?? ?? ?? 48 8D 0D ?? ?? ?? ?? 48 85 C0 48 89 15").GetPtr(CEngineAPI__Connect);
g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 0D ?? ?? ?? ?? 33 D2 48 8B 01 FF 90 ?? ?? ?? ?? B1 01").GetPtr(CEngineAPI__Shutdown);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 4C 24 ?? 55 56 57 41 54 41 55 41 56 41 57 48 81 EC ?? ?? ?? ?? 4D 8B F8").GetPtr(CEngineAPI__ModInit);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 81 EC ?? ?? ?? ?? 49 8B F8 48 8B DA").GetPtr(CEngineAPI__OnStartup);
g_GameDll.FindPatternSIMD("4C 8B DC 49 89 4B 08 48 81 EC ?? ?? ?? ?? 8B 05 ?? ?? ?? ??").GetPtr(CEngineAPI__MainLoop);
g_GameDll.FindPatternSIMD("44 88 44 24 ?? 53 55 56 57").GetPtr(v_PakFile_Init);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 48 81 EC ?? ?? ?? ?? 45 33 C9").GetPtr(CEngineAPI__PumpMessages);
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? ?? 48 81 EC ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ?? 48 8B DA").GetPtr(CEngineAPI__SetStartupInfo);
g_GameDll.FindPatternSIMD("48 83 EC 28 48 8B 15 ?? ?? ?? ?? 48 85 D2 0F 84 ?? ?? ?? ?? 48 8B 0D ?? ?? ?? ?? 48 8B 01 FF 90 ?? ?? ?? ?? 33 C9 E8 ?? ?? ?? ?? 0F 28 05 ?? ?? ?? ?? 0F 28 0D ?? ?? ?? ?? 0F 11 05 ?? ?? ?? ?? 0F 28 05 ?? ?? ?? ?? 0F 11 0D ?? ?? ?? ?? 0F 28 0D ?? ?? ?? ?? 0F 11 05 ?? ?? ?? ?? 0F 11 0D ?? ?? ?? ?? 48 C7 05 ?? ?? ?? ?? ?? ?? ?? ?? FF 15 ?? ?? ?? ??").GetPtr(v_ResetMTVFTaskItem);
}
virtual void GetVar(void) const
{
g_bTextMode = CMemory(CEngineAPI__SetStartupInfo).FindPattern("80 3D", CMemory::Direction::DOWN, 250).ResolveRelativeAddressSelf(0x2, 0x7).RCast<bool*>();
g_szBaseDir = CMemory(CEngineAPI__SetStartupInfo).FindPattern("48 8D", CMemory::Direction::DOWN, 250).ResolveRelativeAddressSelf(0x3, 0x7).RCast<char*>();
g_pMTVFTaskItem = CMemory(v_ResetMTVFTaskItem).FindPattern("48 8B", CMemory::Direction::DOWN, 250).ResolveRelativeAddressSelf(0x3, 0x7).RCast<int64_t*>();
g_szMTVFItemName = CMemory(v_ResetMTVFTaskItem).FindPattern("C6 05", CMemory::Direction::DOWN, 250).ResolveRelativeAddressSelf(0x2, 0x7).RCast<char*>();
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
};
///////////////////////////////////////////////////////////////////////////////