r5sdk/r5dev/client/vengineclient_impl.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!).
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#pragma once
class CEngineClient
{
public:
void SetRestrictServerCommands(bool bRestrict);
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bool GetRestrictServerCommands() const;
void SetRestrictClientCommands(bool bRestrict);
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bool GetRestrictClientCommands() const;
void* GetLocalPlayer() const; // Is actually C_Player.
};
/* ==== CVENGINECLIENT ================================================================================================================================================== */
inline CMemory p_CEngineClient_CommandExecute;
inline auto CEngineClient_CommandExecute = p_CEngineClient_CommandExecute.RCast<void(*)(void* thisptr, const char* pCmd)>();
inline CMemory p_CEngineClient_GetLocalPlayer;
inline auto CEngineClient_GetLocalPlayer = p_CEngineClient_GetLocalPlayer.RCast<void*(*)()>();
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 CEngineClient** g_ppEngineClient = nullptr;
inline CMemory g_pEngineClient_VTable = 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
extern bool* m_bRestrictServerCommands;
extern bool* m_bRestrictClientCommands;
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 HVEngineClient : public IDetour
{
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!).
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{
spdlog::debug("| FUN: IVEngineClient::CommandExecute : {:#18x} |\n", p_CEngineClient_CommandExecute.GetPtr());
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spdlog::debug("| FUN: IVEngineClient::GetLocalPlayer : {:#18x} |\n", p_CEngineClient_GetLocalPlayer.GetPtr());
spdlog::debug("| VAR: m_bRestrictServerCommands : {:#18x} |\n", reinterpret_cast<uintptr_t>(m_bRestrictServerCommands));
spdlog::debug("| VAR: m_bRestrictClientCommands : {:#18x} |\n", reinterpret_cast<uintptr_t>(m_bRestrictClientCommands));
spdlog::debug("| CON: g_ppEngineClient : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_ppEngineClient));
spdlog::debug("| CON: g_pEngineClient_VTable : {:#18x} |\n", g_pEngineClient_VTable.GetPtr());
spdlog::debug("+----------------------------------------------------------------+\n");
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
{
p_CEngineClient_CommandExecute = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x08\x57\x48\x83\xEC\x20\x48\x8D\x0D\x27\x61\xa5\x1E\x41\x8B\xD8"), "xxxx?xxxxxxxx????xxx");
CEngineClient_CommandExecute = p_CEngineClient_CommandExecute.RCast<void(*)(void* thisptr, const char* pCmd)>(); /*48 89 5C 24 ?? 57 48 83 EC 20 48 8D 0D ?? ?? ?? ?? 41 8B D8*/
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CEngineClient_GetLocalPlayer = g_pEngineClient_VTable.WalkVTable(35).Deref().RCast<void*(*)()>();
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CEngineClient_GetLocalPlayer = g_pEngineClient_VTable.WalkVTable(36).Deref().RCast<void*(*)()>();
#endif
}
virtual void GetVar(void) const
{
CMemory clRestrict = g_mGameDll.FindString("DevShotGenerator_Init()").FindPatternSelf("88 05", CMemory::Direction::UP).ResolveRelativeAddressSelf(0x2).OffsetSelf(0x2);
m_bRestrictServerCommands = clRestrict.RCast<bool*>();
m_bRestrictClientCommands = clRestrict.Offset(0x1).RCast<bool*>();
}
virtual void GetCon(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
g_pEngineClient_VTable = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8D\x05\x00\x00\x00\x00\x48\x8B\xD9\x48\x89\x01\xF6\xC2\x01\x74\x0A\xBA\x00\x00\x00\x00\xE8\x00\x00\x00\x00\x48\x8B\xC3\x48\x83\xC4\x20\x5B\xC3\xCC\xCC\xCC\xCC\xCC\x48\x85\xC9\x48\x8D\x41\xF8"),
"xxx????xxxxxxxxxxxx????x????xxxxxxxxxxxxxxxxxxxxx").ResolveRelativeAddressSelf(0x3, 0x7); /*48 8D 05 ? ? ? ? 48 8B D9 48 89 01 F6 C2 01 74 0A BA ? ? ? ? E8 ? ? ? ? 48 8B C3 48 83 C4 20 5B C3 CC CC CC CC CC 48 85 C9 48 8D 41 F8*/
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
g_pEngineClient_VTable = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8B\x05\x00\x00\x00\x00\xFF\x90\x00\x00\x00\x00\x4C\x8D\x05\x00\x00\x00\x00"), "xxx????xx????xxx????").ResolveRelativeAddressSelf(0x3, 0x7).Deref(); /*48 8B 05 ? ? ? ? FF 90 ? ? ? ? 4C 8D 05 ? ? ? ? */
#endif
g_ppEngineClient = g_mGameDll.FindString("reload_script_callbacks_server").FindPatternSelf("48 8B", CMemory::Direction::UP).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CEngineClient**>();
}
virtual void Attach(void) const { }
virtual void Detach(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!).
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};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HVEngineClient);