r5sdk/r5dev/common/opcodes.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
#ifdef DEDICATED
inline const char* g_szGameDll = "r5apex_ds.exe";
void Dedicated_Init();
#else
inline const char* g_szGameDll = "r5apex.exe";
#endif // DEDICATED
void RuntimePtc_Init();
#ifdef GAMEDLL_S3
/* -------------- OTHER ------------------------------------------------------------------------------------------------------------------------------------------------- */
inline CMemory dst007;
inline CMemory dst008;
/* -------------- ------- ----------------------------------------------------------------------------------------------------------------------------------------------- */
#endif // GAMEDLL_S3
//-------------------------------------------------------------------------
// CSHADERSYSTEM
//-------------------------------------------------------------------------
inline CMemory CShaderSystem__Init;
//-------------------------------------------------------------------------
// CVGUI
//-------------------------------------------------------------------------
inline CMemory CVGui__RunFrame;
//-------------------------------------------------------------------------
// CENGINEVGUI
//-------------------------------------------------------------------------
inline CMemory CEngineVGui__Shutdown;
inline CMemory CEngineVGui__ActivateGameUI;
//-------------------------------------------------------------------------
// CENGINEVGUI
//-------------------------------------------------------------------------
inline CMemory CInputSystem__RunFrameIME;
//-------------------------------------------------------------------------
// RUNTIME: SYS_INITGAME
//-------------------------------------------------------------------------
inline CMemory Sys_InitGame;
//-------------------------------------------------------------------------
// RUNTIME: HOST_INIT
//-------------------------------------------------------------------------
inline CMemory gHost_Init_1; // server Host_Init()?
inline CMemory gHost_Init_2; // client Host_Init()?
//-------------------------------------------------------------------------
// RUNTIME: HOST_SHUTDOWN
//-------------------------------------------------------------------------
inline CMemory Host_Shutdown;
//-------------------------------------------------------------------------
// RUNTIME: HOST_DISCONNECT
//-------------------------------------------------------------------------
inline CMemory Host_Disconnect;
//-------------------------------------------------------------------------
// RUNTIME: S2C_CHALLENGE
//-------------------------------------------------------------------------
#ifndef CLIENT_DLL
inline CMemory Server_S2C_CONNECT_1;
#endif // !CLIENT_DLL
//-------------------------------------------------------------------------
// RUNTIME:
//-------------------------------------------------------------------------
inline CMemory MatchMaking_Frame;
inline CMemory GetEngineClientThread;
inline CMemory CWin32Surface_initStaticData;
#if !defined (GAMEDLL_S0) || !defined (GAMEDLL_S1)
inline CMemory KeyboardLayout_Init;
#endif
///////////////////////////////////////////////////////////////////////////////
class VOpcodes : 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!).
2021-12-25 22:36:38 +01:00
{
// LogFunAdr("CShaderSystem::Init", CShaderSystem__Init.GetPtr());
// LogFunAdr("CVGui::RunFrame", CVGui__RunFrame.GetPtr());
// LogFunAdr("CEngineVGui::Shutdown", CEngineVGui__Shutdown.GetPtr());
// LogFunAdr("CEngineVGui::ActivateGameUI", CEngineVGui__ActivateGameUI.GetPtr());
// LogFunAdr("CInputSystem::RunFrameIME", CInputSystem__RunFrameIME.GetPtr());
// LogFunAdr("Sys_InitGame", Sys_InitGame.GetPtr());
// LogFunAdr("Host_Init_1", gHost_Init_1.GetPtr());
// LogFunAdr("Host_Init_2", gHost_Init_2.GetPtr());
#ifndef CLIENT_DLL
LogFunAdr("Server_S2C_CONNECT", Server_S2C_CONNECT_1.GetPtr());
#endif // !CLIENT_DLL
// LogFunAdr("GetEngineClientThread", GetEngineClientThread.GetPtr());
// LogFunAdr("MatchMaking_Frame", MatchMaking_Frame.GetPtr());
//#if !defined (GAMEDLL_S0) || !defined (GAMEDLL_S1)
// LogFunAdr("CWin32Surface::initStaticData", CWin32Surface_initStaticData.GetPtr());
//#endif
// LogFunAdr("KeyboardLayout_Init", KeyboardLayout_Init.GetPtr());
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 { }
virtual void GetVar(void) const
{
//#ifdef GAMEDLL_S3
// /* -------------- OTHER ------------------------------------------------------------------------------------------------------------------------------------------------- */
// dst007 = /*0x14028F3B0*/ g_GameDll.FindPatternSIMD("48 8B C4 44 89 40 18 48 89 50 10 55 53 56 57 41");
// dst008 = /*0x140E3E110*/ g_GameDll.FindPatternSIMD("48 83 EC 78 48 8B 84 24 ?? ?? ?? ?? 4D 8B D8 ??");
// /* -------------- ------- ----------------------------------------------------------------------------------------------------------------------------------------------- */
//#endif // GAMEDLL_S3
//
//
// //-------------------------------------------------------------------------
// CShaderSystem__Init = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 C6 41 10 ??");
// // 0x1403DF870 // 48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 C6 41 10 00 //
//
// //-------------------------------------------------------------------------
//#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
// CVGui__RunFrame = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 48 83 EC 20 0F B6 69 5C");
//#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
// CVGui__RunFrame = g_GameDll.FindPatternSIMD("40 57 48 83 EC 20 48 89 5C 24 ?? 48 8B F9 48 89 6C 24 ?? 0F B6 69 5C");
//#endif
//
// //-------------------------------------------------------------------------
//#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
// CEngineVGui__Shutdown = g_GameDll.FindPatternSIMD("48 89 4C 24 ?? 57 41 54 48 83 EC 38");
//#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
// CEngineVGui__Shutdown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 80 3D ?? ?? ?? ?? ?? 48 8B D9");
//#endif // 0x140282C90 // 48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 80 3D ? ? ? ? ? 48 8B D9 //
// CEngineVGui__ActivateGameUI = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 F6 81 ?? ?? ?? ?? ?? 48 8B D9 74 08");
// //
//
// //-------------------------------------------------------------------------
//#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
// CInputSystem__RunFrameIME = g_GameDll.FindPatternSIMD("48 8B C4 57 41 55");
//#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
// CInputSystem__RunFrameIME = g_GameDll.FindPatternSIMD("40 57 41 54 41 55 48 83 EC 70");
//#endif
//
// //-------------------------------------------------------------------------
// Sys_InitGame = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 81 EC ?? ?? ?? ?? 80 3D ?? ?? ?? ?? ?? 41 8B D8");
// // 0x1402958D0 // 48 89 5C 24 ? 57 48 81 EC ? ? ? ? 80 3D ? ? ? ? ? 41 8B D8 //
//
// //-------------------------------------------------------------------------
// gHost_Init_1 = g_GameDll.FindPatternSIMD("48 8B C4 41 56 48 81 EC ?? ?? ?? ?? 45 33 F6"); // server Host_Init()?
// // 0x140237B00 // 48 8B C4 41 56 48 81 EC ? ? ? ? 45 33 F6 //
//
// gHost_Init_2 = g_GameDll.FindPatternSIMD("88 4C 24 08 53 55 56 57 48 83 EC 68"); // client Host_Init()?
// // 0x140236640 // 88 4C 24 08 53 55 56 57 48 83 EC 68 //
//
// //-------------------------------------------------------------------------
#ifndef CLIENT_DLL
Server_S2C_CONNECT_1 = g_GameDll.FindPatternSIMD("48 3B 05 ?? ?? ?? ?? 74 0C");
#endif // !CLIENT_DLL
//
// //-------------------------------------------------------------------------
//#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
// GetEngineClientThread = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 65 48 8B 04 25 ?? ?? ?? ?? 48 8B D9 B9 ?? ?? ?? ?? 48 8B 10 8B 04 11 39 05 ?? ?? ?? ?? 7F 15");
//#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
// GetEngineClientThread = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 65 48 8B 04 25 ?? ?? ?? ?? 48 8B D9 B9 ?? ?? ?? ?? 48 8B 10 8B 04 11 39 05 ?? ?? ?? ?? 7F 21");
//#endif
//#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
// MatchMaking_Frame = g_GameDll.FindPatternSIMD("40 55 56 41 54 41 55 48 8D AC 24 ?? ?? ?? ??");
//#elif defined (GAMEDLL_S2)
// MatchMaking_Frame = g_GameDll.FindPatternSIMD("48 89 74 24 ?? 55 41 54 41 57 48 8D AC 24 ?? ?? ?? ??");
//#elif defined (GAMEDLL_S3)
// MatchMaking_Frame = g_GameDll.FindPatternSIMD("48 8B C4 55 48 8D A8 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? 48 89 78 18");
//#endif
//
//
// CWin32Surface_initStaticData = g_GameDll.FindPatternSIMD("48 83 EC 28 E8 ?? ?? ?? ?? 48 8D 0D ?? ?? ?? ?? 48 83 C4 28 E9 ?? ?? ?? ?? CC CC CC CC CC CC CC 33 C9");
// // 48 83 EC 28 E8 ? ? ? ? 48 8D 0D ? ? ? ? 48 83 C4 28 E9 ? ? ? ? CC CC CC CC CC CC CC 33 C9
//#if !defined (GAMEDLL_S0) || !defined (GAMEDLL_S1)
// KeyboardLayout_Init = g_GameDll.FindPatternSIMD("48 83 EC 28 33 C9 FF 15 ?? ?? ?? ?? 48 8D 0D ?? ?? ?? ??");
//#endif //48 83 EC 28 33 C9 FF 15 ? ? ? ? 48 8D 0D ? ? ? ?
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////