r5sdk/r5dev/client/client.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 "tier0/basetypes.h"
#include "server/IVEngineServer.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CClient;
///////////////////////////////////////////////////////////////////////////////
extern CClient* g_pClient;
namespace
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
const std::uintptr_t g_dwCClientSize = 0x4A440;
const std::uintptr_t g_dwPersistenceVar = 0x5B4;
const std::uintptr_t g_dwCClientPadding = 303232;
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
const std::uintptr_t g_dwCClientSize = 0x4A4C0;
const std::uintptr_t g_dwPersistenceVar = 0x5BC;
const std::uintptr_t g_dwCClientPadding = 303360;
#endif
}
class CClient
{
public:
inline CClient* GetClientInstance(int nIndex)
{
return (CClient*)(std::uintptr_t)(g_pClient + (nIndex * g_dwCClientSize));
}
void*& GetNetChan()
{
return m_nNetChannel;
}
private:
char pad_0000[16]; //0x0000
public:
int m_iUserID; //0x0010
private:
char pad_0014[908]; //0x0014
public:
void* m_nNetChannel; //0x03A0
private:
char pad_03A8[8]; //0x03A8
public:
int m_iSignonstate; //0x03B0
private:
char pad_03B4[4]; //0x03B4
public:
std::int64_t m_iOriginID; //0x03B8
private:
char pad_03C0[g_dwCClientPadding]; //0x03C0
};
///////////////////////////////////////////////////////////////////////////////
class HClient : public IDetour
{
virtual void debugp()
{
std::cout << "| VAR: g_pClient : 0x" << std::hex << std::uppercase << g_pClient << std::setw(0) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HClient);