Fix collisions for headless dedicated server

This commit is contained in:
Amos 2021-12-29 00:18:56 +01:00
parent 0e36aa647f
commit bc8f9400d3

View File

@ -15,27 +15,26 @@ void NoShaderApi()
//-------------------------------------------------------------------------
// -NOSHADERAPI
//-------------------------------------------------------------------------
gCShaderSystem__Init.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CShaderSystem::Init' to prevent initialization.
gCShaderSystem__Init.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CShaderSystem::Init' to prevent initialization.
gCGameServer__SpawnServer.Offset(0x43).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
//gCGameServer__SpawnServer.Offset(0x48).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
gCGameServer__SpawnServer.Offset(0x43).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | Prevent call to unknown materia;/shader code.
//gCGameServer__SpawnServer.Offset(0x48).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // TODO: Research 'CIVDebugOverlay'.
CStudioRenderContext__LoadMaterials.Offset(0x28).Patch({ 0xE9, 0x80, 0x04, 0x00, 0x00 });
gCStudioRenderContext__LoadModel.Offset(0x17A).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 });
CStudioRenderContext__LoadMaterials.Offset(0x28).Patch({ 0xE9, 0x80, 0x04, 0x00, 0x00 }); // FUN --> RET | 'CStudioRenderContext::LoadMaterials' is called virtually by the 'RMDL' streaming job.
CollisionBSPData_LoadAllLumps.Offset(0x1045).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
// Note: The registers here seems to contains pointers to material data and 'CMaterial' class methods when the shader system is initialized.
gCStudioRenderContext__LoadModel.Offset(0x17D).Patch({ 0x90, 0x90, 0x90, 0x90 }); // MOV --> NOP | RAX + RCX are both nullptrs.
gCStudioRenderContext__LoadModel.Offset(0x181).Patch({ 0x90, 0x90, 0x90 }); // MOV --> NOP | RCX is nullptr when trying to move to RAX.
gCStudioRenderContext__LoadModel.Offset(0x184).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | RAX is nullptr during virtual call resulting in exception 'C0000005'.
LoadModel.Offset(0x462).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
LoadModel.Offset(0x6FE).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 });
CollisionBSPData_LoadAllLumps.Offset(0x1045).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | Prevent call to 'Mod_LoadCubemapSamples()'
ParsePropStatic.Offset(0x2F8).Patch({ 0xE9, 0xC4, 0x04, 0x00, 0x00 }); // TODO: FIX!. Disable this patch to hit the exception of RSP + 0x70 being nullptr described below.
LoadModel.Offset(0x462).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | Prevent call to 'CStudioRenderContext::LoadMaterials'.
LoadModel.Offset(0x6FE).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | Unknown material/texture code.
//-------------------------------------------------------------------------
// The instruction at 'CalcPropStaticFrustumCull' [0x14028F3B0 + 0x5C7] moves RSP + 0x70 into the R13 register.
// RSP + 0x70 seems to contain a pointer to collission data for that particular prop model.
// When running NoShaderApi() and passing the dedicated server the '-noshaderapi' command line parameter, RSP + 0x70 will be a nullptr.
// This has to be fixed to have prop static collissions on the server.
//-------------------------------------------------------------------------
// Note: At [14028F3B0 + 0x5C7] RSP seems to contain a block of pointers to data for the static prop rmdl in question. [RSP + 0x70] is a pointer to (what seems to be) shader/material data. The pointer will be NULL without a shader system.
p_CalcPropStaticFrustumCulling.Offset(0x5E0).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // MOV --> NOP | RSP + 0x70 is a nullptr which gets moved to R13, R13 gets used here resulting in exception 'C0000005'.
p_CalcPropStaticFrustumCulling.Offset(0x5EB).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | RAX is nullptr during virtual call resulting in exception 'C0000005'.
}
void Dedicated_Init()
@ -115,7 +114,6 @@ void Dedicated_Init()
//-------------------------------------------------------------------------
// CSHADERSYSTEM
//-------------------------------------------------------------------------
//gCShaderSystem__Init.Patch({ 0xC3 }); // FUN --> RET | Return early in 'CShaderSystem::Init' to prevent initialization.
gCShaderSystem__9.Offset(0x3).Patch({ 0xE9, 0x95, 0x03, 0x00, 0x00 }); // Unnecessary CShaderSystem call?
//-------------------------------------------------------------------------
@ -171,7 +169,7 @@ void Dedicated_Init()
CollisionBSPData_LoadAllLumps.Offset(0xBF2).Patch({ 0x90, 0x90 }); // JE --> NOP | WORLDLIGHTS.
CollisionBSPData_LoadAllLumps.Offset(0xDA9).Patch({ 0x90, 0x90 }); // JE --> NOP | TWEAKLIGHTS.
CollisionBSPData_LoadAllLumps.Offset(0xEEB).Patch({ 0xE9, 0x3D, 0x01, 0x00, 0x00 });
//CollisionBSPData_LoadAllLumps.Offset(0x61B).Patch({ 0xE9, 0xE2, 0x02, 0x00, 0x00 });
CollisionBSPData_LoadAllLumps.Offset(0x61B).Patch({ 0xE9, 0xE2, 0x02, 0x00, 0x00 });
//-------------------------------------------------------------------------
// RUNTIME: RENDERING
@ -183,7 +181,7 @@ void Dedicated_Init()
r6.Patch({ 0xC3 }); // FUN --> RET | Set shader resource.
r7.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90 }); // FUN --> RET | Return early in lightmap and post processing code.
r8.Patch({ 0xC3, 0x90, 0x90, 0x90, 0x90, 0x90 }); // FUN --> RET | Return early.
//e9.Offset(0x4A6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to prevent shader dispatch.
e9.Offset(0x4A6).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to prevent shader dispatch.
e9.Offset(0x4AB).Patch({ 0x90, 0x90, 0x90, 0x90, 0x90 }); // CAL --> NOP | NOP call to prevent texture creation.
e9.Offset(0x4B5).Patch({ 0xC3 }); // JMP --> RET | RET early to prevent 'PIXVIS' code execution.