14 Commits

Author SHA1 Message Date
Kawe Mazidjatari
96abdf619c Rebuild 'ai_script_nodes_draw'
Originally stripped from retail.
2022-07-11 12:00:08 +02:00
Kawe Mazidjatari
fbcee16f97 CAI_NetworkBuilder::SaveNetworkGraph improvements
Use CIOStream class.
Use proper type for CAI_Network::m_iNumNodes.
Improved CIOStream to take std::filesystem::path instead of std::string.
2022-06-24 16:56:28 +02:00
Kawe Mazidjatari
3144227ec8 Update GetAdr implementations to feature spdlog
Fixed all alignments and reduced code verbosity
2022-05-13 14:53:25 +02:00
Kawe Mazidjatari
e32cc6ae6a Code overhaul
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).

Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
2022-04-18 03:35:08 +02:00
Kawe Mazidjatari
092b7e9d43 Start of migration to IDetour interface
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).

Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
2022-04-11 01:44:30 +02:00
Kawe Mazidjatari
8c1dfb50f4 Address class cleanup/improvements
* Move most definitions to implementation file to avoid recompiling whole program for small changes
* Pass strings by reference for where possible.
* Split Module class to dedicated file.
* Add const qualifiers to all eligible methods for address/module class
* Some renaming
2022-04-10 19:59:34 +02:00
Kawe Mazidjatari
b3631facbe Update all function casts 2022-04-09 06:05:47 +02:00
Kawe Mazidjatari
e2f06a8a68 Massive performance improvements
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
2022-04-09 02:18:57 +02:00
Kawe Mazidjatari
aa57170e0d Start of pattern search refactor 2022-04-09 01:14:22 +02:00
Kawe Mazidjatari
7258a35ff5 Add AI Network methods and add hook for AIN connection debug 2022-04-03 03:10:48 +02:00
Kawe Mazidjatari
a49a5bb781 AIN build and saving now fully works
AI is pretty much completed.
All that has to be done currently is making a simplified mesh of a map to cast a NavMesh on.
2022-03-21 13:48:34 +01:00
Kawe Mazidjatari
b99f310198 Parsing Titanfall 2 AIN's now fully works
The AIN structure, including the in-memory structures seem identical to Titanfall 2. I mapped quite a few 'CAI_Network' related functions out and everything seems to line up. But I haven't figured the script nodes out (yet), but looking at this, it seems like they got completely stripped? TODO..

I also found where it creates nodes/links from input NavMesh, the poly structure also seems identical to Titanfall 2, but still haven't found where this extra field gets used.
2022-03-21 00:28:14 +01:00
Kawe Mazidjatari
92edf22b07 The beginning of SaveAINFile 2022-03-20 17:03:46 +01:00
Amos
62604e8fe9 CAI related stuff (see description)
* Partially rebuild CGlobalVarsBase and CGlobalVars struct.
* Partially implement BuildAINFile (disk builder) written by BobTheBob9. All that needs to be found are the addresses/offsets for 'pUnkStruct0Count' and 'pUnkLinkStruct1Count' (see ai_node.h). I didn't have time for it yet.
* Patch call which restarts the engine once AIN file has been build (so it doesn't get cleared from memory).
* Temporarily patch write operation in 'Detours_LevelInit()' which writes out of scope since the navmesh structure is misaligned somewhere still with a few bytes.

NOTE: 'CAI_NetworkBuilder::BuildFile()' is for now commented out until the 2 other structs are found in the game dll. Once found then we could start fixing the struct offsets and hope it works as-is.
2022-02-27 03:15:00 +01:00