r5sdk/r5dev/engine/networkstringtable.h
Kawe Mazidjatari f18a4c17a4 Engine: rebuild CClientState::ProcessCreateStringTable()
Rebuild CClientState::ProcessCreateStringTable() and add notes for multiple 'potential' exploit vectors that are currently in place. Also add wrappers for compressing/decompressing net packets.
2024-04-05 17:59:53 +02:00

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef NETWORKSTRINGTABLE_H
#define NETWORKSTRINGTABLE_H
#include "tier0/fasttimer.h"
#include "tier1/utlvector.h"
#include "tier1/utlhashtable.h"
#include "tier1/bitbuf.h"
#include "public/networkstringtabledefs.h"
#include "client/client.h"
class CNetworkStringTable : public INetworkStringTable
{
public:
// Updating/Writing
virtual bool WriteStringTable(bf_write& buf) = 0;
virtual bool ReadStringTable(bf_read& buf) = 0;
virtual void ParseUpdate(bf_read& buf, int numStrings) = 0;
virtual pfnStringChanged GetCallback(void) = 0;
virtual int WriteUpdate(CClient* const client, bf_write& buf, int tickAck) = 0;
virtual bool WriteBaselines(SVC_CreateStringTable& msg, char* msgBuffer, int msgBufferSize) = 0;
virtual void PurgeAllClientSide(void) = 0;
virtual void EnableRollback(bool bState) = 0;
// TODO[ AMOS ]: there are a few more entries below in the vftable that
// need to be mapped out, most of them set/get bit fields;
// see [ r5apex_ds + 0x1329888 ]
TABLEID GetTableId(void) const;
int GetMaxStrings(void) const;
const char* GetTableName(void) const;
int GetEntryBits(void) const;
void SetTick(int tick_count);
bool Lock(bool bLock);
private:
TABLEID m_id;
bool m_bLocked; // Might be wrong!
char* m_pszTableName;
int m_nMaxEntries;
int m_nEntryBits;
int m_nTickCount;
int m_nLastChangedTick;
uint32_t m_nFlags;
// !TODO
};
class CNetworkStringTableContainer : public INetworkStringTableContainer
{
public:
static void WriteUpdateMessage(CNetworkStringTableContainer* thisp, CClient* client, unsigned int tick_ack, bf_write* msg);
// Guards so game .dll can't create tables at the wrong time
inline void AllowCreation(bool state) { m_bAllowCreation = state; }
private:
bool m_bAllowCreation; // create guard
int m_nTickCount; // current tick
bool m_bLocked; // currently locked?
bool m_bEnableRollback; // enables rollback feature
CUtlVector < CNetworkStringTable* > m_Tables; // the string tables
};
inline void (*CNetworkStringTableContainer__WriteUpdateMessage)(CNetworkStringTableContainer* thisp, CClient* client, unsigned int tick_ack, bf_write* msg);
class VNetworkStringTableContainer : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CNetworkStringTableContainer::WriteUpdateMessage", CNetworkStringTableContainer__WriteUpdateMessage);
}
virtual void GetFun(void) const
{
g_GameDll.FindPatternSIMD("48 89 74 24 ?? 48 89 7C 24 ?? 55 41 54 41 55 41 56 41 57 48 8D AC 24 ?? ?? ?? ?? B8 ?? ?? ?? ?? E8 ?? ?? ?? ?? 48 2B E0 45 33 ED")
.GetPtr(CNetworkStringTableContainer__WriteUpdateMessage);
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////
#endif // NETWORKSTRINGTABLE_H