r5sdk/r5dev/datacache/mdlcache.h
2022-05-18 01:00:46 +02:00

166 lines
9.3 KiB
C++

#ifndef MDLCACHE_H
#define MDLCACHE_H
#include "public/include/studio.h"
#include "datacache/idatacache.h"
#include "datacache/imdlcache.h"
#include "tier0/threadtools.h"
#include "tier1/utldict.h"
struct RStaticProp_t
{
studiohdr_t* m_pStudioHDR{};
CStudioHWDataRef* m_pHardWareData{};
const char* m_szPropName{};
uint8_t m_pUnknown[0x62]{};
};
struct CMDLFallBack
{
studiohdr_t* m_pErrorHDR{};
MDLHandle_t m_hErrorMDL{};
studiohdr_t* m_pEmptyHDR{};
MDLHandle_t m_hEmptyMDL{};
// This has to be cleared if 'common.rpak' is getting unloaded!
void Clear(void)
{
m_pEmptyHDR = nullptr;
m_hErrorMDL = NULL;
m_pEmptyHDR = nullptr;
m_hEmptyMDL = NULL;
}
};
// only models with type "mod_studio" have this data
struct studiodata_t
{
DataCacheHandle_t m_MDLCache;
void* m_pAnimData; // !TODO: reverse struct.
unsigned short m_nRefCount;
unsigned short m_nFlags;
MDLHandle_t m_Handle;
#ifndef GAMEDLL_S3
void* Unk1; // TODO: unverified!
void* Unk2; // TODO: unverified!
#endif // !GAMEDLL_S3
void* Unk3; // ptr to flags and model string.
CStudioHWDataRef* m_pHardwareRef;
void* m_pMaterialTable; // contains a large table of CMaterialGlue objects.
int Unk5;
char pad[72];
CThreadFastMutex m_Mutex;
int m_nGuidLock; // always -1, set to 1 and 0 in CMDLCache::FindUncachedMDL.
};
inline CMDLFallBack* g_pMDLFallback = new CMDLFallBack();
inline vector<MDLHandle_t> g_BadMDLHandles;
class CMDLCache
{
public:
static studiohdr_t* FindMDL(CMDLCache* cache, MDLHandle_t handle, void* a3);
static void FindCachedMDL(CMDLCache* cache, studiodata_t* pStudioData, void* a3);
static studiohdr_t* FindUncachedMDL(CMDLCache* cache, MDLHandle_t handle, studiodata_t* pStudioData, void* a4);
static studiohdr_t* GetStudioHDR(CMDLCache* cache, MDLHandle_t handle);
static studiohwdata_t* GetHardwareData(CMDLCache* cache, MDLHandle_t handle);
static void* GetMaterialTable(CMDLCache* cache, MDLHandle_t handle);
static studiohdr_t* GetErrorModel(void);
static bool IsKnownBadModel(MDLHandle_t handle);
CMDLCache* m_pVTable;
void* m_pStrCmp; // string compare func;
void* m_pModelCacheSection; // IDataCacheSection*
int m_nModelCacheFrameLocks; //
// TODO..
};
inline CMemory p_CMDLCache__FindMDL;
inline auto v_CMDLCache__FindMDL = p_CMDLCache__FindMDL.RCast<studiohdr_t* (*)(CMDLCache* pCache, void* a2, void* a3)>();
#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
inline CMemory p_CMDLCache__FindCachedMDL;
inline auto v_CMDLCache__FindCachedMDL = p_CMDLCache__FindCachedMDL.RCast<void(*)(CMDLCache* pCache, void* a2, void* a3)>();
inline CMemory p_CMDLCache__FindUncachedMDL;
inline auto v_CMDLCache__FindUncachedMDL = p_CMDLCache__FindUncachedMDL.RCast<studiohdr_t* (*)(CMDLCache* pCache, MDLHandle_t handle, void* a3, void* a4)>();
#endif
inline CMemory p_CMDLCache__GetStudioHDR;
inline auto v_CMDLCache__GetStudioHDR = p_CMDLCache__GetStudioHDR.RCast<studiohdr_t* (*)(CMDLCache* pCache, MDLHandle_t handle)>();
inline CMemory p_CMDLCache__GetHardwareData;
inline auto v_CMDLCache__GetHardwareData = p_CMDLCache__GetHardwareData.RCast<studiohwdata_t* (*)(CMDLCache* pCache, MDLHandle_t handle)>();
inline CMemory p_CStudioHWDataRef__SetFlags; // Probably incorrect.
inline auto v_CStudioHWDataRef__SetFlags = p_CStudioHWDataRef__SetFlags.RCast<bool (*)(CStudioHWDataRef* ref, int64_t flags)>();
inline CUtlDict<studiodata_t*, MDLHandle_t>* m_MDLDict;
inline LPCRITICAL_SECTION* m_MDLMutex = nullptr;
inline PSRWLOCK* m_MDLLock = nullptr;
inline CMDLCache* g_MDLCache = nullptr;
void MDLCache_Attach();
void MDLCache_Detach();
///////////////////////////////////////////////////////////////////////////////
class VMDLCache : public IDetour
{
virtual void GetAdr(void) const
{
spdlog::debug("| FUN: CMDLCache::FindMDL : {:#18x} |\n", p_CMDLCache__FindMDL.GetPtr());
#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
spdlog::debug("| FUN: CMDLCache::FindCachedMDL : {:#18x} |\n", p_CMDLCache__FindCachedMDL.GetPtr());
spdlog::debug("| FUN: CMDLCache::FindUncachedMDL : {:#18x} |\n", p_CMDLCache__FindUncachedMDL.GetPtr());
#endif
spdlog::debug("| FUN: CMDLCache::GetStudioHDR : {:#18x} |\n", p_CMDLCache__GetStudioHDR.GetPtr());
spdlog::debug("| FUN: CMDLCache::GetHardwareData : {:#18x} |\n", p_CMDLCache__GetHardwareData.GetPtr());
spdlog::debug("| FUN: CStudioHWDataRef::SetFlags : {:#18x} |\n", p_CStudioHWDataRef__SetFlags.GetPtr());
spdlog::debug("| VAR: m_MDLMutex : {:#18x} |\n", reinterpret_cast<uintptr_t>(m_MDLMutex));
spdlog::debug("| VAR: m_MDLLock : {:#18x} |\n", reinterpret_cast<uintptr_t>(m_MDLLock));
spdlog::debug("| VAR: m_MDLDict : {:#18x} |\n", reinterpret_cast<uintptr_t>(m_MDLDict));
spdlog::debug("| VAR: g_MDLCache : {:#18x} |\n", reinterpret_cast<uintptr_t>(g_MDLCache));
spdlog::debug("+----------------------------------------------------------------+\n");
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
p_CMDLCache__FindMDL = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x7C\x24\x00\x41\x56\x48\x83\xEC\x20\x4C\x8B\xF1\x0F\xB7\xDA"), "xxxx?xxxx?xxxx?xxxx?xxxxxxxxxxxx");
v_CMDLCache__FindMDL = p_CMDLCache__FindMDL.RCast<studiohdr_t* (*)(CMDLCache*, void*, void*)>(); /*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 83 EC 20 4C 8B F1 0F B7 DA*/
#else
p_CMDLCache__FindMDL = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x57\x48\x83\xEC\x20\x48\x8B\xF1\x0F\xB7\xEA"), "xxxx?xxxx?xxxx?xxxxxxxxxxx");
v_CMDLCache__FindMDL = p_CMDLCache__FindMDL.RCast<studiohdr_t* (*)(CMDLCache*, void*, void*)>(); /*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B F1 0F B7 EA*/
p_CMDLCache__FindCachedMDL = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x4D\x85\xC0\x74\x7A\x48\x89\x6C\x24\x00"), "xxxxxxxxx?");
v_CMDLCache__FindCachedMDL = p_CMDLCache__FindCachedMDL.RCast<void(*)(CMDLCache*, void*, void*)>(); /*4D 85 C0 74 7A 48 89 6C 24 ?*/
p_CMDLCache__FindUncachedMDL = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x48\x89\x6C\x24\x00\x48\x89\x74\x24\x00\x48\x89\x7C\x24\x00\x41\x56\x48\x83\xEC\x20\x48\x8B\xE9\x0F\xB7\xFA"), "xxxx?xxxx?xxxx?xxxx?xxxxxxxxxxxx");
v_CMDLCache__FindUncachedMDL = p_CMDLCache__FindUncachedMDL.RCast<studiohdr_t* (*)(CMDLCache*, MDLHandle_t, void*, void*)>(); /*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 83 EC 20 48 8B E9 0F B7 FA*/
#endif
p_CMDLCache__GetStudioHDR = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x40\x53\x48\x83\xEC\x20\x48\x8D\x0D\x00\x00\x00\x00\x0F\xB7\xDA\xFF\x15\x00\x00\x00\x00\x48\x8B\x05\x00\x00\x00\x00\x48\x8D\x14\x5B\x48\x8D\x0D\x00\x00\x00\x00\x48\x8B\x5C\xD0\x00\xFF\x15\x00\x00\x00\x00\x48\x8B\x03\x48\x8B\x48\x08"), "xxxxxxxxx????xxxxx????xxx????xxxxxxx????xxxx?xx????xxxxxxx");
v_CMDLCache__GetStudioHDR = p_CMDLCache__GetStudioHDR.RCast<studiohdr_t* (*)(CMDLCache*, MDLHandle_t)>(); /*40 53 48 83 EC 20 48 8D 0D ? ? ? ? 0F B7 DA FF 15 ? ? ? ? 48 8B 05 ? ? ? ? 48 8D 14 5B 48 8D 0D ? ? ? ? 48 8B 5C D0 ? FF 15 ? ? ? ? 48 8B 03 48 8B 48 08*/
p_CMDLCache__GetHardwareData = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x89\x5C\x24\x00\x57\x48\x83\xEC\x20\x48\x8D\x0D\x00\x00\x00\x00\x0F\xB7\xDA\xFF\x15\x00\x00\x00\x00\x48\x8B\x05\x00\x00\x00\x00\x48\x8D\x14\x5B\x48\x8D\x0D\x00\x00\x00\x00\x48\x8B\x7C\xD0\x00\xFF\x15\x00\x00\x00\x00\x48\x8B\x1F"), "xxxx?xxxxxxxx????xxxxx????xxx????xxxxxxx????xxxx?xx????xxx");
v_CMDLCache__GetHardwareData = p_CMDLCache__GetHardwareData.RCast<studiohwdata_t* (*)(CMDLCache*, MDLHandle_t)>(); /*48 89 5C 24 ? 57 48 83 EC 20 48 8D 0D ? ? ? ? 0F B7 DA FF 15 ? ? ? ? 48 8B 05 ? ? ? ? 48 8D 14 5B 48 8D 0D ? ? ? ? 48 8B 7C D0 ? FF 15 ? ? ? ? 48 8B 1F*/
p_CStudioHWDataRef__SetFlags = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x83\xEC\x08\x4C\x8D\x14\x12"), "xxxxxxxx");
v_CStudioHWDataRef__SetFlags = p_CStudioHWDataRef__SetFlags.RCast<bool (*)(CStudioHWDataRef*, int64_t)>(); /*48 83 EC 08 4C 8D 14 12*/
}
virtual void GetVar(void) const
{
m_MDLMutex = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x83\xEC\x28\xBA\x00\x00\x00\x00\x48\x8D\x0D\x00\x00\x00\x00\xFF\x15\x00\x00\x00\x00\x0F\xB6\x05\x00\x00\x00\x00"), "xxxxx????xxx????xx????xxx????")
.FindPatternSelf("48 8D 0D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<LPCRITICAL_SECTION*>();
m_MDLLock = p_CMDLCache__GetHardwareData.Offset(0x35).FindPatternSelf("48 8D 0D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<PSRWLOCK*>();
m_MDLDict = p_CMDLCache__FindMDL.FindPattern("48 8B 05").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CUtlDict<studiodata_t*, MDLHandle_t>*>();
g_MDLCache = g_mGameDll.FindPatternSIMD(reinterpret_cast<rsig_t>("\x48\x8B\x0D\x00\x00\x00\x00\x44\x0F\xB7\x82\x00\x00\x00\x00\x48\x8B\x01\x48\xFF\xA0\x30\x01\x00\x00"), "xxx????xxxx????xxxxxxxxxx")
.ResolveRelativeAddressSelf(0x3, 0x7).RCast<CMDLCache*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(VMDLCache);
#endif // MDLCACHE_H