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* 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!).
101 lines
3.8 KiB
C++
101 lines
3.8 KiB
C++
#include "core/stdafx.h"
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#include "vpc/keyvalues.h"
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#include "rtech/stryder.h"
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#include "engine/sys_dll2.h"
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///////////////////////////////////////////////////////////////////////////////
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std::vector<std::string> g_szAllPlaylists = { "none" };
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CKeyValuesSystem* g_pKeyValuesSystem = reinterpret_cast<CKeyValuesSystem*>(p_KeyValues_Init.FindPatternSelf("48 8D ?? ?? ?? ?? 01", ADDRESS::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr());
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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KeyValues** g_pPlaylistKeyValues = reinterpret_cast<KeyValues**>(p_Stryder_StitchRequest.FindPatternSelf("48 8B 2D", ADDRESS::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr()); // Get the KeyValue for the playlist file.
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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KeyValues** g_pPlaylistKeyValues = reinterpret_cast<KeyValues**>(p_Stryder_StitchRequest.FindPatternSelf("48 8B 0D", ADDRESS::Direction::DOWN, 100).ResolveRelativeAddressSelf(0x3, 0x7).GetPtr()); // Get the KeyValue for the playlist file.
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CKeyValueSystem_InitPlaylist()
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{
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while (true)
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{
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if ((*g_pPlaylistKeyValues))
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{
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KeyValues* playlists = (*g_pPlaylistKeyValues)->FindKey("Playlists", false); // Find playlists key.
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if (playlists)
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{
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g_szAllPlaylists.clear();
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for (KeyValues* dat = playlists->m_pSub; dat != nullptr; dat = dat->m_pPeer) // Parse through all sub keys.
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{
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g_szAllPlaylists.push_back(dat->GetName()); // Get all playlist names.
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}
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break; // Break if playlist got filled.
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(50));
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool HKeyValues_LoadPlaylist(const char* playlist)
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{
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memset(g_pMapVPKCache, 0, 0x40); // Clear VPK cache to prevent crash while loading playlist.
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CHAR sPlaylistPath[] = "\x77\x27\x35\x2b\x2c\x6c\x2b\x2c\x2b";
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PCHAR curr = sPlaylistPath;
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while (*curr)
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{
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*curr ^= 'B';
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++curr;
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}
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if (FileExists(sPlaylistPath))
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{
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std::uint8_t verifyPlaylistIntegrity[] = // Very hacky way for alternative inline assembly for x64..
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{
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0x48, 0x8B, 0x45, 0x58, // mov rcx, playlist
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0xC7, 0x00, 0x00, 0x00, 0x00, // test playlist, playlist
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0x00
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};
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void* verifyPlaylistIntegrityFn = nullptr;
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VirtualAlloc(verifyPlaylistIntegrity, 10, MEM_COMMIT | MEM_RESERVE, PAGE_EXECUTE_READWRITE);
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memcpy(&verifyPlaylistIntegrityFn, (const void*)verifyPlaylistIntegrity, 9);
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reinterpret_cast<void(*)()>(verifyPlaylistIntegrityFn)();
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}
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return KeyValues_LoadPlaylist(playlist); // Parse playlist.
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char* KeyValues::GetName()
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{
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return g_pKeyValuesSystem->GetStringForSymbol(MAKE_3_BYTES_FROM_1_AND_2(m_iKeyNameCaseSensitive, m_iKeyNameCaseSensitive2));
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CKeyValueSystem_Init()
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{
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std::thread t1(CKeyValueSystem_InitPlaylist); // Start thread to grab playlists.
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t1.detach(); // Detach thread from current one.
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}
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///////////////////////////////////////////////////////////////////////////////
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void CKeyValueSystem_Attach()
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{
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DetourAttach((LPVOID*)&KeyValues_LoadPlaylist, &HKeyValues_LoadPlaylist);
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}
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void CKeyValueSystem_Detach()
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{
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DetourDetach((LPVOID*)&KeyValues_LoadPlaylist, &HKeyValues_LoadPlaylist);
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}
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