Kawe Mazidjatari cae5037324 Initial fix for older game builds
SDK compiles and works for the S1 game now, still needs to be debugged further.
2023-03-01 00:09:38 +01:00

235 lines
10 KiB
C++

#pragma once
#include "vpc/keyvalues.h"
#include "common/protocol.h"
#include "engine/net_chan.h"
#include "public/edict.h"
//-----------------------------------------------------------------------------
// Enumerations
//-----------------------------------------------------------------------------
enum Reputation_t
{
REP_NONE = 0,
REP_REMOVE_ONLY,
REP_MARK_BAD
};
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CServer;
class CClient;
struct Spike_t
{
public:
Spike_t() :
m_nBits(0)
{
m_szDesc[0] = 0;
}
// !TODO: !unconfirmed!
char m_szDesc[64];
int m_nBits;
};
class CNetworkStatTrace
{
public:
CNetworkStatTrace() :
m_nStartBit(0), m_nCurBit(0), m_nMinWarningBytes(0)
{
}
int m_nStartBit;
int m_nCurBit;
int m_nMinWarningBytes;
CUtlVector< Spike_t > m_Records;
};
class CClientFrame
{
// !TODO: !unconfirmed!
int last_entity;
int tick_count;
CClientFrame* m_pNext;
};
///////////////////////////////////////////////////////////////////////////////
extern CClient* g_pClient;
class CClient : IClientMessageHandler, INetChannelHandler
{
public:
CClient* GetClient(int nIndex) const;
edict_t GetHandle(void) const;
uint32_t GetUserID(void) const;
uint64_t GetNucleusID(void) const;
SIGNONSTATE GetSignonState(void) const;
PERSISTENCE GetPersistenceState(void) const;
CNetChan* GetNetChan(void) const;
CServer* GetServer(void) const;
int GetCommandTick(void) const;
const char* GetServerName(void) const;
const char* GetClientName(void) const;
void SetHandle(edict_t nHandle);
void SetUserID(uint32_t nUserID);
void SetNucleusID(uint64_t nNucleusID);
void SetSignonState(SIGNONSTATE nSignonState);
void SetPersistenceState(PERSISTENCE nPersistenceState);
void SetNetChan(CNetChan* pNetChan);
bool IsConnected(void) const;
bool IsSpawned(void) const;
bool IsActive(void) const;
bool IsPersistenceAvailable(void) const;
bool IsPersistenceReady(void) const;
bool IsFakeClient(void) const;
bool IsHumanPlayer(void) const;
bool SendNetMsg(CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice);
bool Connect(const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize);
void Disconnect(const Reputation_t nRepLvl, const char* szReason, ...);
static bool VConnect(CClient* pClient, const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize);
void Clear(void);
public: // Hook statics:
static void VClear(CClient* pClient);
static bool VProcessStringCmd(CClient* pClient, NET_StringCmd* pMsg);
static void* VSendSnapshot(CClient* pClient, CClientFrame* pFrame, int nTick, int nTickAck);
private:
uint32_t m_nUserID; //0x0010
edict_t m_nHandle; //0x0014
char m_szServerName[64]; //0x0016
int64_t m_nReputation; //0x0058
char pad_0014[182]; //0x0060
char m_szClientName[64]; //0x0116
char pad_0156[450]; //0x0156
int m_nCommandTick; //0x0318
char pad_031C[68]; //0x031C
KeyValues* m_ConVars; //0x0360
char pad_0368[8]; //0x0368
CServer* m_pServer; //0x0370
char pad_0378[40]; //0x0378
CNetChan* m_NetChannel; //0x03A0
char pad_03A8[8]; //0x03A8
SIGNONSTATE m_nSignonState; //0x03B0
int32_t m_nDeltaTick; //0x03B4
uint64_t m_nNucleusID; //0x03B8
int32_t m_nStringTableAckTick; //0x03BC
int32_t m_nSignonTick; //0x03C0
char pad_03C0[464]; //0x03C4
#if defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
char pad_0598[8]; //0x0598
#endif
bool m_bFakePlayer; //0x05A0
bool m_bReceivedPacket; //0x05A1
bool m_bLowViolence; //0x05A2
bool m_bFullyAuthenticated; //0x05A3
char pad_05A4[24]; //0x05A4
PERSISTENCE m_nPersistenceState; //0x05BC
char pad_05C0[295312]; //0x05C0
int m_iTracing; //0x48750
CNetworkStatTrace m_Trace; //0x48754
char pad_4878C[7304]; //0x4878C
int32_t m_LastMovementTick; //0x4A414
#if defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
char pad_4A418[120]; //0x4A418
#endif
char pad_4A440[48]; //0x4A440
};
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
static_assert(sizeof(CClient) == 0x4A440);
#else
static_assert(sizeof(CClient) == 0x4A4C0);
#endif
/* ==== CBASECLIENT ===================================================================================================================================================== */
inline CMemory p_CClient_Connect;
inline auto v_CClient_Connect = p_CClient_Connect.RCast<bool (*)(CClient* pClient, const char* szName, void* pNetChannel, bool bFakePlayer, void* a5, char* szMessage, int nMessageSize)>();
inline CMemory p_CClient_Disconnect;
inline auto v_CClient_Disconnect = p_CClient_Disconnect.RCast<bool (*)(CClient* pClient, const Reputation_t nRepLvl, const char* szReason, ...)>();
inline CMemory p_CClient_Clear;
inline auto v_CClient_Clear = p_CClient_Clear.RCast<void (*)(CClient* pClient)>();
inline CMemory p_CClient_ProcessStringCmd;
inline auto v_CClient_ProcessStringCmd = p_CClient_ProcessStringCmd.RCast<bool (*)(CClient* pClient, NET_StringCmd* pMsg)>();
inline CMemory p_CClient_SetSignonState;
inline auto v_CClient_SetSignonState = p_CClient_SetSignonState.RCast<bool (*)(CClient* pClient, SIGNONSTATE signon)>();
inline CMemory p_CClient_SendNetMsg;
inline auto v_CClient_SendNetMsg = p_CClient_SendNetMsg.RCast<bool (*)(CClient* pClient, CNetMessage* pMsg, char bLocal, bool bForceReliable, bool bVoice)>();
inline CMemory p_CClient_SendSnapshot;
inline auto v_CClient_SendSnapshot = p_CClient_SendSnapshot.RCast<void* (*)(CClient* pClient, CClientFrame* pFrame, int nTick, int nTickAck)>();
///////////////////////////////////////////////////////////////////////////////
class VClient : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CClient::Connect", p_CClient_Connect.GetPtr());
LogFunAdr("CClient::Disconnect", p_CClient_Disconnect.GetPtr());
LogFunAdr("CClient::Clear", p_CClient_Clear.GetPtr());
LogFunAdr("CClient::ProcessStringCmd", p_CClient_ProcessStringCmd.GetPtr());
LogFunAdr("CClient::SetSignonState", p_CClient_SetSignonState.GetPtr());
LogFunAdr("CClient::SendNetMsg", p_CClient_SendNetMsg.GetPtr());
LogFunAdr("CClient::SendSnapshot", p_CClient_SendSnapshot.GetPtr());
LogVarAdr("g_Client[128]", reinterpret_cast<uintptr_t>(g_pClient));
}
virtual void GetFun(void) const
{
p_CClient_Connect = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 56 57 41 56 48 83 EC 20 41 0F B6 E9");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
p_CClient_Disconnect = g_GameDll.FindPatternSIMD("48 8B C4 4C 89 40 18 4C 89 48 20 53 56 57 48 81 EC ?? ?? ?? ?? 83 B9 ?? ?? ?? ?? ?? 49 8B F8 0F B6 F2");
#else // !GAMEDLL_S0 || !GAMEDLL_S1 || !GAMEDLL_S2
p_CClient_Disconnect = g_GameDll.FindPatternSIMD("48 8B C4 4C 89 40 18 4C 89 48 20 53 56 57 48 81 EC ?? ?? ?? ?? 83 B9 ?? ?? ?? ?? ?? 49 8B F8 8B F2");
#endif
p_CClient_Clear = g_GameDll.FindPatternSIMD("40 53 41 56 41 57 48 83 EC 20 48 8B D9 48 89 74");
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CClient_ProcessStringCmd = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 48 81 EC ?? ?? ?? ?? 49 8B D8");
p_CClient_SendNetMsg = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 56 41 57 48 83 EC 30 48 8B 05 ?? ?? ?? ?? 45 0F B6 F1");
p_CClient_SendSnapshot = g_GameDll.FindPatternSIMD("44 89 44 24 ?? 48 89 4C 24 ?? 55 53 56 57 41 55");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CClient_ProcessStringCmd = g_GameDll.FindPatternSIMD("48 89 6C 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 7A 20");
p_CClient_SendNetMsg = g_GameDll.FindPatternSIMD("40 53 55 56 57 41 56 48 83 EC 40 48 8B 05 ?? ?? ?? ??");
p_CClient_SendSnapshot = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 41 55 41 56 41 57 48 8D 6C 24 ??");
#endif // !GAMEDLL_S0 || !GAMEDLL_S1
p_CClient_SetSignonState = g_GameDll.FindPatternSIMD("48 8B C4 48 89 58 10 48 89 70 18 57 48 81 EC ?? ?? ?? ?? 0F 29 70 E8 8B F2");
v_CClient_Connect = p_CClient_Connect.RCast<bool (*)(CClient*, const char*, void*, bool, void*, char*, int)>(); /*48 89 5C 24 ?? 48 89 6C 24 ?? 56 57 41 56 48 83 EC 20 41 0F B6 E9*/
v_CClient_Disconnect = p_CClient_Disconnect.RCast<bool (*)(CClient*, const Reputation_t, const char*, ...)>(); /*48 8B C4 4C 89 40 18 4C 89 48 20 53 56 57 48 81 EC ?? ?? ?? ?? 83 B9 ?? ?? ?? ?? ?? 49 8B F8 8B F2*/
v_CClient_Clear = p_CClient_Clear.RCast<void (*)(CClient*)>(); /*40 53 41 56 41 57 48 83 EC 20 48 8B D9 48 89 74*/
v_CClient_ProcessStringCmd = p_CClient_ProcessStringCmd.RCast<bool (*)(CClient*, NET_StringCmd*)>(); /*48 89 6C 24 ?? 57 48 81 EC ?? ?? ?? ?? 48 8B 7A 20*/
v_CClient_SetSignonState = p_CClient_SetSignonState.RCast<bool (*)(CClient*, SIGNONSTATE)>();
v_CClient_SendNetMsg = p_CClient_SendNetMsg.RCast<bool (*)(CClient*, CNetMessage*, char, bool, bool)>();
v_CClient_SendSnapshot = p_CClient_SendSnapshot.RCast<void* (*)(CClient*, CClientFrame*, int, int)>();
}
virtual void GetVar(void) const
{
g_pClient = g_GameDll.FindPatternSIMD("3B 15 ?? ?? ?? ?? 7D 33")
.FindPatternSelf("48 8D 0D", CMemory::Direction::DOWN, 150).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CClient*>();
}
virtual void GetCon(void) const { }
virtual void Attach(void) const
{
DetourAttach((LPVOID*)&v_CClient_Clear, &CClient::VClear);
DetourAttach((LPVOID*)&v_CClient_Connect, &CClient::VConnect);
DetourAttach((LPVOID*)&v_CClient_ProcessStringCmd, &CClient::VProcessStringCmd);
//DetourAttach((LPVOID*)&p_CClient_SendSnapshot, &CClient::VSendSnapshot);
}
virtual void Detach(void) const
{
DetourDetach((LPVOID*)&v_CClient_Clear, &CClient::VClear);
DetourDetach((LPVOID*)&v_CClient_Connect, &CClient::VConnect);
DetourDetach((LPVOID*)&v_CClient_ProcessStringCmd, &CClient::VProcessStringCmd);
//DetourDetach((LPVOID*)&p_CClient_SendSnapshot, &CClient::VSendSnapshot);
}
};
///////////////////////////////////////////////////////////////////////////////