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Propagated latency markers in an attempt to further reduce input latency. Code is pending rigorous testing on several systems, including systems powered by an AMD GPU to make sure we are not impacting performance on systems that does NOT support NVIDIA Reflex.
127 lines
6.1 KiB
C++
127 lines
6.1 KiB
C++
#pragma once
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#ifndef DEDICATED // We should think about not including this file at all in dedicated tbh.
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#include "public/client_class.h"
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#include "public/icliententitylist.h"
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#endif // !DEDICATED
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#include "game/shared/usercmd.h"
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enum class ClientFrameStage_t : int
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{
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FRAME_UNDEFINED = -1, // (haven't run any frames yet)
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FRAME_START,
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// A network packet is being received
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FRAME_NET_UPDATE_START,
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// Data has been received and we're going to start calling PostDataUpdate
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FRAME_NET_UPDATE_POSTDATAUPDATE_START,
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// Data has been received and we've called PostDataUpdate on all data recipients
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FRAME_NET_UPDATE_POSTDATAUPDATE_END,
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// We've received all packets, we can now do interpolation, prediction, etc..
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FRAME_NET_UPDATE_END,
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// We're about to start rendering the scene
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FRAME_RENDER_START,
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// We've finished rendering the scene.
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FRAME_RENDER_END,
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FRAME_NET_FULL_FRAME_UPDATE_ON_REMOVE
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};
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class CHLClient
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{
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public:
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static void FrameStageNotify(CHLClient* pHLClient, ClientFrameStage_t curStage);
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#ifndef DEDICATED
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ClientClass* GetAllClasses();
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#endif
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void CreateMove(int sequenceNumber, float inputSampleFrameTime, bool active)
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{
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const static int index = 27;
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CallVFunc<void>(index, this, sequenceNumber, inputSampleFrameTime, active);
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}
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CUserCmd* GetUserCmd(int sequenceNumber) // @0x1405BB020 in R5pc_r5launch_N1094_CL456479_2019_10_30_05_20_PM
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{
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const static int index = 28;
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return CallVFunc<CUserCmd*>(index, this, sequenceNumber); /*48 83 EC 28 48 8B 05 ? ? ? ? 48 8D 0D ? ? ? ? 44 8B C2*/
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}
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};
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/* ==== CHLCLIENT ======================================================================================================================================================= */
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#ifndef DEDICATED
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inline CMemory p_CHLClient_PostInit;
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inline void*(*CHLClient_PostInit)(void);
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inline CMemory p_CHLClient_LevelShutdown;
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inline void*(*CHLClient_LevelShutdown)(CHLClient* thisptr);
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inline CMemory p_CHLClient_HudProcessInput;
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inline void(*CHLClient_HudProcessInput)(CHLClient* thisptr, bool bActive);
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inline CMemory p_CHLClient_FrameStageNotify;
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inline void(*CHLClient_FrameStageNotify)(CHLClient* thisptr, ClientFrameStage_t frameStage);
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inline CMemory p_CHLClient_GetAllClasses;
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inline ClientClass*(*CHLClient_GetAllClasses)();
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#endif // !DEDICATED
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inline CHLClient* g_pHLClient = nullptr;
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inline CHLClient** g_ppHLClient = nullptr;
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///////////////////////////////////////////////////////////////////////////////
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class VDll_Engine_Int : public IDetour
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{
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virtual void GetAdr(void) const
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{
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#ifndef DEDICATED
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LogFunAdr("CHLClient::PostInit", p_CHLClient_PostInit.GetPtr());
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LogFunAdr("CHLClient::LevelShutdown", p_CHLClient_LevelShutdown.GetPtr());
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LogFunAdr("CHLClient::HudProcessInput", p_CHLClient_HudProcessInput.GetPtr());
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LogFunAdr("CHLClient::FrameStageNotify", p_CHLClient_FrameStageNotify.GetPtr());
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LogFunAdr("CHLClient::GetAllClasses", p_CHLClient_GetAllClasses.GetPtr());
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#endif // !DEDICATED
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LogVarAdr("g_HLClient", reinterpret_cast<uintptr_t>(g_pHLClient));
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LogVarAdr("g_pHLClient", reinterpret_cast<uintptr_t>(g_ppHLClient));
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}
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virtual void GetFun(void) const
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{
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_CHLClient_LevelShutdown = g_GameDll.FindPatternSIMD("40 53 56 41 54 41 56 48 83 EC 28 48 8B F1");
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#ifndef DEDICATED
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p_CHLClient_PostInit = g_GameDll.FindPatternSIMD("48 83 3D ?? ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ?? 48 89 05 ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ??");
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p_CHLClient_FrameStageNotify = g_GameDll.FindPatternSIMD("48 83 EC 38 89 15 ?? ?? ?? ??");
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p_CHLClient_GetAllClasses = g_GameDll.FindPatternSIMD("48 8B 05 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC CC 48 89 74 24 ??");
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#endif // !DEDICATED
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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#ifndef DEDICATED
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p_CHLClient_LevelShutdown = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F9 48 8D 0D ?? ?? ?? ??");
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p_CHLClient_PostInit = g_GameDll.FindPatternSIMD("48 83 EC 28 48 83 3D ?? ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ??");
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p_CHLClient_FrameStageNotify = g_GameDll.FindPatternSIMD("48 83 EC 28 89 15 ?? ?? ?? ??");
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p_CHLClient_GetAllClasses = g_GameDll.FindPatternSIMD("48 8B 05 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC CC 48 8B 05 ?? ?? ?? ?? 48 8D 0D ?? ?? ?? ??");
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#endif // !DEDICATED
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#endif
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#ifndef DEDICATED
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p_CHLClient_HudProcessInput = g_GameDll.FindPatternSIMD("48 83 EC 28 0F B6 0D ?? ?? ?? ?? 88 15 ?? ?? ?? ??");
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CHLClient_LevelShutdown = p_CHLClient_LevelShutdown.RCast<void*(*)(CHLClient*)>(); /*48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F9 48 8D 0D ?? ?? ?? ??*/
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CHLClient_PostInit = p_CHLClient_PostInit.RCast<void*(*)(void)>(); /*48 83 EC 28 48 83 3D ?? ?? ?? ?? ?? 48 8D 05 ?? ?? ?? ??*/
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CHLClient_FrameStageNotify = p_CHLClient_FrameStageNotify.RCast<void(*)(CHLClient*, ClientFrameStage_t)>(); /*48 83 EC 28 89 15 ?? ?? ?? ??*/
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CHLClient_HudProcessInput = p_CHLClient_HudProcessInput.RCast<void(*)(CHLClient*, bool)>(); /*48 83 EC 28 0F B6 0D ?? ?? ?? ?? 88 15 ?? ?? ?? ??*/
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CHLClient_GetAllClasses = p_CHLClient_GetAllClasses.RCast<ClientClass*(*)()>(); /*48 8B 05 ? ? ? ? C3 CC CC CC CC CC CC CC CC 48 8B 05 ? ? ? ? 48 8D 0D ? ? ? ?*/
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#endif // !DEDICATED
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}
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virtual void GetVar(void) const
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{
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g_pHLClient = g_GameDll.FindPatternSIMD("48 8D 05 ?? ?? ?? ?? C3 CC CC CC CC CC CC CC CC 48 89 5C 24 ?? 57 48 83 EC 30 48 8B F9")
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.ResolveRelativeAddressSelf(0x3, 0x7).RCast<CHLClient*>();
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g_ppHLClient = g_GameDll.FindPatternSIMD("41 55 48 83 EC ?? 4C 63 91 ?? ?? ?? ??")
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.FindPatternSelf("4C 8B", CMemory::Direction::DOWN, 512, 2).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CHLClient**>();
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}
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virtual void GetCon(void) const { }
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virtual void Attach(void) const;
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virtual void Detach(void) const;
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};
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///////////////////////////////////////////////////////////////////////////////
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