r5sdk/r5dev/tier0/completion.h
Amos d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* 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!).
2021-12-25 22:36:38 +01:00

50 lines
2.7 KiB
C++

#pragma once
#include "IConVar.h"
namespace
{
/* ==== CONCOMMANDCALLBACK ============================================================================================================================================== */
#if defined (GAMEDLL_S1)
ADDRESS p_Map_Callback = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x48\x89\x5C\x24\x18\x55\x41\x56\x41\x00\x00\x00\x00\x40\x02", "xxxxxxxxx????xx");
void (*Map_Callback)(CCommand* cmd, char a2) = (void (*)(CCommand*, char))p_Map_Callback.GetPtr(); /*48 89 5C 24 18 55 41 56 41 ?? ?? ?? ?? 40 02*/
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
ADDRESS p_Map_Callback = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x40\x55\x41\x56\x41\x57\x48\x81\xEC\x00\x00\x00\x00\x83\x3D", "xxxxxxxxx????xx");
void (*Map_Callback)(CCommand* cmd, char a2) = (void (*)(CCommand*, char))p_Map_Callback.GetPtr(); /*40 55 41 56 41 57 48 81 EC ?? ?? ?? ?? 83 3D*/
#endif
ADDRESS p_DownloadPlaylists_Callback = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x33\xC9\xC6\x05\x00\x00\x00\x00\x00\xE9\x00\x00\x00\x00", "xxxx?????x????");
void (*DownloadPlaylists_Callback)() = (void(*)())p_DownloadPlaylists_Callback.GetPtr(); /*33 C9 C6 05 ?? ?? ?? ?? ?? E9 ?? ?? ?? ??*/
}
///////////////////////////////////////////////////////////////////////////////
#ifndef DEDICATED
void _CGameConsole_f_CompletionFunc(const CCommand& cmd);
void _CCompanion_f_CompletionFunc(const CCommand& cmd);
#endif // !DEDICATED
void _Kick_f_CompletionFunc(CCommand* cmd);
void _KickID_f_CompletionFunc(CCommand* cmd);
void _Ban_f_CompletionFunc(CCommand* cmd);
void _BanID_f_CompletionFunc(CCommand* cmd);
void _Unban_f_CompletionFunc(CCommand* cmd);
void _ReloadBanList_f_CompletionFunc(CCommand* cmd);
void _RTech_GenerateGUID_f_CompletionFunc(CCommand* cmd);
void _RTech_Decompress_f_CompletionFunc(CCommand* cmd);
void _VPK_Decompress_f_CompletionFunc(CCommand* cmd);
void _NET_TraceNetChan_f_CompletionFunc(CCommand* cmd);
void _NET_SetKey_f_CompletionFunc(CCommand* cmd);
void _NET_GenerateKey_f_CompletionFunc(CCommand* cmd);
///////////////////////////////////////////////////////////////////////////////
class HCompletion : public IDetour
{
virtual void debugp()
{
std::cout << "| FUN: Map_Callback : 0x" << std::hex << std::uppercase << p_Map_Callback.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "| FUN: DownloadPlaylists_Callback : 0x" << std::hex << std::uppercase << p_DownloadPlaylists_Callback.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HCompletion);