r5sdk/r5dev/materialsystem/cmaterialsystem.cpp
Kawe Mazidjatari 7af660d613 Fixed rare bug where models where missing during level load
Some CMaterial instances are allocated on the heap, and we only check for bounds in .data/.pdata. Checking bounds is cheap, checking valid ptr's is not. However we are lucky most of the data is within the segments, so running this isn't too costly.
This fixes the problem where the large leaf model in worlds edge was missing.
2022-10-03 01:15:02 +02:00

122 lines
4.9 KiB
C++

//===========================================================================//
//
// Purpose:
//
//===========================================================================//
#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "rtech/rtech_utils.h"
#include "filesystem/filesystem.h"
#include "materialsystem/cmaterialsystem.h"
//---------------------------------------------------------------------------------
// Purpose: loads and processes STBSP files
// (overrides level name if stbsp field has value in prerequisites file)
// Input : *pszLevelName -
//---------------------------------------------------------------------------------
void StreamDB_Init(const char* pszLevelName)
{
ostringstream ostream;
ostream << "scripts/levels/settings/" << pszLevelName << ".json";
FileHandle_t pFile = FileSystem()->Open(ostream.str().c_str(), "rt");
if (pFile)
{
uint32_t nLen = FileSystem()->Size(pFile);
uint8_t* pBuf = MemAllocSingleton()->Alloc<uint8_t>(nLen);
int nRead = FileSystem()->Read(pBuf, nLen, pFile);
FileSystem()->Close(pFile);
pBuf[nRead] = '\0';
try
{
nlohmann::json jsIn = nlohmann::json::parse(pBuf);
if (!jsIn.is_null())
{
if (!jsIn[STREAM_DB_EXT].is_null())
{
string svStreamDBFile = jsIn[STREAM_DB_EXT].get<string>();
DevMsg(eDLL_T::MS, "%s: Loading override STBSP file '%s.%s'\n", __FUNCTION__, svStreamDBFile.c_str(), STREAM_DB_EXT);
v_StreamDB_Init(svStreamDBFile.c_str());
MemAllocSingleton()->Free(pBuf);
return;
}
}
}
catch (const std::exception& ex)
{
Warning(eDLL_T::MS, "%s: Exception while parsing STBSP override:\n%s\n", __FUNCTION__, ex.what());
}
MemAllocSingleton()->Free(pBuf);
}
DevMsg(eDLL_T::MS, "%s: Loading STBSP file '%s.%s'\n", __FUNCTION__, pszLevelName, STREAM_DB_EXT);
v_StreamDB_Init(pszLevelName);
}
//---------------------------------------------------------------------------------
// Purpose: draw frame
//---------------------------------------------------------------------------------
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, char a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, __m128* a11, int a12)
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, int64_t a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, int a11, __m128* a12, int a13, int64_t a14)
#endif
{
// This only happens when the BSP is in a horrible condition (bad depth buffer draw calls!)
// but allows you to load BSP's with virtually all missing shaders/materials and models
// being replaced with 'material_for_aspect/error.rpak' and 'mdl/error.rmdl'.
if (!s_pRenderContext.GetValue<void*>())
return nullptr;
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12);
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
#endif
}
//-----------------------------------------------------------------------------
// Purpose: checks if ptr is valid, and checks for equality against CMaterial vftable
// Input : **pCandidate -
// Output : true if valid and material, false otherwise
//-----------------------------------------------------------------------------
bool IsMaterialVFTable(void** pCandidate)
{
// NOTE: this is a dirty fix, but for running technically broken BSP's, this is the only fix
// besides going bare metal inline assembly (which on its own isn't directly the problem, but
// portability wise it will be a problem as the majority of the code in r5apex.exe is declared inline).
// In the future, do not fix anything like this unless there is absolutely no other choice!
// The context of the problem is that we fix the missing models defined in the game_lump of a
// BSP by swapping missing models out for existing models, which will in many cases, end up with
// 2 or more model name duplicates within a single BSP's game_lump, which is illegal and causes
// unpredictable behavior, which in this case causes a register to be assigned to an invalid CMaterial
// address. The pointer can still be dereferenced in many cases, which is why we do an equality test.
// The first member of the CMaterial data structure should be its VFTable pointer, anything else is invalid.
__try
{
if (*pCandidate == g_pMaterialVFTable)
return true;
}
__except (GetExceptionCode() == EXCEPTION_ACCESS_VIOLATION)
{
return false;
}
}
///////////////////////////////////////////////////////////////////////////////
void CMaterialSystem_Attach()
{
DetourAttach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
DetourAttach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
}
void CMaterialSystem_Detach()
{
DetourDetach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
DetourDetach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
}