r5sdk/r5dev/engine/sys_dll2.cpp
Kawe Mazidjatari 144d5f62e1 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2024-04-05 16:41:09 +02:00

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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "core/stdafx.h"
#include "tier0/commandline.h"
#include "tier1/cmd.h"
#include "tier1/cvar.h"
#include "tier1/strtools.h"
#include "engine/sys_engine.h"
#include "engine/sys_dll.h"
#include "engine/sys_dll2.h"
#include "engine/host_cmd.h"
#include "engine/traceinit.h"
#ifndef DEDICATED
#include "engine/sys_mainwind.h"
#include "materialsystem/cmaterialsystem.h"
#include "windows/id3dx.h"
#include "client/vengineclient_impl.h"
#include "geforce/reflex.h"
#endif // !DEDICATED
#include "rtech/rtech_utils.h"
#include "filesystem/filesystem.h"
constexpr char DFS_ENABLE_PATH[] = "/vpk/enable.txt";
//-----------------------------------------------------------------------------
// Figure out if we're running a Valve mod or not.
//-----------------------------------------------------------------------------
static bool IsValveMod(const char* pModName)
{
return (Q_stricmp(pModName, "cstrike") == 0 ||
Q_stricmp(pModName, "dod") == 0 ||
Q_stricmp(pModName, "hl1mp") == 0 ||
Q_stricmp(pModName, "tf") == 0 ||
Q_stricmp(pModName, "hl2mp") == 0 ||
Q_stricmp(pModName, "csgo") == 0);
}
//-----------------------------------------------------------------------------
// Figure out if we're running a Respawn mod or not.
//-----------------------------------------------------------------------------
static bool IsRespawnMod(const char* pModName)
{
return (Q_stricmp(pModName, "r1") == 0 ||
Q_stricmp(pModName, "r2") == 0 ||
Q_stricmp(pModName, "r5") == 0);
}
//-----------------------------------------------------------------------------
// Initialize the VPK and file cache system
//-----------------------------------------------------------------------------
static void InitVPKSystem()
{
char szCacheEnableFilePath[260]; // [rsp+20h] [rbp-118h] BYREF
char bFixSlashes = FileSystem()->GetCurrentDirectory(szCacheEnableFilePath, sizeof(szCacheEnableFilePath)) ? szCacheEnableFilePath[0] : '\0';
size_t nCachePathLen = strlen(szCacheEnableFilePath);
size_t nCacheFileLen = sizeof(DFS_ENABLE_PATH)-1;
if ((nCachePathLen + nCacheFileLen) < 0x104 || (nCacheFileLen = (sizeof(szCacheEnableFilePath)-1) - nCachePathLen, nCachePathLen != (sizeof(szCacheEnableFilePath)-1)))
{
strncat(szCacheEnableFilePath, DFS_ENABLE_PATH, nCacheFileLen)[sizeof(szCacheEnableFilePath)-1] = '\0';
bFixSlashes = szCacheEnableFilePath[0];
}
if (bFixSlashes)
{
V_FixSlashes(szCacheEnableFilePath, '/');
}
if (!CommandLine()->CheckParm("-novpk") && FileSystem()->FileExists(szCacheEnableFilePath, nullptr))
{
FileSystem()->AddSearchPath(".", "MAIN", SearchPathAdd_t::PATH_ADD_TO_TAIL);
#ifndef DEDICATED
FileSystem()->SetVPKCacheModeClient();
FileSystem()->MountVPKFile("vpk/client_frontend.bsp");
#else // Dedicated runs server vpk's and must have 'vpk/mp_common.bsp' mounted.
FileSystem()->SetVPKCacheModeServer();
FileSystem()->MountVPKFile("vpk/server_mp_common.bsp");
#endif // !DEDICATED
}
}
InitReturnVal_t CEngineAPI::VInit(CEngineAPI* pEngineAPI)
{
return CEngineAPI_Init(pEngineAPI);
}
//-----------------------------------------------------------------------------
// Initialization, shutdown of a mod.
//-----------------------------------------------------------------------------
bool CEngineAPI::VModInit(CEngineAPI* pEngineAPI, const char* pModName, const char* pGameDir)
{
// Register new Pak Assets here!
//RTech_RegisterAsset(0, 1, "", nullptr, nullptr, nullptr, CMemory(0x1660AD0A8).RCast<void**>(), 8, 8, 8, 0, 0xFFFFFFC);
bool results = CEngineAPI_ModInit(pEngineAPI, pModName, pGameDir);
if (!IsValveMod(pModName) && !IsRespawnMod(pModName))
{
#ifndef DEDICATED
g_pEngineClient->SetRestrictServerCommands(true); // Restrict server commands.
g_pEngineClient->SetRestrictClientCommands(true); // Restrict client commands.
#endif // !DEDICATED
}
return results;
}
//-----------------------------------------------------------------------------
// Sets startup info
//-----------------------------------------------------------------------------
void CEngineAPI::VSetStartupInfo(CEngineAPI* pEngineAPI, StartupInfo_t* pStartupInfo)
{
#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1)
if (*g_bTextMode)
{
return;
}
const size_t nBufLen = sizeof(pStartupInfo->m_szBaseDirectory);
strncpy(g_szBaseDir, pStartupInfo->m_szBaseDirectory, nBufLen);
g_pEngineParms->baseDirectory = g_szBaseDir;
g_szBaseDir[nBufLen-1] = '\0';
void** pCurrentInstance = &pEngineAPI->m_StartupInfo.m_pInstance;
size_t nInstances = 6;
do
{
pCurrentInstance += 16;
uint64_t pInstance = *(_QWORD*)&pStartupInfo->m_pInstance;
pStartupInfo = (StartupInfo_t*)((char*)pStartupInfo + 128);
*((_QWORD*)pCurrentInstance - 8) = pInstance;
*((_QWORD*)pCurrentInstance - 7) = *(_QWORD*)&pStartupInfo[-1].m_pParentAppSystemGroup[132];
*((_QWORD*)pCurrentInstance - 6) = *(_QWORD*)&pStartupInfo[-1].m_pParentAppSystemGroup[148];
*((_QWORD*)pCurrentInstance - 5) = *(_QWORD*)&pStartupInfo[-1].m_pParentAppSystemGroup[164];
*((_QWORD*)pCurrentInstance - 4) = *(_QWORD*)&pStartupInfo[-1].m_pParentAppSystemGroup[180];
*((_QWORD*)pCurrentInstance - 3) = *(_QWORD*)&pStartupInfo[-1].m_pParentAppSystemGroup[196];
*((_QWORD*)pCurrentInstance - 2) = *(_QWORD*)&pStartupInfo[-1].m_pParentAppSystemGroup[212];
*((_QWORD*)pCurrentInstance - 1) = *(_QWORD*)&pStartupInfo[-1].m_pParentAppSystemGroup[228];
--nInstances;
} while (nInstances);
*(_QWORD*)pCurrentInstance = *(_QWORD*)&pStartupInfo->m_pInstance;
*((_QWORD*)pCurrentInstance + 1) = *(_QWORD*)&pStartupInfo->m_szBaseDirectory[8];
InitVPKSystem();
v_TRACEINIT(NULL, "COM_InitFilesystem( m_StartupInfo.m_szInitialMod )", "COM_ShutdownFileSystem()");
v_COM_InitFilesystem(pEngineAPI->m_StartupInfo.m_szInitialMod);
*g_bTextMode = true;
#else
// !TODO: 'TRACEINIT' needs to be reimplemented in S0/S1 (inline).
v_CEngineAPI_SetStartupInfo(pEngineAPI, pStartupInfo);
#endif // !(GAMEDLL_S0) || !(GAMEDLL_S1)
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEngineAPI::PumpMessages()
{
#ifndef DEDICATED
CEngineAPI_PumpMessages();
#endif // !DEDICATED
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CEngineAPI::MainLoop()
{
// Main message pump
while (true)
{
// Pump messages unless someone wants to quit
if (g_pEngine->GetQuitting() != IEngine::QUIT_NOTQUITTING)
{
if (g_pEngine->GetQuitting() != IEngine::QUIT_TODESKTOP)
return true;
return false;
}
#ifndef DEDICATED
const MaterialAdapterInfo_t& adapterInfo = g_pMaterialAdapterMgr->GetAdapterInfo();
// Only run on NVIDIA display drivers; AMD and Intel are not
// supported by NVIDIA Reflex.
if (adapterInfo.m_VendorID == NVIDIA_VENDOR_ID)
{
if (GFX_HasPendingLowLatencyParameterUpdates())
{
const bool bUseLowLatencyMode = gfx_nvnUseLowLatency->GetBool();
const bool bUseLowLatencyBoost = gfx_nvnUseLowLatencyBoost->GetBool();
float fpsMax = fps_max_gfx->GetFloat();
if (fpsMax == -1.0f)
{
const float globalFps = fps_max->GetFloat();
// Make sure the global fps limiter is 'unlimited'
// before we let the gfx frame limiter cap it to
// the desktop's refresh rate; not adhering to
// this will result in a major performance drop.
if (globalFps == 0.0f)
fpsMax = g_pGame->GetTVRefreshRate();
else
fpsMax = 0.0f; // Don't let NVIDIA limit the frame rate.
}
GFX_UpdateLowLatencyParameters(D3D11Device(), bUseLowLatencyMode,
bUseLowLatencyBoost, false, fpsMax);
}
GFX_RunLowLatencyFrame(D3D11Device());
}
CEngineAPI::PumpMessages();
#endif // !DEDICATED
if (g_pEngine->Frame())
{
#ifndef DEDICATED
// Only increment frame number if we ran an actual engine frame.
GFX_IncrementFrameNumber();
#endif // !DEDICATED
}
}
}
///////////////////////////////////////////////////////////////////////////////
void VSys_Dll2::Detour(const bool bAttach) const
{
DetourSetup(&CEngineAPI_Init, &CEngineAPI::VInit, bAttach);
DetourSetup(&CEngineAPI_ModInit, &CEngineAPI::VModInit, bAttach);
DetourSetup(&CEngineAPI_PumpMessages, &CEngineAPI::PumpMessages, bAttach);
DetourSetup(&CEngineAPI_MainLoop, &CEngineAPI::MainLoop, bAttach);
DetourSetup(&v_CEngineAPI_SetStartupInfo, &CEngineAPI::VSetStartupInfo, bAttach);
}