r5sdk/r5dev/rtech/rtech_game.cpp
IcePixelx 212eeb87af Squashed commit of the following:
commit 477152b35443246dace6f5b4deccd52ea1cc6e9c
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Fri Dec 31 03:45:48 2021 +0100

    Fix compiler error

commit 5f664d8e6ba9a2e0bd72c29c5f4ba5279e29e75a
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Fri Dec 31 03:41:33 2021 +0100

    Create signatures for all used Dedicated functions

commit 2c7ced128d8c48a5abf8fd64dbb06909dc632f35
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Thu Dec 30 22:13:15 2021 +0100

    Heavy dedicated cleanup

    * Since the material mode is set to '2', all of the render loops and shader loading functions are no longer called. These have all been removed.
    * Added description for patches that missed them
    * Traced root caller/cause for certain patches to skip even more unnecessary code and save more memory.

commit 22c0b5c867664a2524c18d865dbc54ff067dda22
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Thu Dec 30 17:20:41 2021 +0100

    Dedicated server improvements

commit 6d4f7e345f38872ce45751604b40871b969cec8f
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Thu Dec 30 02:47:42 2021 +0100

    Fix a typo

commit 39a8a8fd30612522a274e1474c9a66e5019aeea3
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Thu Dec 30 02:36:43 2021 +0100

    Implement patch to enable 'DrawAllOverlays()'.

commit 83129e88f8a6033f8f4c13e3cac639097068cb3c
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Wed Dec 29 22:59:34 2021 +0100

    Fix LLVM compiler error

commit c48ed7f7a53a9985e3c2642db3639007d7c9129a
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Wed Dec 29 18:06:37 2021 +0100

    Rename dedicated variables

commit d1ba2bd56720a0776824a8e309d7d859704244bc
Author: IcePixelx <41352111+PixieCore@users.noreply.github.com>
Date:   Wed Dec 29 15:35:48 2021 +0100

    Fixed changelevel, needs more research tho.

commit 46950125716c05171f25a12d8805811112e90551
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Wed Dec 29 13:58:03 2021 +0100

    Fix 'C_PropDoor' not spawning properly on the server

commit 6a9a00735a9d4b8c415acc248c83e6e8d6dc2ff1
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Wed Dec 29 13:57:16 2021 +0100

    Rename hooked command callbacks

commit b514f928a69a9c4ac1d3d1e5c662f93a1f0d131d
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Wed Dec 29 02:16:21 2021 +0100

    Use a separate executable for dedicated server

    The dedicated server still has directx dll imports which will cause issues with ReShade or 3DMigoto, or trying to load it on a headless machine with no directx installed. The imports have to be cleared to avoid issues. The most convenient approach is to do this with a separate exe rather then patching it in runtime.

commit bc8f9400d3911e360757059700a31510e329546d
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Wed Dec 29 00:18:56 2021 +0100

    Fix collisions for headless dedicated server

commit 0e36aa647ffb15ca4f8c76b0431f7c3a83741d80
Author: Amos <48657826+Mauler125@users.noreply.github.com>
Date:   Tue Dec 28 20:19:17 2021 +0100

    Dedicated without ShaderApi and DirectX pre-alpha

    The instruction at 'CalcPropStaticFrustumCull' [0x14028F3B0 + 0x5C7] moves RSP + 0x70 into the R13 register.
    RSP + 0x70 seems to contain a pointer to collission data for that particular prop model.
    When running NoShaderApi() and passing the dedicated server the '-noshaderapi' command line parameter, RSP + 0x70 will be a nullptr.
    This has to be fixed to have prop static collissions on the server.
2022-01-03 14:59:32 +01:00

61 lines
1.9 KiB
C++

#include "core/stdafx.h"
#include "tier0/basetypes.h"
#include "engine/host_cmd.h"
#include "engine/sys_utils.h"
#include "rtech/rtech_game.h"
//-----------------------------------------------------------------------------
// Purpose: unloads asset files from the memory pool
//-----------------------------------------------------------------------------
void HRTech_UnloadAsset(std::int64_t a1, std::int64_t a2)
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
std::int64_t pAsset = a1;
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
std::int64_t pAsset = a2;
#endif
// Return early if address is out of scope.
if (pAsset <= 0x0000000000 || pAsset >= 0xFFFFFFFFFF)
{
return;
}
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
return RTech_UnloadAsset(a1);
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
return RTech_UnloadAsset(a1, a2);
#endif
}
//-----------------------------------------------------------------------------
// Purpose: load user-requested pak files on-demand
//-----------------------------------------------------------------------------
void HRtech_AsyncLoad(std::string svPakFileName)
{
std::string svPakFilePathMod = "paks\\Win32\\" + svPakFileName;
std::string svPakFilePathBase = "paks\\Win64\\" + svPakFileName;
if (FileExists(svPakFilePathMod.c_str()) || FileExists(svPakFilePathBase.c_str()))
{
unsigned int results = RTech_AsyncLoad((void*)svPakFileName.c_str(), g_pMallocPool.GetPtr(), NULL, NULL);
if (results == 0xFFFFFFFF)
{
DevMsg(eDLL_T::RTECH, "RTech AsyncLoad failed read '%s' results '%u'\n", svPakFileName.c_str(), results);
}
}
else
{
DevMsg(eDLL_T::RTECH, "RTech AsyncLoad failed. File '%s' doesn't exist\n", svPakFileName.c_str());
}
}
void RTech_Game_Attach()
{
DetourAttach((LPVOID*)&RTech_UnloadAsset, &HRTech_UnloadAsset);
}
void RTech_Game_Detach()
{
DetourAttach((LPVOID*)&RTech_UnloadAsset, &HRTech_UnloadAsset);
}