r5sdk/r5dev/game/server/ai_networkmanager.h
Kawe Mazidjatari edc52ad669 IDetour: remove extraneous pointer assignments
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
2024-04-05 17:19:32 +02:00

156 lines
7.0 KiB
C++

//=============================================================================//
//
// Purpose:
//
//=============================================================================//
#pragma once
#include "game/server/ai_network.h"
#include "game/server/detour_impl.h"
#include "baseentity.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CAI_NetworkBuilder;
class CAI_NetworkManager;
/* ==== CAI_NETWORKMANAGER ============================================================================================================================================== */
inline void (*CAI_NetworkManager__InitializeAINetworks)(void); // Static
inline void (*CAI_NetworkManager__DelayedInit)(CAI_NetworkManager* thisptr, CAI_Network* pNetwork);
inline void (*CAI_NetworkManager__LoadNetworkGraph)(CAI_NetworkManager* thisptr, CUtlBuffer* pBuffer, const char* pszFileName);
/* ==== CAI_NETWORKBUILDER ============================================================================================================================================== */
inline void (*CAI_NetworkBuilder__Build)(CAI_NetworkBuilder* thisptr, CAI_Network* pNetwork);
inline CAI_NetworkManager** g_ppAINetworkManager = nullptr;
inline CUtlVector<CAI_Cluster*>* g_pAIPathClusters = nullptr;
inline CUtlVector<CAI_ClusterLink*>* g_pAIClusterLinks = nullptr;
inline CUtlVector<CAI_TraverseNode>* g_pAITraverseNodes = nullptr;
//-----------------------------------------------------------------------------
// CAI_NetworkEditTools
//
// Purpose: Bridge class to Hammer node editing functionality
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CAI_NetworkEditTools
{
public:
//-----------------
// WC Editing
//-----------------
int m_nNextWCIndex;
Vector3D* m_pWCPosition;
//-----------------
// Debugging Tools
//-----------------
int m_debugNetOverlays;
int* m_pNodeIndexTable;
//-----------------
// Network pointers
//-----------------
CAI_NetworkManager* m_pManager;
CAI_Network* m_pNetwork;
};
//-----------------------------------------------------------------------------
// CAI_NetworkBuilder
//
// Purpose: Wrapper class for building and saving network graphs
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CAI_NetworkBuilder
{
public:
static void Build(CAI_NetworkBuilder* pBuilder, CAI_Network* pAINetwork);
static void SaveNetworkGraph(CAI_Network* pNetwork);
};
//-----------------------------------------------------------------------------
// CAI_NetworkManager
//
// Purpose: The entity in the level responsible for building the network if it
// isn't there, saving & loading of the network, and holding the
// CAI_Network instance.
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class CAI_NetworkManager : public CBaseEntity
{
public:
static void LoadNetworkGraph(CAI_NetworkManager* pAINetworkManager, CUtlBuffer* pBuffer, const char* szAIGraphFile);
static void LoadNetworkGraphEx(CAI_NetworkManager* pAINetworkManager, CUtlBuffer* pBuffer, const char* szAIGraphFile);
CAI_NetworkEditTools* GetEditOps() { return m_pEditOps; }
CAI_Network* GetNetwork() { /*Assert(!m_ThreadedBuild.pBuildingNetwork);*/ return m_pNetwork; }
inline uint32 GetFileCRC() const { m_ainMapFilesCRC; }
inline uint32 GetRuntimeCRC() const { return m_runtimeCreatedAINMapFilesCRC; }
inline bool IsRuntimeCRCCalculated() const { return m_calculatedRuntimeAINMapFilesCRC; }
private:
// !TODO[ AMOS ]: If found, change to ptr and hook up to engine!
//static bool gm_fNetworksLoaded; // Have AINetworks been loaded
void* _vftable;
CAI_NetworkEditTools* m_pEditOps;
CAI_Network* m_pNetwork;
bool m_fInitalized;
bool m_bDontSaveGraph;
char gap_b22[2];
int m_ainVersion;
uint32 m_ainMapFilesCRC;
uint32 m_runtimeCreatedAINMapFilesCRC;
bool m_calculatedRuntimeAINMapFilesCRC;
char gap_b31[7];
/*ThreadedGraphBuildData*/ char m_ThreadedBuild[72];
};
///////////////////////////////////////////////////////////////////////////////
class VAI_NetworkManager : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CAI_NetworkManager::InitializeAINetworks", CAI_NetworkManager__InitializeAINetworks);
LogFunAdr("CAI_NetworkManager::LoadNetworkGraph", CAI_NetworkManager__LoadNetworkGraph);
LogFunAdr("CAI_NetworkManager::DelayedInit", CAI_NetworkManager__DelayedInit);
LogFunAdr("CAI_NetworkBuilder::Build", CAI_NetworkBuilder__Build);
LogVarAdr("g_pAINetworkManager", g_ppAINetworkManager);
LogVarAdr("g_AIPathClusters< CAI_Cluster* >", g_pAIPathClusters);
LogVarAdr("g_AIClusterLinks< CAI_ClusterLink* >", g_pAIClusterLinks);
LogVarAdr("g_AITraverseNodes< CAI_TraverseNode >", g_pAITraverseNodes);
}
virtual void GetFun(void) const
{
g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 4C 89 74 24 ?? 55 48 8D AC 24 ?? ?? ?? ?? 48 81 EC ?? ?? ?? ?? E8 ?? ?? ?? ??").GetPtr(CAI_NetworkManager__InitializeAINetworks);
g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 48 8B D9 48 8B 0D ?? ?? ?? ?? 8B 41 6C").GetPtr(CAI_NetworkManager__DelayedInit);
g_GameDll.FindPatternSIMD("4C 89 44 24 ?? 48 89 4C 24 ?? 55 53 56 57 41 54 41 55 41 56 41 57 48 8D 6C 24 ?? 48 81 EC ?? ?? ?? ?? 48 8B FA").GetPtr(CAI_NetworkManager__LoadNetworkGraph);
g_GameDll.FindPatternSIMD("48 89 54 24 ?? 48 89 4C 24 ?? 53 55 56 57 41 54 41 55 41 56 41 57 48 83 EC 38 8B B2 ?? ?? ?? ??").GetPtr(CAI_NetworkBuilder__Build);
}
virtual void GetVar(void) const
{
g_ppAINetworkManager = CMemory(CAI_NetworkManager__InitializeAINetworks).FindPattern("48 89 05", CMemory::Direction::DOWN)
.ResolveRelativeAddressSelf(0x3, 0x7).RCast<CAI_NetworkManager**>();
g_pAIPathClusters = g_GameDll.FindPatternSIMD("F3 0F 10 52 ?? 4C 8B CA")
.FindPatternSelf("48 8B 35", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CUtlVector<CAI_Cluster*>*>();
g_pAIClusterLinks = g_GameDll.FindPatternSIMD("F3 0F 10 52 ?? 4C 8B CA")
.FindPatternSelf("4C 8B 1D", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CUtlVector<CAI_ClusterLink*>*>();
g_pAITraverseNodes = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 55 56 57 41 54 41 56 48 8B EC 48 81 EC ?? ?? ?? ??").OffsetSelf(0x2EF)
.FindPatternSelf("48 8B 05", CMemory::Direction::DOWN).ResolveRelativeAddressSelf(0x3, 0x7).RCast<CUtlVector<CAI_TraverseNode>*>();
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////