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* Use unordered_set for mdl handles, and use insertion logic in 'CMDLCache::IsKnownBadModel' to determine if it already exists or not. * Only set 'old_gather_props' to true if its false instead of forcing it every time 'mdl/error.rmdl' is obtained (this has to be properly fixed still in the future!).
183 lines
9.4 KiB
C++
183 lines
9.4 KiB
C++
#ifndef MDLCACHE_H
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#define MDLCACHE_H
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#include "tier0/threadtools.h"
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#include "tier1/utldict.h"
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "public/studio.h"
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struct RStaticProp_t
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{
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studiohdr_t* m_pStudioHDR{};
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CStudioHWDataRef* m_pHardWareData{};
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const char* m_szPropName{};
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uint8_t m_pUnknown[0x62]{};
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};
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struct RMDLFallBack_t
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{
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studiohdr_t* m_pErrorHDR;
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studiohdr_t* m_pEmptyHDR;
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MDLHandle_t m_hErrorMDL;
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MDLHandle_t m_hEmptyMDL;
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RMDLFallBack_t(void)
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: m_pErrorHDR(nullptr)
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, m_pEmptyHDR(nullptr)
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, m_hErrorMDL(NULL)
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, m_hEmptyMDL(NULL)
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{
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}
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// This must be cleared if 'common.rpak' is getting unloaded!
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void Clear(void)
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{
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m_pErrorHDR = nullptr;
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m_pEmptyHDR = nullptr;
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m_hErrorMDL = NULL;
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m_hEmptyMDL = NULL;
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}
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};
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// only models with type "mod_studio" have this data
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struct studiodata_t
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{
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DataCacheHandle_t m_MDLCache;
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void* m_pAnimData; // !TODO: reverse struct.
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unsigned short m_nRefCount;
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unsigned short m_nFlags;
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MDLHandle_t m_Handle;
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#ifndef GAMEDLL_S3
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void* Unk1; // TODO: unverified!
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void* Unk2; // TODO: unverified!
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#endif // !GAMEDLL_S3
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void* Unk3; // ptr to flags and model string.
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CStudioHWDataRef* m_pHardwareRef;
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void* m_pMaterialTable; // contains a large table of CMaterialGlue objects.
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int Unk5;
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char pad[72];
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CThreadFastMutex m_Mutex;
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int m_nGuidLock; // always -1, set to 1 and 0 in CMDLCache::FindUncachedMDL.
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};
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inline RMDLFallBack_t* g_pMDLFallback = new RMDLFallBack_t();
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inline std::unordered_set<MDLHandle_t> g_vBadMDLHandles;
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class CMDLCache
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{
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public:
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static studiohdr_t* FindMDL(CMDLCache* cache, MDLHandle_t handle, void* a3);
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static void FindCachedMDL(CMDLCache* cache, studiodata_t* pStudioData, void* a3);
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static studiohdr_t* FindUncachedMDL(CMDLCache* cache, MDLHandle_t handle, studiodata_t* pStudioData, void* a4);
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static studiohdr_t* GetStudioHDR(CMDLCache* cache, MDLHandle_t handle);
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static studiohwdata_t* GetHardwareData(CMDLCache* cache, MDLHandle_t handle);
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static void* GetMaterialTable(CMDLCache* cache, MDLHandle_t handle);
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static studiohdr_t* GetErrorModel(void);
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static bool IsKnownBadModel(MDLHandle_t handle);
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CMDLCache* m_pVTable;
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void* m_pStrCmp; // string compare func;
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void* m_pModelCacheSection; // IDataCacheSection*
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int m_nModelCacheFrameLocks; //
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// TODO..
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};
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inline CMemory p_CMDLCache__FindMDL;
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inline auto v_CMDLCache__FindMDL = p_CMDLCache__FindMDL.RCast<studiohdr_t* (*)(CMDLCache* pCache, void* a2, void* a3)>();
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#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
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inline CMemory p_CMDLCache__FindCachedMDL;
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inline auto v_CMDLCache__FindCachedMDL = p_CMDLCache__FindCachedMDL.RCast<void(*)(CMDLCache* pCache, void* a2, void* a3)>();
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inline CMemory p_CMDLCache__FindUncachedMDL;
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inline auto v_CMDLCache__FindUncachedMDL = p_CMDLCache__FindUncachedMDL.RCast<studiohdr_t* (*)(CMDLCache* pCache, MDLHandle_t handle, void* a3, void* a4)>();
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#endif
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inline CMemory p_CMDLCache__GetStudioHDR;
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inline auto v_CMDLCache__GetStudioHDR = p_CMDLCache__GetStudioHDR.RCast<studiohdr_t* (*)(CMDLCache* pCache, MDLHandle_t handle)>();
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inline CMemory p_CMDLCache__GetHardwareData;
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inline auto v_CMDLCache__GetHardwareData = p_CMDLCache__GetHardwareData.RCast<studiohwdata_t* (*)(CMDLCache* pCache, MDLHandle_t handle)>();
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#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
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inline CMemory p_CStudioHWDataRef__SetFlags; // Probably incorrect.
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inline auto v_CStudioHWDataRef__SetFlags = p_CStudioHWDataRef__SetFlags.RCast<bool (*)(CStudioHWDataRef* ref, int64_t flags)>();
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#endif
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inline CUtlDict<studiodata_t*, MDLHandle_t>* m_MDLDict;
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inline LPCRITICAL_SECTION* m_MDLMutex = nullptr;
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inline PSRWLOCK* m_MDLLock = nullptr;
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inline CMDLCache* g_MDLCache = nullptr;
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///////////////////////////////////////////////////////////////////////////////
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class VMDLCache : public IDetour
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{
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virtual void GetAdr(void) const
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{
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LogFunAdr("CMDLCache::FindMDL", p_CMDLCache__FindMDL.GetPtr());
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#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
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LogFunAdr("CMDLCache::FindCachedMDL", p_CMDLCache__FindCachedMDL.GetPtr());
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LogFunAdr("CMDLCache::FindUncachedMDL", p_CMDLCache__FindUncachedMDL.GetPtr());
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#endif
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LogFunAdr("CMDLCache::GetStudioHDR", p_CMDLCache__GetStudioHDR.GetPtr());
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LogFunAdr("CMDLCache::GetHardwareData", p_CMDLCache__GetHardwareData.GetPtr());
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#if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
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LogFunAdr("CStudioHWDataRef::SetFlags", p_CStudioHWDataRef__SetFlags.GetPtr());
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#endif
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LogVarAdr("m_MDLMutex", reinterpret_cast<uintptr_t>(m_MDLMutex));
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LogVarAdr("m_MDLLock", reinterpret_cast<uintptr_t>(m_MDLLock));
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LogVarAdr("m_MDLDict", reinterpret_cast<uintptr_t>(m_MDLDict));
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LogVarAdr("g_MDLCache", reinterpret_cast<uintptr_t>(g_MDLCache));
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}
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virtual void GetFun(void) const
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{
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
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p_CMDLCache__FindMDL = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 41 56 48 83 EC 20 4C 8B F1 0F B7 DA");
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v_CMDLCache__FindMDL = p_CMDLCache__FindMDL.RCast<studiohdr_t* (*)(CMDLCache*, void*, void*)>(); /*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 83 EC 20 4C 8B F1 0F B7 DA*/
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p_CMDLCache__GetStudioHDR = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F1 0F B7 FA 48 8D 0D ?? ?? ?? ??");
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v_CMDLCache__GetStudioHDR = p_CMDLCache__GetStudioHDR.RCast<studiohdr_t* (*)(CMDLCache*, MDLHandle_t)>(); /*48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B F1 0F B7 FA 48 8D 0D ? ? ? ?*/
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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p_CMDLCache__GetHardwareData = g_GameDll.FindPatternSIMD("40 56 48 83 EC 20 48 89 5C 24 ?? 48 8D 0D ?? ?? ?? ??");
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v_CMDLCache__GetHardwareData = p_CMDLCache__GetHardwareData.RCast<studiohwdata_t* (*)(CMDLCache*, MDLHandle_t)>(); /*40 56 48 83 EC 20 48 89 5C 24 ? 48 8D 0D ? ? ? ?*/
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#else
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p_CMDLCache__GetHardwareData = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 8D 0D ?? ?? ?? ?? 0F B7 DA FF 15 ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ?? 48 8D 14 5B 48 8D 0D ?? ?? ?? ?? 48 8B 7C D0 ?? FF 15 ?? ?? ?? ?? 48 8B 1F");
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v_CMDLCache__GetHardwareData = p_CMDLCache__GetHardwareData.RCast<studiohwdata_t* (*)(CMDLCache*, MDLHandle_t)>(); /*48 89 5C 24 ? 57 48 83 EC 20 48 8D 0D ? ? ? ? 0F B7 DA FF 15 ? ? ? ? 48 8B 05 ? ? ? ? 48 8D 14 5B 48 8D 0D ? ? ? ? 48 8B 7C D0 ? FF 15 ? ? ? ? 48 8B 1F*/
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#endif
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#else
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p_CMDLCache__FindMDL = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 48 83 EC 20 48 8B F1 0F B7 EA");
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v_CMDLCache__FindMDL = p_CMDLCache__FindMDL.RCast<studiohdr_t* (*)(CMDLCache*, void*, void*)>(); /*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 57 48 83 EC 20 48 8B F1 0F B7 EA*/
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p_CMDLCache__FindCachedMDL = g_GameDll.FindPatternSIMD("4D 85 C0 74 7A 48 89 6C 24 ??");
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v_CMDLCache__FindCachedMDL = p_CMDLCache__FindCachedMDL.RCast<void(*)(CMDLCache*, void*, void*)>(); /*4D 85 C0 74 7A 48 89 6C 24 ?*/
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p_CMDLCache__FindUncachedMDL = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 41 56 48 83 EC 20 48 8B E9 0F B7 FA");
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v_CMDLCache__FindUncachedMDL = p_CMDLCache__FindUncachedMDL.RCast<studiohdr_t* (*)(CMDLCache*, MDLHandle_t, void*, void*)>(); /*48 89 5C 24 ? 48 89 6C 24 ? 48 89 74 24 ? 48 89 7C 24 ? 41 56 48 83 EC 20 48 8B E9 0F B7 FA*/
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p_CMDLCache__GetStudioHDR = g_GameDll.FindPatternSIMD("40 53 48 83 EC 20 48 8D 0D ?? ?? ?? ?? 0F B7 DA FF 15 ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ?? 48 8D 14 5B 48 8D 0D ?? ?? ?? ?? 48 8B 5C D0 ?? FF 15 ?? ?? ?? ?? 48 8B 03 48 8B 48 08");
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v_CMDLCache__GetStudioHDR = p_CMDLCache__GetStudioHDR.RCast<studiohdr_t* (*)(CMDLCache*, MDLHandle_t)>(); /*40 53 48 83 EC 20 48 8D 0D ? ? ? ? 0F B7 DA FF 15 ? ? ? ? 48 8B 05 ? ? ? ? 48 8D 14 5B 48 8D 0D ? ? ? ? 48 8B 5C D0 ? FF 15 ? ? ? ? 48 8B 03 48 8B 48 08*/
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p_CMDLCache__GetHardwareData = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 20 48 8D 0D ?? ?? ?? ?? 0F B7 DA FF 15 ?? ?? ?? ?? 48 8B 05 ?? ?? ?? ?? 48 8D 14 5B 48 8D 0D ?? ?? ?? ?? 48 8B 7C D0 ?? FF 15 ?? ?? ?? ?? 48 8B 1F");
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v_CMDLCache__GetHardwareData = p_CMDLCache__GetHardwareData.RCast<studiohwdata_t* (*)(CMDLCache*, MDLHandle_t)>(); /*48 89 5C 24 ? 57 48 83 EC 20 48 8D 0D ? ? ? ? 0F B7 DA FF 15 ? ? ? ? 48 8B 05 ? ? ? ? 48 8D 14 5B 48 8D 0D ? ? ? ? 48 8B 7C D0 ? FF 15 ? ? ? ? 48 8B 1F*/
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p_CStudioHWDataRef__SetFlags = g_GameDll.FindPatternSIMD("48 83 EC 08 4C 8D 14 12");
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v_CStudioHWDataRef__SetFlags = p_CStudioHWDataRef__SetFlags.RCast<bool (*)(CStudioHWDataRef*, int64_t)>(); /*48 83 EC 08 4C 8D 14 12*/
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#endif
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}
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virtual void GetVar(void) const
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{
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m_MDLMutex = g_GameDll.FindPatternSIMD("48 83 EC 28 BA ?? ?? ?? ?? 48 8D 0D ?? ?? ?? ?? FF 15 ?? ?? ?? ?? 0F B6 05 ?? ?? ?? ??")
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.FindPatternSelf("48 8D 0D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<LPCRITICAL_SECTION*>();
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m_MDLLock = p_CMDLCache__GetHardwareData.Offset(0x35).FindPatternSelf("48 8D 0D").ResolveRelativeAddressSelf(0x3, 0x7).RCast<PSRWLOCK*>();
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m_MDLDict = p_CMDLCache__FindMDL.FindPattern("48 8B 05").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CUtlDict<studiodata_t*, MDLHandle_t>*>();
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g_MDLCache = g_GameDll.FindPatternSIMD("48 8B 0D ?? ?? ?? ?? 44 0F B7 82 ?? ?? ?? ?? 48 8B 01 48 FF A0 30 01 ?? ??")
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.ResolveRelativeAddressSelf(0x3, 0x7).RCast<CMDLCache*>();
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}
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virtual void GetCon(void) const { }
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virtual void Attach(void) const;
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virtual void Detach(void) const;
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};
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///////////////////////////////////////////////////////////////////////////////
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#endif // MDLCACHE_H
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