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https://github.com/Mauler125/r5sdk.git
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This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files. Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer. TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
159 lines
6.4 KiB
C++
159 lines
6.4 KiB
C++
//===========================================================================//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "core/stdafx.h"
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#include "tier1/cvar.h"
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#include "public/utility/crashhandler.h"
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#include "vpc/keyvalues.h"
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#include "rtech/rtech_utils.h"
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#include "engine/cmodel_bsp.h"
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#include "bsplib/bsplib.h"
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#include "materialsystem/cmaterialglue.h"
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#include "materialsystem/cmaterialsystem.h"
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#ifndef DEDICATED
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//---------------------------------------------------------------------------------
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// Purpose: loads and processes STBSP files
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// (overrides level name if stbsp field has value in prerequisites file)
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// Input : *pszLevelName -
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//---------------------------------------------------------------------------------
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void StreamDB_Init(const char* pszLevelName)
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{
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KeyValues* pSettingsKV = Mod_GetLevelSettings(pszLevelName);
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if (pSettingsKV)
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{
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KeyValues* pStreamKV = pSettingsKV->FindKey("StreamDB");
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if (pStreamKV)
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{
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const char* pszColumnName = pStreamKV->GetString();
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DevMsg(eDLL_T::MS, __FUNCTION__": Loading override STBSP file '%s.stbsp'\n", pszColumnName);
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v_StreamDB_Init(pszColumnName);
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return;
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}
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}
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DevMsg(eDLL_T::MS, __FUNCTION__": Loading STBSP file '%s.stbsp'\n", pszLevelName);
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v_StreamDB_Init(pszLevelName);
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}
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//---------------------------------------------------------------------------------
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// Purpose: draw frame
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//---------------------------------------------------------------------------------
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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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)
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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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)
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#endif
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{
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// This only happens when the BSP is in a horrible condition (bad depth buffer draw calls!)
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// but allows you to load BSP's with virtually all missing shaders/materials and models
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// being replaced with 'material_for_aspect/error.rpak' and 'mdl/error.rmdl'.
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if (!s_pRenderContext.GetValue<void*>())
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return nullptr;
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12);
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#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
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return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
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#endif
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}
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#endif // !DEDICATED
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//-----------------------------------------------------------------------------
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// Purpose: checks if ptr is valid, and checks for equality against CMaterial vftable
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// Input : **pCandidate -
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// Output : true if valid and material, false otherwise
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//-----------------------------------------------------------------------------
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__declspec(noinline) bool IsMaterialInternal(void** pCandidate)
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{
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// NOTE: this is a dirty fix, but for running technically broken BSP's, this is the only fix
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// besides going bare metal inline assembly (which on its own isn't directly the problem, but
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// portability wise it will be a problem as the majority of the code in r5apex.exe is declared inline).
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// In the future, do not fix anything like this unless there is absolutely no other choice!
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// The context of the problem is that we fix the missing models defined in the game_lump of a
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// BSP by swapping missing models out for existing models, which will in many cases, end up with
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// 2 or more model name duplicates within a single BSP's game_lump, which is illegal and causes
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// unpredictable behavior, which in this case causes a register to be assigned to an invalid CMaterial
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// address. The pointer can still be dereferenced in many cases, which is why we do an equality test.
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// The first member of the CMaterial data structure should be its VFTable pointer, anything else is invalid.
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__try
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{
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if (*pCandidate == g_pMaterialVFTable ||
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*pCandidate == g_pMaterialGlueVFTable)
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return true;
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}
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__except (GetExceptionCode() == EXCEPTION_ACCESS_VIOLATION)
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{
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return false;
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}
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return false;
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}
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#ifndef DEDICATED
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//-----------------------------------------------------------------------------
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// Purpose: finds a material
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// Input : *pMatSys -
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// *pMaterialName -
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// nMaterialType -
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// nUnk -
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// bComplain -
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// Output : pointer to material
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//-----------------------------------------------------------------------------
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CMaterialGlue* CMaterialSystem::FindMaterialEx(CMaterialSystem* pMatSys, const char* pMaterialName, uint8_t nMaterialType, int nUnk, bool bComplain)
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{
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CMaterialGlue* pMaterial = CMaterialSystem__FindMaterialEx(pMatSys, pMaterialName, nMaterialType, nUnk, bComplain);
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if ((bComplain || mat_alwaysComplain->GetBool()) && pMaterial->IsErrorMaterial())
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{
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Error(eDLL_T::MS, NO_ERROR, "Material \"%s\" not found; replacing with \"%s\".\n", pMaterialName, pMaterial->GetName());
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}
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return pMaterial;
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}
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//-----------------------------------------------------------------------------
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// Purpose: get screen size
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// Input : *pMatSys -
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// Output : Vector2D screen size
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//-----------------------------------------------------------------------------
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Vector2D CMaterialSystem::GetScreenSize(CMaterialSystem* pMatSys)
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{
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Vector2D vecScreenSize;
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CMaterialSystem_GetScreenSize(pMatSys, &vecScreenSize.x, &vecScreenSize.y);
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return vecScreenSize;
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}
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#endif // !DEDICATED
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///////////////////////////////////////////////////////////////////////////////
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void VMaterialSystem::Attach() const
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{
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// TODO: This has to be removed!!!
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#ifndef _DEBUG
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vector<CMemory> find_IMI_ref = CMemory(IsMaterialInternal).FindAllCallReferences(reinterpret_cast<uintptr_t>(BuildPropStaticFrustumCullMap), 1000);
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if (!find_IMI_ref.empty())
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{
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void* imiRetAddr = find_IMI_ref.at(0).Offset(0x5).RCast<void*>();
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g_CrashHandler->AddWhitelist(imiRetAddr);
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}
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#endif // !_DEBUG
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#ifndef DEDICATED
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DetourAttach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
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DetourAttach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
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DetourAttach((LPVOID*)&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx);
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#endif // !DEDICATED
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}
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void VMaterialSystem::Detach() const
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{
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#ifndef DEDICATED
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DetourDetach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
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DetourDetach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
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DetourDetach((LPVOID*)&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx);
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#endif // !DEDICATED
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} |