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* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
38 lines
2.1 KiB
C++
38 lines
2.1 KiB
C++
#pragma once
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enum class FileWarningLevel_t : int
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{
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FILESYSTEM_WARNING = -1, // A problem!
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FILESYSTEM_WARNING_QUIET = 0, // Don't print anything
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FILESYSTEM_WARNING_REPORTUNCLOSED, // On shutdown, report names of files left unclosed
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FILESYSTEM_WARNING_REPORTUSAGE, // Report number of times a file was opened, closed
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FILESYSTEM_WARNING_REPORTALLACCESSES, // Report all open/close events to console ( !slow! )
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FILESYSTEM_WARNING_REPORTALLACCESSES_READ, // Report all open/close/read events to the console ( !slower! )
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FILESYSTEM_WARNING_REPORTALLACCESSES_READWRITE, // Report all open/close/read/write events to the console ( !slower! )
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FILESYSTEM_WARNING_REPORTALLACCESSES_ASYNC // Report all open/close/read/write events and all async I/O file events to the console ( !slower(est)! )
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};
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namespace
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{
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/* ==== CBASEFILESYSTEM ================================================================================================================================================= */
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ADDRESS p_CBaseFileSystem_Warning = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x4C\x89\x4C\x24\x20\xC3\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\xCC\x48", "xxxxxx??????????x");
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void (*CBaseFileSystem_Warning)(void* thisptr, FileWarningLevel_t level, const char* fmt, ...) = (void (*)(void*, FileWarningLevel_t, const char*, ...))p_CBaseFileSystem_Warning.GetPtr(); /*4C 89 4C 24 20 C3 ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 48*/
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}
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///////////////////////////////////////////////////////////////////////////////
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void CBaseFileSystem_Attach();
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void CBaseFileSystem_Detach();
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///////////////////////////////////////////////////////////////////////////////
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class HBaseFileSystem : public IDetour
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{
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virtual void debugp()
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{
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std::cout << "| FUN: CBaseFileSystem::Warning : 0x" << std::hex << std::uppercase << p_CBaseFileSystem_Warning.GetPtr() << std::setw(npad) << " |" << std::endl;
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std::cout << "+----------------------------------------------------------------+" << std::endl;
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}
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};
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///////////////////////////////////////////////////////////////////////////////
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REGISTER(HBaseFileSystem);
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