r5sdk/r5dev/game/server/gameinterface.h
Kawe Mazidjatari 144d5f62e1 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2024-04-05 16:41:09 +02:00

102 lines
4.4 KiB
C++

//=============================================================================//
//
// Purpose: Interface server dll virtual functions to the SDK.
//
// $NoKeywords: $
//=============================================================================//
#ifndef GAMEINTERFACE_H
#define GAMEINTERFACE_H
#include "public/eiface.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class ServerClass;
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameDLL
{
public:
void GameInit(void);
void PrecompileScriptsJob(void);
void LevelShutdown(void);
void GameShutdown(void);
float GetTickInterval(void);
ServerClass* GetAllServerClasses(void);
static void __fastcall OnReceivedSayTextMessage(void* thisptr, int senderId, const char* text, bool isTeamChat);
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameClients : public IServerGameClients
{
public:
static void ProcessUserCmds(CServerGameClients* thisp, edict_t edict, bf_read* buf,
int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused);
private:
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
class CServerGameEnts : public IServerGameEnts
{
};
inline CMemory p_CServerGameDLL__OnReceivedSayTextMessage;
inline void(*CServerGameDLL__OnReceivedSayTextMessage)(void* thisptr, int senderId, const char* text, bool isTeamChat);
inline CMemory p_CServerGameClients__ProcessUserCmds;
inline void(*v_CServerGameClients__ProcessUserCmds)(CServerGameClients* thisp, edict_t edict, bf_read* buf,
int numCmds, int totalCmds, int droppedPackets, bool ignore, bool paused);
inline CMemory p_RunFrameServer;
inline void(*v_RunFrameServer)(double flFrameTime, bool bRunOverlays, bool bUniformUpdate);
extern CServerGameDLL* g_pServerGameDLL;
extern CServerGameClients* g_pServerGameClients;
extern CServerGameEnts* g_pServerGameEntities;
extern CGlobalVars** g_pGlobals;
///////////////////////////////////////////////////////////////////////////////
class VServerGameDLL : public IDetour
{
virtual void GetAdr(void) const
{
LogFunAdr("CServerGameDLL::OnReceivedSayTextMessage", p_CServerGameDLL__OnReceivedSayTextMessage.GetPtr());
LogFunAdr("CServerGameClients::ProcessUserCmds", p_CServerGameClients__ProcessUserCmds.GetPtr());
LogFunAdr("RunFrameServer", p_RunFrameServer.GetPtr());
LogVarAdr("g_pServerGameDLL", reinterpret_cast<uintptr_t>(g_pServerGameDLL));
LogVarAdr("g_pServerGameClients", reinterpret_cast<uintptr_t>(g_pServerGameClients));
LogVarAdr("g_pServerGameEntities", reinterpret_cast<uintptr_t>(g_pServerGameEntities));
LogVarAdr("g_pGlobals", reinterpret_cast<uintptr_t>(g_pGlobals));
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CServerGameDLL__OnReceivedSayTextMessage = g_GameDll.FindPatternSIMD("40 55 57 41 55 41 56 41 57 48 8D 6C 24 ?? 48 81 EC ?? ?? ?? ?? 4C 8B 15 ?? ?? ?? ??");
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CServerGameDLL__OnReceivedSayTextMessage = g_GameDll.FindPatternSIMD("85 D2 0F 8E ?? ?? ?? ?? 4C 8B DC");
#endif
p_CServerGameClients__ProcessUserCmds = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 48 89 7C 24 ?? 55 41 55 41 57");
p_RunFrameServer = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 57 48 83 EC 30 0F 29 74 24 ?? 48 8D 0D ?? ?? ?? ??");
CServerGameDLL__OnReceivedSayTextMessage = p_CServerGameDLL__OnReceivedSayTextMessage.RCast<void(*)(void*, int, const char*, bool)>();
v_CServerGameClients__ProcessUserCmds = p_CServerGameClients__ProcessUserCmds.RCast<void(*)(CServerGameClients*, edict_t, bf_read*, int, int, int, bool, bool)>();
v_RunFrameServer = p_RunFrameServer.RCast<void(*)(double, bool, bool)>();
}
virtual void GetVar(void) const
{
g_pGlobals = g_GameDll.FindPatternSIMD("4C 8B 0D ?? ?? ?? ?? 48 8B D1").ResolveRelativeAddressSelf(0x3, 0x7).RCast<CGlobalVars**>();
}
virtual void GetCon(void) const { }
virtual void Detour(const bool bAttach) const;
};
///////////////////////////////////////////////////////////////////////////////
#endif // GAMEINTERFACE_H