r5sdk/r5dev/rtech/rtech_game.h
Kawe Mazidjatari 2501c37044 Globally convert all byte patterns to strings
These get reconverted to masked byte patterns at runtime. With the signature map cache system, this will only happen when building the cache.
2022-12-01 22:44:55 +01:00

92 lines
4.0 KiB
C++

#pragma once
#include "tier0/tslist.h"
typedef int RPakHandle_t;
constexpr int INVALID_PAK_HANDLE = -1;
enum class ePakStatus : int
{
PAK_STATUS_FREED = 0,
PAK_STATUS_LOAD_PENDING,
PAK_STATUS_REPAK_RUNNING,
PAK_STATUS_REPAK_DONE,
PAK_STATUS_LOAD_STARTING,
PAK_STATUS_LOAD_PAKHDR,
PAK_STATUS_LOAD_PATCH_INIT,
PAK_STATUS_LOAD_PATCH_EDIT_STREAM,
PAK_STATUS_LOAD_ASSETS,
PAK_STATUS_LOADED, // 9
PAK_STATUS_UNLOAD_PENDING,
PAK_STATUS_FREE_PENDING,
PAK_STATUS_CANCELING,
PAK_STATUS_ERROR, // 13
PAK_STATUS_INVALID_PAKHANDLE,
PAK_STATUS_BUSY
};
/* ==== RTECH_GAME ====================================================================================================================================================== */
inline CMemory p_CPakFile_LoadAsync;
inline auto CPakFile_LoadAsync = p_CPakFile_LoadAsync.RCast<RPakHandle_t(*)(const char* szPakFileName, void* pMalloc, int nIdx, bool bUnk)>();
inline CMemory p_CPakFile_LoadPak;
inline auto CPakFile_LoadPak = p_CPakFile_LoadPak.RCast<unsigned int (*)(void* thisptr, void* a2, uint64_t a3)>();
inline CMemory p_CPakFile_UnloadPak;
inline auto CPakFile_UnloadPak = p_CPakFile_UnloadPak.RCast<void (*)(RPakHandle_t handle)>();
inline CMemory p_CPakFile_LoadPak_OpenFileOffset;
class CPakFile
{
public:
static RPakHandle_t LoadAsync(const char* szPakFileName, void* pMalloc = g_pMallocPool, int nIdx = NULL, bool bUnk = false);
static void UnloadPak(RPakHandle_t handle);
};
extern CPakFile* g_pakLoadApi;
void RTech_Game_Attach();
void RTech_Game_Detach();
extern vector<RPakHandle_t> g_vLoadedPakHandle;
///////////////////////////////////////////////////////////////////////////////
class VRTechGame : public IDetour
{
virtual void GetAdr(void) const
{
spdlog::debug("| FUN: CPakFile::LoadAsync : {:#18x} |\n", p_CPakFile_LoadAsync.GetPtr());
spdlog::debug("| FUN: CPakFile::LoadPak : {:#18x} |\n", p_CPakFile_LoadPak.GetPtr());
spdlog::debug("| FUN: CPakFile::UnloadPak : {:#18x} |\n", p_CPakFile_UnloadPak.GetPtr());
spdlog::debug("| CON: CPakFile::LoadPak_OpenFileOffset : {:#18x} |\n", p_CPakFile_LoadPak_OpenFileOffset.GetPtr());
spdlog::debug("+----------------------------------------------------------------+\n");
}
virtual void GetFun(void) const
{
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
p_CPakFile_LoadPak = g_GameDll.FindPatternSIMD("48 89 4C 24 ?? 56 41 55 48 81 EC ?? ?? ?? ?? 4C 8B 69 60");
CPakFile_LoadPak = p_CPakFile_LoadPak.RCast<unsigned int (*)(void*, void*, uint64_t)>(); /*48 89 4C 24 ? 56 41 55 48 81 EC ? ? ? ? 4C 8B 69 60*/
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
p_CPakFile_LoadPak = g_GameDll.FindPatternSIMD("48 89 4C 24 ?? 56 41 55"); /*48 89 4C 24 ? 56 41 55*/
CPakFile_LoadPak = p_CPakFile_LoadPak.RCast<unsigned int (*)(void*, void*, uint64_t)>();
#endif
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
p_CPakFile_LoadAsync = g_GameDll.FindPatternSIMD("40 53 48 83 EC 40 48 89 6C 24 ?? 41 8B E8");
CPakFile_LoadAsync = p_CPakFile_LoadAsync.RCast<RPakHandle_t(*)(const char*, uintptr_t, int, bool)>(); /*40 53 48 83 EC 40 48 89 6C 24 ? 41 8B E8*/
#elif defined (GAMEDLL_S3)
p_CPakFile_LoadAsync = g_GameDll.FindPatternSIMD("40 53 48 83 EC 40 48 89 6C 24 ?? 41 0F B6 E9");
CPakFile_LoadAsync = p_CPakFile_LoadAsync.RCast<RPakHandle_t(*)(const char*, void*, int, bool)>(); /*40 53 48 83 EC 40 48 89 6C 24 ? 41 0F B6 E9*/
#endif
p_CPakFile_UnloadPak = g_GameDll.FindPatternSIMD("48 89 5C 24 ?? 48 89 74 24 ?? 57 48 83 EC 30 8B C1");
CPakFile_UnloadPak = p_CPakFile_UnloadPak.RCast<void (*)(RPakHandle_t)>(); /*48 89 5C 24 ? 48 89 74 24 ? 57 48 83 EC 30 8B C1*/
}
virtual void GetVar(void) const { }
virtual void GetCon(void) const
{
p_CPakFile_LoadPak_OpenFileOffset = g_GameDll.FindPatternSIMD("48 89 7C 24 30 C7 44 24 28 ?? ?? ?? 40"); /*48 89 7C 24 30 C7 44 24 28 00 00 00 40*/
}
virtual void Attach(void) const { }
virtual void Detach(void) const { }
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(VRTechGame);