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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-10-17 23:26:07 +0100 |
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committer | GitHub <noreply@github.com> | 2022-10-17 23:26:07 +0100 |
commit | 841881af9ea6ec73b1d505d5a8f7c1f766273724 (patch) | |
tree | 91feb40fe810984b59d2d2da440e289370b0a137 /NorthstarDLL/dedicatedmaterialsystem.cpp | |
parent | dc0934d29caacc8da1e7df8b775d24b4e99c381c (diff) | |
download | NorthstarLauncher-841881af9ea6ec73b1d505d5a8f7c1f766273724.tar.gz NorthstarLauncher-841881af9ea6ec73b1d505d5a8f7c1f766273724.zip |
big refactor (#171)v1.10.0-rc1
* use in-file macros rather than global funcs for registering dll load callbacks
* move more things to macros
* fix debug crashes
* move sqvm funcs to sq managers
* get rid of context file
* refactor some squirrel stuff and ingame compilation error message
* move tier0 and playlist funcs to namespaces
* uiscript_reset concommand: don't loop forever if compilation fails
* improve showing console for ui script compile errors
* standardise concommand func naming in c++
* use lambdas for dll load callbacks so intellisense shits itself less
* use cvar change callbacks for unescaping ns_server_name and ns_server_desc
* add proper helpstrings to masterserver cvars
* add cvar help and find
* allow parsing of convar flags from string
* normalise mod fs paths to be lowercase
* move hoststate to its own file and add host_init hooks
* better IsFlagSet def
* replace files in ReadFromCache
* rename g_ModManager to g_pModManager
* formatting changes
* make cvar print work on dedi, move demo fix stuff, add findflags
* add proper map autocompletes and maps command
* formatting changes
* separate gameutils into multiple r2 headers
* Update keyvalues.cpp
* move sqvm funcs into wrappers in the manager class
* remove unnecessary header files
* lots of cleanup and starting moving to new hooking macros
* update more stuff to new hook macros
* rename project folder (:tf: commit log)
* fix up postbuild commands to use relative dir
* almost fully replaced hooking lib
* completely remove old hooking
* add nsprefix because i forgot to include it
* move exploit prevention and limits code out of serverauthentication, and have actual defs for CBasePlayer
* use modular ServerPresence system for registering servers
* add new memory lib
* accidentally pushed broke code oops
* lots of stuff idk
* implement some more prs
* improve rpakfilesystem
* fix line endings on vcxproj
* Revert "fix line endings on vcxproj"
This reverts commit 4ff7d022d2602c2dba37beba8b8df735cf5cd7d9.
* add more prs
* i swear i committed these how are they not there
* Add ability to load Datatables from files (#238)
* first version of kinda working custom datatables
* Fix copy error
* Finish custom datatables
* Fix Merge
* Fix line endings
* Add fallback to rpak when ns_prefere_datatable_from_disk is true
* fix typo
* Bug fixess
* Fix Function Registration hook
* Set convar value
* Fix Client and Ui VM
* enable server auth with ms agian
* Add Filters
* FIx unused import
* Merge remote-tracking branch 'upsteam/bobs-big-refactor-pr' into datatables
Co-authored-by: RoyalBlue1 <realEmail@veryRealURL.com>
* Add some changes from main to refactor (#243)
* Add PR template
* Update CI folder location
* Delete startup args txt files
* Fix line endings (hopefully) (#244)
* Fix line endings (hopefully)
* Fix more line endings
* Update refactor (#250)
* Add PR template
* Update CI folder location
* Delete startup args txt files
* Add editorconfig file (#246)
* Add editorconfig file
It's a cross-editor compatible config file that defines certain editor
behaviour (e.g. adding/removing newline at end of file)
It is supported by major editors like Visual Studio (Code) and by
version control providers like GitHub.
Should end the constant adding/removing of final newline in PRs
* More settings
- unicode by default
- trim newlines
- use tabs for indentation (ugh)
* Ignore folder rename (#245)
* Hot reload banlist on player join (#233)
* added banlist hotreload
* fix formatting
* didnt append, cleared whole file oopsie
* unfuckedunban not rewriting file
* fixed not checking for new line
Co-authored-by: ScureX <47725553+ScureX@users.noreply.github.com>
* Refactor cleanup (#256)
* Fix indentation
* Fix path in clang-format command in readme
* Refactor cleanup (some formatting fixes) (#257)
* Fix some formatting
* More formatting fixes
* add scriptdatatable.cpp rewrite
* Some formatting fixes (#260)
* More formatting stuff (#261)
* various formatting changes and fixes
* Fix changed icon (#264)
* clang format, fix issues with server registration and rpak loading
* fix more formatting
* update postbuild step
* set launcher directory and error on fail creating log files
* change some stuff in exploitfixes
* only unrestrict dev commands when commandline flag is present
* fix issues with cvar flag commit
* fixup command flags better and reformat
* bring up to date with main
* fixup formatting
* improve cvar flag fixup and remove temp thing from findflags
* set serverfilter better
* avoid ptr decay when setting auth token
* add more entity functions
* Fix the MS server registration issues. (#285)
* Port ms presence reporter to std::async
* Fix crash due to std::optional being assigned nullptr.
* Fix formatting.
* Wait 20 seconds if MS returns DUPLICATE_SERVER.
* Change PERSISTENCE_MAX_SIZE to fix player authentication (#287)
The size check added in the refactor was incorrect:
- 56306: expected pdata size based on the pdef
- 512: allowance for trailing junk (r2 adds 137 bytes of trailing junk)
- 100: for some wiggle room
Co-Authored-By: pg9182 <96569817+pg9182@users.noreply.github.com>
* change miscserverscript to use actual entity arguments rather than
player index jank
* Fix token clearing hook (#290)
A certain someone forgot to put an `0x` in front of their hex number, meaning the offset is wrong.
This would cause token to be leaked again
Co-authored-by: Maya <malte.hoermeyer@web.de>
Co-authored-by: RoyalBlue1 <realEmail@veryRealURL.com>
Co-authored-by: GeckoEidechse <40122905+GeckoEidechse@users.noreply.github.com>
Co-authored-by: ScureX <47725553+ScureX@users.noreply.github.com>
Co-authored-by: Erlite <ys.aameziane@gmail.com>
Co-authored-by: Emma Miler <emma.pi@protonmail.com>
Co-authored-by: pg9182 <96569817+pg9182@users.noreply.github.com>
Diffstat (limited to 'NorthstarDLL/dedicatedmaterialsystem.cpp')
-rw-r--r-- | NorthstarDLL/dedicatedmaterialsystem.cpp | 107 |
1 files changed, 13 insertions, 94 deletions
diff --git a/NorthstarDLL/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicatedmaterialsystem.cpp index 47440b7a..28ee9b76 100644 --- a/NorthstarDLL/dedicatedmaterialsystem.cpp +++ b/NorthstarDLL/dedicatedmaterialsystem.cpp @@ -1,24 +1,12 @@ #include "pch.h" #include "dedicated.h" -#include "dedicatedmaterialsystem.h" -#include "hookutils.h" -#include "gameutils.h" -#include "nsmem.h" +#include "tier0.h" -typedef HRESULT (*__stdcall D3D11CreateDeviceType)( - void* pAdapter, - int DriverType, - HMODULE Software, - UINT Flags, - int* pFeatureLevels, - UINT FeatureLevels, - UINT SDKVersion, - void** ppDevice, - int* pFeatureLevel, - void** ppImmediateContext); -D3D11CreateDeviceType D3D11CreateDevice; +AUTOHOOK_INIT() -HRESULT __stdcall D3D11CreateDeviceHook( +// clang-format off +AUTOHOOK(D3D11CreateDevice, materialsystem_dx11.dll + 0xD9A0E, +HRESULT, __stdcall, ( void* pAdapter, int DriverType, HMODULE Software, @@ -28,95 +16,26 @@ HRESULT __stdcall D3D11CreateDeviceHook( UINT SDKVersion, void** ppDevice, int* pFeatureLevel, - void** ppImmediateContext) + void** ppImmediateContext)) +// clang-format on { // note: this is super duper temp pretty much just messing around with it // does run surprisingly well on dedi for a software driver tho if you ignore the +1gb ram usage at times, seems like dedi doesn't // really call gpu much even with renderthread still being a thing will be using this hook for actual d3d stubbing and stuff later - // atm, i think the play might be to run d3d in software, and then just stub out any calls that allocate memory/use alot of resources - // (e.g. createtexture and that sorta thing) // note: this has been succeeded by the d3d11 and gfsdk stubs, and is only being kept around for posterity and as a fallback option - if (CommandLine()->CheckParm("-softwared3d11")) + if (Tier0::CommandLine()->CheckParm("-softwared3d11")) DriverType = 5; // D3D_DRIVER_TYPE_WARP return D3D11CreateDevice( pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext); } -void InitialiseDedicatedMaterialSystem(HMODULE baseAddress) -{ - HookEnabler hook; - ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xD9A0E, &D3D11CreateDeviceHook, reinterpret_cast<LPVOID*>(&D3D11CreateDevice)); - - // not using these for now since they're related to nopping renderthread/gamewindow i.e. very hard - //{ - // // function that launches renderthread - // char* ptr = (char*)baseAddress + 0x87047; - // TempReadWrite rw(ptr); - // - // // make it not launch renderthread - // *ptr = (char)0x90; - // *(ptr + 1) = (char)0x90; - // *(ptr + 2) = (char)0x90; - // *(ptr + 3) = (char)0x90; - // *(ptr + 4) = (char)0x90; - // *(ptr + 5) = (char)0x90; - //} - // - //{ - // // some function that waits on renderthread job - // char* ptr = (char*)baseAddress + 0x87d00; - // TempReadWrite rw(ptr); - // - // // return immediately - // *ptr = (char)0xC3; - //} - - { - // CMaterialSystem::FindMaterial - // make the game always use the error material - NSMem::BytePatch((uintptr_t)baseAddress + 0x5F0F1, {0xE9, 0x34, 0x03, 0x00}); - } - - // previously had DisableDedicatedWindowCreation stuff here, removing for now since shit and unstable - // check commit history if needed -} - -typedef void* (*PakLoadAPI__LoadRpakType)(char* filename, void* unknown, int flags); -PakLoadAPI__LoadRpakType PakLoadAPI__LoadRpak; - -void* PakLoadAPI__LoadRpakHook(char* filename, void* unknown, int flags) -{ - spdlog::info("PakLoadAPI__LoadRpakHook {}", filename); - - // on dedi, don't load any paks that aren't required - if (strncmp(filename, "common", 6)) - return 0; - - return PakLoadAPI__LoadRpak(filename, unknown, flags); -} - -typedef void* (*PakLoadAPI__LoadRpak2Type)(char* filename, void* unknown, int flags, void* callback, void* callback2); -PakLoadAPI__LoadRpak2Type PakLoadAPI__LoadRpak2; - -void* PakLoadAPI__LoadRpak2Hook(char* filename, void* unknown, int flags, void* callback, void* callback2) -{ - spdlog::info("PakLoadAPI__LoadRpak2Hook {}", filename); - - // on dedi, don't load any paks that aren't required - if (strncmp(filename, "common", 6)) - return 0; - - return PakLoadAPI__LoadRpak2(filename, unknown, flags, callback, callback2); -} - -void InitialiseDedicatedRtechGame(HMODULE baseAddress) +ON_DLL_LOAD_DEDI("materialsystem_dx11.dll", DedicatedServerMaterialSystem, (CModule module)) { - baseAddress = GetModuleHandleA("rtech_game.dll"); + AUTOHOOK_DISPATCH() - HookEnabler hook; - // unfortunately this is unstable, seems to freeze when changing maps - // ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xB0F0, &PakLoadAPI__LoadRpakHook, reinterpret_cast<LPVOID*>(&PakLoadAPI__LoadRpak)); - // ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xB170, &PakLoadAPI__LoadRpak2Hook, reinterpret_cast<LPVOID*>(&PakLoadAPI__LoadRpak2)); + // CMaterialSystem::FindMaterial + // make the game always use the error material + module.Offset(0x5F0F1).Patch("E9 34 03 00"); } |