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authorBobTheBob <32057864+BobTheBob9@users.noreply.github.com>2022-10-17 23:26:07 +0100
committerGitHub <noreply@github.com>2022-10-17 23:26:07 +0100
commit841881af9ea6ec73b1d505d5a8f7c1f766273724 (patch)
tree91feb40fe810984b59d2d2da440e289370b0a137 /NorthstarDLL/dedicatedmaterialsystem.cpp
parentdc0934d29caacc8da1e7df8b775d24b4e99c381c (diff)
downloadNorthstarLauncher-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.cpp107
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");
}