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author | BobTheBob <32057864+BobTheBob9@users.noreply.github.com> | 2022-08-24 00:32:31 +0100 |
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committer | GeckoEidechse <gecko.eidechse+git@pm.me> | 2022-08-25 21:32:55 +0200 |
commit | 46bed8d09f32360377350d71816a76abdfbf2c7c (patch) | |
tree | 7feedae4910dbfe0e53d26ea1e00c4616d2c1850 /NorthstarDLL/dedicatedmaterialsystem.cpp | |
parent | a97f1f07bb5aa31629cd87023e09669eb4bf1fe9 (diff) | |
download | NorthstarLauncher-46bed8d09f32360377350d71816a76abdfbf2c7c.tar.gz NorthstarLauncher-46bed8d09f32360377350d71816a76abdfbf2c7c.zip |
Adjust folder structure (#242)v1.9.5-rc1v1.9.5
* Adjust folder structure
* change launcher directory name
Diffstat (limited to 'NorthstarDLL/dedicatedmaterialsystem.cpp')
-rw-r--r-- | NorthstarDLL/dedicatedmaterialsystem.cpp | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/NorthstarDLL/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicatedmaterialsystem.cpp new file mode 100644 index 00000000..01197407 --- /dev/null +++ b/NorthstarDLL/dedicatedmaterialsystem.cpp @@ -0,0 +1,122 @@ +#include "pch.h" +#include "dedicated.h" +#include "dedicatedmaterialsystem.h" +#include "hookutils.h" +#include "gameutils.h" +#include "NSMem.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; + +HRESULT __stdcall D3D11CreateDeviceHook( + void* pAdapter, + int DriverType, + HMODULE Software, + UINT Flags, + int* pFeatureLevels, + UINT FeatureLevels, + UINT SDKVersion, + void** ppDevice, + int* pFeatureLevel, + void** ppImmediateContext) +{ + // 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")) + 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) +{ + baseAddress = GetModuleHandleA("rtech_game.dll"); + + 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)); +} |