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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 /NorthstarDedicatedTest/dedicatedmaterialsystem.cpp | |
parent | a97f1f07bb5aa31629cd87023e09669eb4bf1fe9 (diff) | |
download | NorthstarLauncher-1.9.5-rc1.tar.gz NorthstarLauncher-1.9.5-rc1.zip |
Adjust folder structure (#242)v1.9.5-rc1v1.9.5
* Adjust folder structure
* change launcher directory name
Diffstat (limited to 'NorthstarDedicatedTest/dedicatedmaterialsystem.cpp')
-rw-r--r-- | NorthstarDedicatedTest/dedicatedmaterialsystem.cpp | 122 |
1 files changed, 0 insertions, 122 deletions
diff --git a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp b/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp deleted file mode 100644 index 01197407..00000000 --- a/NorthstarDedicatedTest/dedicatedmaterialsystem.cpp +++ /dev/null @@ -1,122 +0,0 @@ -#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)); -} |