diff options
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"); } |