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-rw-r--r--NorthstarDLL/dedicatedmaterialsystem.cpp122
1 files changed, 122 insertions, 0 deletions
diff --git a/NorthstarDLL/dedicatedmaterialsystem.cpp b/NorthstarDLL/dedicatedmaterialsystem.cpp
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+++ b/NorthstarDLL/dedicatedmaterialsystem.cpp
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+#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));
+}