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-rw-r--r--NorthstarDedicatedTest/dedicatedmaterialsystem.cpp122
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));
-}