#include "pch.h" #include "filesystem.h" #include "sourceinterface.h" #include "modmanager.h" #include #include AUTOHOOK_INIT() using namespace R2; bool bReadingOriginalFile = false; std::string sCurrentModPath; ConVar* Cvar_ns_fs_log_reads; // use the R2 namespace for game funcs namespace R2 { SourceInterface* g_pFilesystem; std::string ReadVPKFile(const char* path) { // read scripts.rson file, todo: check if this can be overwritten FileHandle_t fileHandle = (*g_pFilesystem)->m_vtable2->Open(&(*g_pFilesystem)->m_vtable2, path, "rb", "GAME", 0); std::stringstream fileStream; int bytesRead = 0; char data[4096]; do { bytesRead = (*g_pFilesystem)->m_vtable2->Read(&(*g_pFilesystem)->m_vtable2, data, (int)std::size(data), fileHandle); fileStream.write(data, bytesRead); } while (bytesRead == std::size(data)); (*g_pFilesystem)->m_vtable2->Close(*g_pFilesystem, fileHandle); return fileStream.str(); } std::string ReadVPKOriginalFile(const char* path) { // todo: should probably set search path to be g_pModName here also bReadingOriginalFile = true; std::string ret = ReadVPKFile(path); bReadingOriginalFile = false; return ret; } } // namespace R2 HOOK(AddSearchPathHook, AddSearchPath, void,, (IFileSystem* fileSystem, const char* pPath, const char* pathID, SearchPathAdd_t addType)) { AddSearchPath(fileSystem, pPath, pathID, addType); // make sure current mod paths are at head if (!strcmp(pathID, "GAME") && sCurrentModPath.compare(pPath) && addType == PATH_ADD_TO_HEAD) { AddSearchPath(fileSystem, sCurrentModPath.c_str(), "GAME", PATH_ADD_TO_HEAD); AddSearchPath(fileSystem, GetCompiledAssetsPath().string().c_str(), "GAME", PATH_ADD_TO_HEAD); } } void SetNewModSearchPaths(Mod* mod) { // put our new path to the head if we need to read from a different mod path // in the future we could also determine whether the file we're setting paths for needs a mod dir, or compiled assets if (mod != nullptr) { if ((fs::absolute(mod->m_ModDirectory) / MOD_OVERRIDE_DIR).string().compare(sCurrentModPath)) { spdlog::info("changing mod search path from {} to {}", sCurrentModPath, mod->m_ModDirectory.string()); AddSearchPath( &*(*g_pFilesystem), (fs::absolute(mod->m_ModDirectory) / MOD_OVERRIDE_DIR).string().c_str(), "GAME", PATH_ADD_TO_HEAD); sCurrentModPath = (fs::absolute(mod->m_ModDirectory) / MOD_OVERRIDE_DIR).string(); } } else // push compiled to head AddSearchPath(&*(*g_pFilesystem), fs::absolute(GetCompiledAssetsPath()).string().c_str(), "GAME", PATH_ADD_TO_HEAD); } bool TryReplaceFile(const char* pPath, bool shouldCompile) { if (bReadingOriginalFile) return false; if (shouldCompile) g_pModManager->CompileAssetsForFile(pPath); // idk how efficient the lexically normal check is // can't just set all /s in path to \, since some paths aren't in writeable memory auto file = g_pModManager->m_ModFiles.find(g_pModManager->NormaliseModFilePath(fs::path(pPath))); if (file != g_pModManager->m_ModFiles.end()) { SetNewModSearchPaths(file->second.m_pOwningMod); return true; } return false; } // force modded files to be read from mods, not cache HOOK(ReadFromCacheHook, ReadFromCache, bool,, (IFileSystem* filesystem, char* pPath, void* result)) { if (TryReplaceFile(pPath, true)) return false; return ReadFromCache(filesystem, pPath, result); } // force modded files to be read from mods, not vpk AUTOHOOK(ReadFileFromVPK, filesystem_stdio.dll + 0x5CBA0, FileHandle_t,, (VPKData* vpkInfo, __int64* b, char* filename)) { // don't compile here because this is only ever called from OpenEx, which already compiles if (TryReplaceFile(filename, false)) { *b = -1; return b; } return ReadFileFromVPK(vpkInfo, b, filename); } AUTOHOOK(CBaseFileSystem__OpenEx, filesystem_stdio.dll + 0x15F50, FileHandle_t,, (IFileSystem* filesystem, const char* pPath, const char* pOptions, uint32_t flags, const char* pPathID, char **ppszResolvedFilename)) { TryReplaceFile(pPath, true); return CBaseFileSystem__OpenEx(filesystem, pPath, pOptions, flags, pPathID, ppszResolvedFilename); } HOOK(MountVPKHook, MountVPK, VPKData*,, (IFileSystem* fileSystem, const char* pVpkPath)) { spdlog::info("MountVPK {}", pVpkPath); VPKData* ret = MountVPK(fileSystem, pVpkPath); for (Mod mod : g_pModManager->m_LoadedMods) { if (!mod.m_bEnabled) continue; for (ModVPKEntry& vpkEntry : mod.Vpks) { // if we're autoloading, just load no matter what if (!vpkEntry.m_bAutoLoad) { // resolve vpk name and try to load one with the same name // todo: we should be unloading these on map unload manually std::string mapName(fs::path(pVpkPath).filename().string()); std::string modMapName(fs::path(vpkEntry.m_sVpkPath.c_str()).filename().string()); if (mapName.compare(modMapName)) continue; } VPKData* loaded = MountVPK(fileSystem, vpkEntry.m_sVpkPath.c_str()); if (!ret) // this is primarily for map vpks and stuff, so the map's vpk is what gets returned from here ret = loaded; } } return ret; } ON_DLL_LOAD("filesystem_stdio.dll", Filesystem, (HMODULE baseAddress)) { AUTOHOOK_DISPATCH() R2::g_pFilesystem = new SourceInterface("filesystem_stdio.dll", "VFileSystem017"); AddSearchPathHook.Dispatch((*g_pFilesystem)->m_vtable->AddSearchPath); ReadFromCacheHook.Dispatch((*g_pFilesystem)->m_vtable->ReadFromCache); MountVPKHook.Dispatch((*g_pFilesystem)->m_vtable->MountVPK); }