#include "pch.h" #include "rpakfilesystem.h" #include "modmanager.h" #include "dedicated.h" AUTOHOOK_INIT() // there are more i'm just too lazy to add struct PakLoadFuncs { void* unk0[2]; void* (*LoadPakSync)(const char* pPath, void* unknownSingleton, int flags); int (*LoadPakAsync)(const char* pPath, void* unknownSingleton, int flags, void* callback0, void* callback1); void* unk1[2]; void* (*UnloadPak)(int iPakHandle, void* callback); void* unk2[17]; void* (*ReadFullFileFromDisk)(const char* pPath, void* a2); }; PakLoadFuncs* g_pakLoadApi; void** pUnknownPakLoadSingleton; PakLoadManager* g_pPakLoadManager; void PakLoadManager::LoadPakSync(const char* path) { g_pakLoadApi->LoadPakSync(path, *pUnknownPakLoadSingleton, 0); } void PakLoadManager::LoadPakAsync(const char* path, bool bMarkForUnload) { int handle = g_pakLoadApi->LoadPakAsync(path, *pUnknownPakLoadSingleton, 2, nullptr, nullptr); if (bMarkForUnload) m_pakHandlesToUnload.push_back(handle); } void PakLoadManager::UnloadPaks() { for (int pakHandle : m_pakHandlesToUnload) g_pakLoadApi->UnloadPak(pakHandle, nullptr); m_pakHandlesToUnload.clear(); } void HandlePakAliases(char** map) { // convert the pak being loaded to it's aliased one, e.g. aliasing mp_hub_timeshift => sp_hub_timeshift for (int64_t i = g_pModManager->m_loadedMods.size() - 1; i > -1; i--) { Mod* mod = &g_pModManager->m_loadedMods[i]; if (!mod->Enabled) continue; if (mod->RpakAliases.find(*map) != mod->RpakAliases.end()) { *map = &mod->RpakAliases[*map][0]; return; } } } void LoadPreloadPaks() { // note, loading from ./ is necessary otherwise paks will load from gamedir/r2/paks for (Mod& mod : g_pModManager->m_loadedMods) { if (!mod.Enabled) continue; // need to get a relative path of mod to mod folder fs::path modPakPath("./" / mod.ModDirectory / "paks"); for (ModRpakEntry& pak : mod.Rpaks) if (pak.m_bAutoLoad) g_pPakLoadManager->LoadPakAsync((modPakPath / pak.m_sPakName).string().c_str(), false); } } void LoadCustomMapPaks(char** pakName, bool* bNeedToFreePakName) { // whether the vanilla game has this rpak bool bHasOriginalPak = fs::exists(fs::path("./r2/paks/Win64/") / *pakName); // note, loading from ./ is necessary otherwise paks will load from gamedir/r2/paks for (Mod& mod : g_pModManager->m_loadedMods) { if (!mod.Enabled) continue; // need to get a relative path of mod to mod folder fs::path modPakPath("./" / mod.ModDirectory / "paks"); for (ModRpakEntry& pak : mod.Rpaks) { if (!pak.m_bAutoLoad && !pak.m_sPakName.compare(*pakName)) { // if the game doesn't have the original pak, let it handle loading this one as if it was the one it was loading originally if (!bHasOriginalPak) { std::string path = (modPakPath / pak.m_sPakName).string(); *pakName = new char[path.size() + 1]; strcpy(*pakName, &path[0]); (*pakName)[path.size()] = '\0'; bHasOriginalPak = true; *bNeedToFreePakName = true; // we can't free this memory until we're done with the pak, so let whatever's calling this deal with it } else g_pPakLoadManager->LoadPakAsync((modPakPath / pak.m_sPakName).string().c_str(), true); } } } } HOOK(LoadPakAsyncHook, LoadPakAsync, int,, (char* pPath, void* unknownSingleton, int flags, void* callback0, void* callback1), { HandlePakAliases(&pPath); bool bNeedToFreePakName = false; static bool bShouldLoadPaks = true; if (bShouldLoadPaks) { // make a copy of the path for comparing to determine whether we should load this pak on dedi, before it could get overwritten by LoadCustomMapPaks std::string originalPath(pPath); // disable preloading while we're doing this bShouldLoadPaks = false; LoadPreloadPaks(); LoadCustomMapPaks(&pPath, &bNeedToFreePakName); bShouldLoadPaks = true; // do this after custom paks load and in bShouldLoadPaks so we only ever call this on the root pakload call // todo: could probably add some way to flag custom paks to not be loaded on dedicated servers in rpak.json if (IsDedicatedServer() && strncmp(&originalPath[0], "common", 6)) // dedicated only needs common and common_mp { spdlog::info("Not loading pak {} for dedicated server", originalPath); return -1; } } int ret = LoadPakAsync(pPath, unknownSingleton, flags, callback0, callback1); spdlog::info("LoadPakAsync {} {}", pPath, ret); if (bNeedToFreePakName) delete[] pPath; return ret; }) HOOK(UnloadPakHook, UnloadPak, void*,, (int iPakHandle, void* callback), { static bool bShouldUnloadPaks = true; if (bShouldUnloadPaks) { bShouldUnloadPaks = false; g_pPakLoadManager->UnloadPaks(); bShouldUnloadPaks = true; } spdlog::info("UnloadPak {}", iPakHandle); return UnloadPak(iPakHandle, callback); }) // we hook this exclusively for resolving stbsp paths, but seemingly it's also used for other stuff like vpk and rpak loads // possibly just async loading altogether? HOOK(ReadFullFileFromDiskHook, ReadFullFileFromDisk, void*, , (const char* pPath, void* a2), { fs::path path(pPath); char* allocatedNewPath = nullptr; if (path.extension() == ".stbsp") { fs::path filename = path.filename(); spdlog::info("LoadStreamBsp: {}", filename.string()); // resolve modded stbsp path so we can load mod stbsps auto modFile = g_pModManager->m_modFiles.find(g_pModManager->NormaliseModFilePath(fs::path("maps" / filename))); if (modFile != g_pModManager->m_modFiles.end()) { // need to allocate a new string for this std::string newPath = (modFile->second.owningMod->ModDirectory / "mod" / modFile->second.path).string(); allocatedNewPath = new char[newPath.size() + 1]; strncpy(allocatedNewPath, newPath.c_str(), newPath.size()); allocatedNewPath[newPath.size()] = '\0'; pPath = allocatedNewPath; } } void* ret = ReadFullFileFromDisk(pPath, a2); if (allocatedNewPath) delete[] allocatedNewPath; return ret; }) ON_DLL_LOAD("engine.dll", RpakFilesystem, [](HMODULE baseAddress) { AUTOHOOK_DISPATCH(); g_pPakLoadManager = new PakLoadManager; g_pakLoadApi = *(PakLoadFuncs**)((char*)baseAddress + 0x5BED78); pUnknownPakLoadSingleton = (void**)((char*)baseAddress + 0x7C5E20); LoadPakAsyncHook.Dispatch(g_pakLoadApi->LoadPakAsync); UnloadPakHook.Dispatch(g_pakLoadApi->UnloadPak); ReadFullFileFromDiskHook.Dispatch(g_pakLoadApi->ReadFullFileFromDisk); })