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#include "pch.h"
#include "filesystem.h"
#include "sourceinterface.h"
#include "modmanager.h"
#include <iostream>
#include <sstream>
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<IFileSystem>* 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, uint64_t* 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, (CModule module))
{
AUTOHOOK_DISPATCH()
R2::g_pFilesystem = new SourceInterface<IFileSystem>("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);
}
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