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#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;
PakLoadManager* g_pPakLoadManager;
void** pUnknownPakLoadSingleton;
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->m_bEnabled)
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.m_bEnabled)
continue;
// need to get a relative path of mod to mod folder
fs::path modPakPath("./" / mod.m_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.m_bEnabled)
continue;
// need to get a relative path of mod to mod folder
fs::path modPakPath("./" / mod.m_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.m_pOwningMod->m_ModDirectory / "mod" / modFile->second.m_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);
}
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