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#pragma once
#include "pch.h"
#include "dedicated.h"
#include "dedicatedmaterialsystem.h"
#include "hookutils.h"
#include "gameutils.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)
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)
{
if (!IsDedicated())
return;
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
char* ptr = (char*)baseAddress + 0x5F0F1;
TempReadWrite rw(ptr);
// make the game always use the error material
*ptr = (char)0xE9;
*(ptr + 1) = (char)0x34;
*(ptr + 2) = (char)0x03;
*(ptr + 3) = (char)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)
{
if (!IsDedicated())
return;
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));
}
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