123 lines
4.1 KiB
C++
123 lines
4.1 KiB
C++
#include "pch.h"
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#include "dedicated.h"
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#include "dedicatedmaterialsystem.h"
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#include "hookutils.h"
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#include "gameutils.h"
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#include "NSMem.h"
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typedef HRESULT (*__stdcall D3D11CreateDeviceType)(
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void* pAdapter,
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int DriverType,
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HMODULE Software,
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UINT Flags,
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int* pFeatureLevels,
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UINT FeatureLevels,
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UINT SDKVersion,
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void** ppDevice,
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int* pFeatureLevel,
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void** ppImmediateContext);
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D3D11CreateDeviceType D3D11CreateDevice;
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HRESULT __stdcall D3D11CreateDeviceHook(
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void* pAdapter,
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int DriverType,
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HMODULE Software,
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UINT Flags,
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int* pFeatureLevels,
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UINT FeatureLevels,
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UINT SDKVersion,
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void** ppDevice,
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int* pFeatureLevel,
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void** ppImmediateContext)
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{
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// note: this is super duper temp pretty much just messing around with it
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// 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
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// really call gpu much even with renderthread still being a thing will be using this hook for actual d3d stubbing and stuff later
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// 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
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// (e.g. createtexture and that sorta thing)
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// note: this has been succeeded by the d3d11 and gfsdk stubs, and is only being kept around for posterity and as a fallback option
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if (CommandLine()->CheckParm("-softwared3d11"))
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DriverType = 5; // D3D_DRIVER_TYPE_WARP
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return D3D11CreateDevice(
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pAdapter, DriverType, Software, Flags, pFeatureLevels, FeatureLevels, SDKVersion, ppDevice, pFeatureLevel, ppImmediateContext);
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}
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void InitialiseDedicatedMaterialSystem(HMODULE baseAddress)
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{
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HookEnabler hook;
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ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xD9A0E, &D3D11CreateDeviceHook, reinterpret_cast<LPVOID*>(&D3D11CreateDevice));
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// not using these for now since they're related to nopping renderthread/gamewindow i.e. very hard
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//{
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// // function that launches renderthread
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// char* ptr = (char*)baseAddress + 0x87047;
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// TempReadWrite rw(ptr);
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//
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// // make it not launch renderthread
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// *ptr = (char)0x90;
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// *(ptr + 1) = (char)0x90;
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// *(ptr + 2) = (char)0x90;
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// *(ptr + 3) = (char)0x90;
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// *(ptr + 4) = (char)0x90;
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// *(ptr + 5) = (char)0x90;
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//}
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//
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//{
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// // some function that waits on renderthread job
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// char* ptr = (char*)baseAddress + 0x87d00;
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// TempReadWrite rw(ptr);
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//
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// // return immediately
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// *ptr = (char)0xC3;
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//}
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{
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// CMaterialSystem::FindMaterial
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// make the game always use the error material
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NSMem::BytePatch((uintptr_t)baseAddress + 0x5F0F1, {0xE9, 0x34, 0x03, 0x00});
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}
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// previously had DisableDedicatedWindowCreation stuff here, removing for now since shit and unstable
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// check commit history if needed
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}
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typedef void* (*PakLoadAPI__LoadRpakType)(char* filename, void* unknown, int flags);
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PakLoadAPI__LoadRpakType PakLoadAPI__LoadRpak;
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void* PakLoadAPI__LoadRpakHook(char* filename, void* unknown, int flags)
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{
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spdlog::info("PakLoadAPI__LoadRpakHook {}", filename);
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// on dedi, don't load any paks that aren't required
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if (strncmp(filename, "common", 6))
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return 0;
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return PakLoadAPI__LoadRpak(filename, unknown, flags);
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}
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typedef void* (*PakLoadAPI__LoadRpak2Type)(char* filename, void* unknown, int flags, void* callback, void* callback2);
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PakLoadAPI__LoadRpak2Type PakLoadAPI__LoadRpak2;
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void* PakLoadAPI__LoadRpak2Hook(char* filename, void* unknown, int flags, void* callback, void* callback2)
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{
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spdlog::info("PakLoadAPI__LoadRpak2Hook {}", filename);
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// on dedi, don't load any paks that aren't required
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if (strncmp(filename, "common", 6))
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return 0;
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return PakLoadAPI__LoadRpak2(filename, unknown, flags, callback, callback2);
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}
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void InitialiseDedicatedRtechGame(HMODULE baseAddress)
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{
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baseAddress = GetModuleHandleA("rtech_game.dll");
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HookEnabler hook;
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// unfortunately this is unstable, seems to freeze when changing maps
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// ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xB0F0, &PakLoadAPI__LoadRpakHook, reinterpret_cast<LPVOID*>(&PakLoadAPI__LoadRpak));
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// ENABLER_CREATEHOOK(hook, (char*)baseAddress + 0xB170, &PakLoadAPI__LoadRpak2Hook, reinterpret_cast<LPVOID*>(&PakLoadAPI__LoadRpak2));
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}
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