/** * vim: set ts=4 sw=4 tw=99 noet : * ====================================================== * TF2 Dynamic Schema Injector * Written by nosoop * ====================================================== */ #include #include "mmsplugin.h" #include #include #include #include #include "memscan.h" SH_DECL_HOOK3_void(IServerGameDLL, ServerActivate, SH_NOATTRIB, 0, edict_t *, int, int); SH_DECL_HOOK6(IServerGameDLL, LevelInit, SH_NOATTRIB, 0, bool, char const *, char const *, char const *, char const *, bool, bool); DynSchema g_Plugin; IServerGameDLL *server = nullptr; IVEngineServer *engine = NULL; IFileSystem *filesystem = nullptr; PLUGIN_EXPOSE(DynSchema, g_Plugin); class ISchemaAttributeType; // this may need to be updated in the future class CEconItemAttributeDefinition { public: // TODO implementing ~CEconItemAttributeDefinition segfaults. not sure what's up. // ideally we implement it to match the game so InsertOrReplace is sure to work correctly /* 0x00 */ KeyValues *m_KeyValues; /* 0x04 */ unsigned short m_iIndex; /* 0x08 */ ISchemaAttributeType *m_AttributeType; /* 0x0c */ bool m_bHidden; /* 0x0d */ bool m_bForceOutputDescription; /* 0x0e */ bool m_bStoreAsInteger; /* 0x0f */ bool m_bInstanceData; /* 0x10 */ int m_iAssetClassExportType; /* 0x14 */ int m_iAssetClassBucket; /* 0x18 */ bool m_bIsSetBonus; /* 0x1c */ int m_iIsUserGenerated; /* 0x20 */ int m_iEffectType; /* 0x24 */ int m_iDescriptionFormat; /* 0x28 */ char *m_pszDescriptionString; /* 0x2c */ char *m_pszArmoryDesc; /* 0x30 */ char *m_pszName; /* 0x34 */ char *m_pszAttributeClass; /* 0x38 */ bool m_bCanAffectMarketName; /* 0x39 */ bool m_bCanAffectRecipeCompName; /* 0x3c */ int m_nTagHandle; /* 0x40 */ string_t m_iszAttributeClass; }; // binary refers to 0x58 when iterating over the attribute map, so we'll refer to that value // we could also do a runtime assertion static_assert(sizeof(CEconItemAttributeDefinition) + 0x14 == 0x58, "CEconItemAttributeDefinition size mismatch"); // pointer to item schema attribute map singleton using AttributeMap = CUtlMap; AttributeMap *g_SchemaAttributes; typedef uintptr_t (*GetEconItemSchema_fn)(void); GetEconItemSchema_fn fnGetEconItemSchema = nullptr; // https://www.unknowncheats.me/wiki/Calling_Functions_From_Injected_Library_Using_Function_Pointers_in_C%2B%2B #ifdef WIN32 typedef bool (__thiscall *CEconItemAttributeInitFromKV_fn)(CEconItemAttributeDefinition* pThis, KeyValues* pAttributeKeys, CUtlVector* pErrors); #elif defined(_LINUX) typedef bool (__cdecl *CEconItemAttributeInitFromKV_fn)(CEconItemAttributeDefinition* pThis, KeyValues* pAttributeKeys, CUtlVector* pErrors); #endif CEconItemAttributeInitFromKV_fn fnItemAttributeInitFromKV = nullptr; const char* NATIVE_ATTRIB_DIR = "addons/sourcemod/configs/tf2nativeattribs"; bool DynSchema::Load(PluginId id, ISmmAPI *ismm, char *error, size_t maxlen, bool late) { PLUGIN_SAVEVARS(); GET_V_IFACE_CURRENT(GetEngineFactory, engine, IVEngineServer, INTERFACEVERSION_VENGINESERVER); GET_V_IFACE_ANY(GetServerFactory, server, IServerGameDLL, INTERFACEVERSION_SERVERGAMEDLL); GET_V_IFACE_CURRENT(GetFileSystemFactory, filesystem, IFileSystem, FILESYSTEM_INTERFACE_VERSION); SH_ADD_HOOK_MEMFUNC(IServerGameDLL, LevelInit, server, this, &DynSchema::Hook_LevelInitPost, true); // get the base address of the server #if _WINDOWS CWinLibInfo lib(server); lib.LocatePattern("\xE8\x2A\x2A\x2A\x2A\x83\xC0\x04\xC3", 9, (void**) &fnGetEconItemSchema); lib.LocatePattern("\x55\x8B\xEC\x53\x8B\x5D\x08\x56\x8B\xF1\x8B\xCB\x57\xE8\x2A\x2A\x2A\x2A", 18, (void**) &fnItemAttributeInitFromKV); #elif _LINUX CLinuxLibInfo lib(server); lib.LocateSymbol("_ZN28CEconItemAttributeDefinition11BInitFromKVEP9KeyValuesP10CUtlVectorI10CUtlString10CUtlMemoryIS3_iEE", (void**) &fnItemAttributeInitFromKV); lib.LocateSymbol("_Z15GEconItemSchemav", (void**) &fnGetEconItemSchema); #endif if (!fnItemAttributeInitFromKV || !fnGetEconItemSchema) { META_CONPRINTF("Failed to get GEIS or BIFKV\n"); return false; } // is this late enough in the MM:S load stage? we might just have to hold the function g_SchemaAttributes = reinterpret_cast(fnGetEconItemSchema() + 0x1BC); return true; } bool DynSchema::Unload(char *error, size_t maxlen) { SH_REMOVE_HOOK_MEMFUNC(IServerGameDLL, LevelInit, server, this, &DynSchema::Hook_LevelInitPost, true); return true; } /** * Initializes a CEconItemAttributeDefinition from a KeyValues definition, then inserts or * replaces the appropriate entry in the schema. */ bool InsertOrReplaceAttribute(KeyValues *pAttribKV) { /** * TODO implement special handling when "auto" is provided; use an autoincrementing value * that checks for a free slot in the attribute mapping, then internally map the attribute * name to that value for persistence and so we don't add that attribute multiple times */ int attrdef = atoi(pAttribKV->GetName()); if (attrdef <= 0) { return false; } // only replace existing injected attributes; fail on schema attributes auto existingIndex = g_SchemaAttributes->Find(attrdef); if (existingIndex != g_SchemaAttributes->InvalidIndex()) { auto &existingAttr = g_SchemaAttributes->Element(existingIndex); if (!existingAttr.m_KeyValues->GetBool("injected")) { META_CONPRINTF("WARN: Not overriding native attribute '%s'\n", existingAttr.m_pszName); return false; } } // embed additional custom data into attribute KV; econdata and the like can deal with this // one could also add this data into the file itself, but this leaves less room for error pAttribKV->SetBool("injected", true); CEconItemAttributeDefinition def; fnItemAttributeInitFromKV(&def, pAttribKV, nullptr); // TODO verify that this doesn't leak, or just shrug it off g_SchemaAttributes->InsertOrReplace(attrdef, def); return true; } bool DynSchema::Hook_LevelInitPost(const char *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background) { // this hook should fire shortly after the schema is (re)initialized char game_path[256]; engine->GetGameDir(game_path, sizeof(game_path)); char buffer[1024]; g_SMAPI->PathFormat(buffer, sizeof(buffer), "%s/%s", game_path, "addons/dynattrs/items_dynamic.txt"); // always initialize attributes -- it's better than losing attributes on schema reinit // coughhiddendevattributescough // collect raw attribute keyvalue entries scattered across files KeyValues::AutoDelete rawAttributes("attributes"); // read our own dynamic schema file -- this one supports other sections KeyValues::AutoDelete pKVMainConfig("DynamicSchema"); if (pKVMainConfig->LoadFromFile(filesystem, buffer)) { KeyValues *pKVAttributes = pKVMainConfig->FindKey( "attributes" ); if (pKVAttributes) { rawAttributes->RecursiveMergeKeyValues(pKVAttributes); META_CONPRINTF("Successfully injected custom schema %s\n", buffer); } else { META_CONPRINTF("Failed to inject custom schema %s\n", buffer); } } // iterate over TF2 Hidden Dev Attributes KV format // https://forums.alliedmods.net/showthread.php?t=326853 g_SMAPI->PathFormat(buffer, sizeof(buffer), "%s/%s/*", game_path, NATIVE_ATTRIB_DIR); FileFindHandle_t findHandle; const char *filename = filesystem->FindFirst(buffer, &findHandle); while (filename) { char pathbuf[1024]; g_SMAPI->PathFormat(pathbuf, sizeof(pathbuf), "%s/%s/%s", game_path, NATIVE_ATTRIB_DIR, filename); if (!filesystem->FindIsDirectory(findHandle)) { KeyValues::AutoDelete nativeAttribConfig("attributes"); nativeAttribConfig->LoadFromFile(filesystem, pathbuf); rawAttributes->RecursiveMergeKeyValues(nativeAttribConfig); META_CONPRINTF("Discovered custom schema %s\n", pathbuf); } filename = filesystem->FindNext(findHandle); } filesystem->FindClose(findHandle); // perhaps add some other validations before we actually process our attributes? // TODO ensure the name doesn't clash with existing / newly injected attributes // finally process our attributes FOR_EACH_TRUE_SUBKEY(rawAttributes, kv) { InsertOrReplaceAttribute(kv); } return true; } void DynSchema::AllPluginsLoaded() { /* This is where we'd do stuff that relies on the mod or other plugins * being initialized (for example, cvars added and events registered). */ } bool DynSchema::Pause(char *error, size_t maxlen) { return true; } bool DynSchema::Unpause(char *error, size_t maxlen) { return true; } const char *DynSchema::GetLicense() { return "Proprietary"; } const char *DynSchema::GetVersion() { return "1.2.1"; } const char *DynSchema::GetDate() { return __DATE__; } const char *DynSchema::GetLogTag() { return "dynschema"; } const char *DynSchema::GetAuthor() { return "nosoop"; } const char *DynSchema::GetDescription() { return "Injects user-defined content into the game schema"; } const char *DynSchema::GetName() { return "TF2 Dynamic Schema"; } const char *DynSchema::GetURL() { return "https://git.csrd.science/"; }