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- /**
- * vim: set ts=4 sw=4 tw=99 noet :
- * ======================================================
- * TF2 Dynamic Schema Injector
- * Written by nosoop
- * ======================================================
- */
- #include <stdio.h>
- #include "mmsplugin.h"
- #include <utlmap.h>
- #include <utlstring.h>
- #include <KeyValues.h>
- #include <filesystem.h>
- #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<int, CEconItemAttributeDefinition, int>;
- 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<CUtlString>* pErrors);
- #elif defined(_LINUX)
- typedef bool (__cdecl *CEconItemAttributeInitFromKV_fn)(CEconItemAttributeDefinition* pThis, KeyValues* pAttributeKeys, CUtlVector<CUtlString>* 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<AttributeMap*>(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/";
- }
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