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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;
 
- IBaseFileSystem *basefilesystem = 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;
 
- using GetEconItemSchemaFn_t = uintptr_t();
 
- GetEconItemSchemaFn_t *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;
 
- 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, basefilesystem, IBaseFileSystem, BASEFILESYSTEM_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) {
 
- 	int attrdef = atoi(pAttribKV->GetName());
 
- 	
 
- 	if (attrdef <= 0) {
 
- 		return false;
 
- 	}
 
- 	
 
- 	// TODO only replace injected attribute if it exists
 
- 	
 
- 	// 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
 
- 	KeyValues::AutoDelete pItemKV("DynamicSchema");
 
- 	if (pItemKV->LoadFromFile(basefilesystem, buffer)) {
 
- 		// TODO check for devattribs folder and import KVs from there, then do a final pass
 
- 		KeyValues *pKVAttributes = pItemKV->FindKey( "attributes" );
 
- 		if (pKVAttributes) {
 
- 			FOR_EACH_TRUE_SUBKEY(pKVAttributes, pKVAttribute) {
 
- 				InsertOrReplaceAttribute(pKVAttribute);
 
- 			}
 
- 		}
 
- 		META_CONPRINTF("Successfully injected custom schema %s\n", buffer);
 
- 	} else {
 
- 		META_CONPRINTF("Failed to inject custom schema %s\n", buffer);
 
- 	}
 
- 	
 
- 	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 "1.1.0";
 
- }
 
- 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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