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authorMichael Smith <mikesmiffy128@gmail.com>2021-12-26 23:58:23 +0000
committerMichael Smith <mikesmiffy128@gmail.com>2021-12-27 00:00:50 +0000
commit39725b79404acb6a020b3653b59df3e7bf598e00 (patch)
treeccc0eb5fe1967da74e06a3914b961d261b09cda0
parent7672d873478a67de599d2f701b4cc8ddc047ae01 (diff)
Block the plugin nag dialog in newer L4D2 builds
-rw-r--r--src/sst.c51
1 files changed, 50 insertions, 1 deletions
diff --git a/src/sst.c b/src/sst.c
index 6c60cf3..d13ba5d 100644
--- a/src/sst.c
+++ b/src/sst.c
@@ -15,6 +15,7 @@
*/
#include <stdbool.h>
+#include <string.h>
#include "con_.h"
#include "demorec.h"
@@ -66,6 +67,20 @@ ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0;
// plonking ~~some bools~~ one bool here and worrying about it later. :^)
static bool has_demorec = false;
+// HACK: later versions of L4D2 show an annoying dialog on every plugin_load.
+// We can suppress this by catching the message string that's passed from
+// engine.dll to gameui.dll through KeyValuesSystem in vstdlib.dll and just
+// replacing it with some other arbitrary garbage string. This makes gameui fail
+// to match the message and thus do nothing. :)
+static void **kvsvt;
+typedef const char *(*VCALLCONV GetStringForSymbol_func)(void *this, int s);
+static GetStringForSymbol_func orig_GetStringForSymbol = 0;
+static const char *VCALLCONV GetStringForSymbol_hook(void *this, int s) {
+ const char *ret = orig_GetStringForSymbol(this, s);
+ if (!strcmp(ret, "OnClientPluginWarning")) ret = "sstBlockedThisEvent";
+ return ret;
+}
+
static bool do_load(ifacefactory enginef, ifacefactory serverf) {
factory_engine = enginef; factory_server = serverf;
#ifndef __linux__
@@ -111,7 +126,37 @@ nc: gamedata_init();
has_demorec = demorec_init();
fixes_apply();
- con_colourmsg(RGBA(64, 255, 64, 255),
+ // NOTE: this is technically redundant for early versions but I CBA writing
+ // a version check; it's easier to just do this unilaterally.
+ if (GAMETYPE_MATCHES(L4D2)) {
+#ifdef _WIN32
+ // XXX: not sure if vstdlib should be done dynamically like this or just
+ // another stub like tier0?
+ void *vstdlib = GetModuleHandleW(L"vstdlib.dll");
+ if (!vstdlib) {
+ con_warn("sst: warning: couldn't get vstdlib, won't be able to "
+ "prevent nag message\n");
+ goto e;
+ }
+ void *(*KeyValuesSystem)(void) = (void *(*)(void))os_dlsym(vstdlib,
+ "KeyValuesSystem");
+ if (KeyValuesSystem) {
+ void *kvs = KeyValuesSystem();
+ kvsvt = *(void ***)kvs;
+ if (!os_mprot(kvsvt + 4, sizeof(void *), PAGE_READWRITE)) {
+ con_warn("sst: warning: couldn't unprotect KeyValuesSystem "
+ "vtable; won't be able to prevent nag message\n");
+ goto e;
+ }
+ orig_GetStringForSymbol = (GetStringForSymbol_func)hook_vtable(
+ kvsvt, 4, (void *)GetStringForSymbol_hook);
+ }
+#else
+#warning TODO(linux) suitably abstract this stuff to Linux!
+#endif
+ }
+
+e: con_colourmsg(RGBA(64, 255, 64, 255),
NAME " v" VERSION " successfully loaded");
con_colourmsg(RGBA(255, 255, 255, 255), " for game ");
con_colourmsg(RGBA(0, 255, 255, 255), "%s\n", gameinfo_title);
@@ -127,6 +172,10 @@ static void do_unload(void) {
if (clientlib) dlclose(clientlib);
#endif
con_disconnect();
+
+ if (orig_GetStringForSymbol) {
+ unhook_vtable(kvsvt, 4, (void *)orig_GetStringForSymbol);
+ }
}
// since this is static/global, it only becomes false again when the plugin SO