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-rw-r--r--gamedata/engine.kv3
-rw-r--r--src/build/mkentprops.c3
-rw-r--r--src/fixes.c8
-rw-r--r--src/fixes.h7
-rw-r--r--src/sst.c129
5 files changed, 92 insertions, 58 deletions
diff --git a/gamedata/engine.kv b/gamedata/engine.kv
index 840f9a1..022ccbd 100644
--- a/gamedata/engine.kv
+++ b/gamedata/engine.kv
@@ -79,4 +79,7 @@ off_SP_offset {
//2013 72 // TODO(compat): not sure about 2013/009 yet pt3
}
+// IEngineVGuiInternal/CEngineVGui
+vtidx_VGuiConnect "3 + NVDTOR" // note: real name is Connect, way too generic
+
// vi: sw=4 ts=4 noet tw=80 cc=80 ft=plain
diff --git a/src/build/mkentprops.c b/src/build/mkentprops.c
index 321b954..9c366e5 100644
--- a/src/build/mkentprops.c
+++ b/src/build/mkentprops.c
@@ -163,6 +163,9 @@ F( " has_%s = true;", (*pp)->varname)
// > can detect that and set the SPROP_IS_VECTOR_ELEM flag.
// apparently if we're loaded via VDF, it hasn't been flipped back
// yet. just calling abs() on everything as an easy solution.
+ // TODO(opt): if we moved this into deferred init we wouldn't need
+ // to bother with this, but that might involve untangling more
+ // engineapi stuff
F( " %s = abs(*(int *)mem_offset(p, off_SP_offset));",
(*pp)->varname)
_( " if (!--needprops) break;")
diff --git a/src/fixes.c b/src/fixes.c
index a90d878..d055ba8 100644
--- a/src/fixes.c
+++ b/src/fixes.c
@@ -161,12 +161,4 @@ void fixes_apply(void) {
else if (GAMETYPE_MATCHES(L4D2x)) l4d2specific();
}
-void fixes_tryagainlater(void) {
- if (GAMETYPE_MATCHES(L4D1)) {
- // whatever dll this is in seems to load late (mm_l4d_debug is fine)
- struct con_var *v = con_findvar("ui_l4d_debug");
- if (v) con_setvari(v, 0);
- }
-}
-
// vi: sw=4 ts=4 noet tw=80 cc=80
diff --git a/src/fixes.h b/src/fixes.h
index 54d8d06..ae863a8 100644
--- a/src/fixes.h
+++ b/src/fixes.h
@@ -20,11 +20,4 @@
*/
void fixes_apply(void);
-/*
- * Applies specific fixes *again*, in cases where they wouldn't work very early
- * in game startup (like if the plugin is loaded via VDF). Isn't guaranteed to
- * be called if the plugin is loaded later, so must do things redundantly.
- */
-void fixes_tryagainlater(void);
-
// vi: sw=4 ts=4 noet tw=80 cc=80
diff --git a/src/sst.c b/src/sst.c
index 3ad48cc..554cfe5 100644
--- a/src/sst.c
+++ b/src/sst.c
@@ -160,15 +160,6 @@ static const char *VCALLCONV GetStringForSymbol_hook(void *this, int s) {
return ret;
}
-// by hooking stuffcmds, we get a callback after the last of the startup
-// commands have run (the command line ones)
-static struct con_cmd *cmd_stuffcmds = 0;
-static con_cmdcb orig_stuffcmds_cb;
-static void hook_stuffcmds_cb(const struct con_cmdargs *args) {
- orig_stuffcmds_cb(args);
- fixes_tryagainlater();
-}
-
// vstdlib symbol, only currently used in l4d2 but exists everywhere so oh well
IMPORT void *KeyValuesSystem(void);
@@ -207,6 +198,75 @@ static bool already_loaded = false, skip_unload = false;
#define RGBA(r, g, b, a) (&(struct con_colour){(r), (g), (b), (a)})
+static void do_featureinit(void) {
+ has_autojump = autojump_init();
+ has_demorec = demorec_init();
+ // not enabling demorec_custom yet - kind of incomplete and currently unused
+ //if (has_demorec) demorec_custom_init();
+ bool has_ent = ent_init();
+ has_fov = fov_init(has_ent);
+ if (has_ent) l4dwarp_init();
+ has_nosleep = nosleep_init();
+#ifdef _WIN32
+ has_rinput = rinput_init();
+#endif
+ fixes_apply();
+
+ con_colourmsg(RGBA(64, 255, 64, 255),
+ LONGNAME " v" VERSION " successfully loaded");
+ con_colourmsg(RGBA(255, 255, 255, 255), " for game ");
+ con_colourmsg(RGBA(0, 255, 255, 255), "%s\n", gameinfo_title);
+}
+
+static void *vgui;
+typedef void (*VCALLCONV VGuiConnect_func)(void);
+static VGuiConnect_func orig_VGuiConnect;
+static void VCALLCONV hook_VGuiConnect(void) {
+ orig_VGuiConnect();
+ do_featureinit();
+ unhook_vtable(*(void ***)vgui, vtidx_VGuiConnect, (void *)orig_VGuiConnect);
+}
+
+// --- Magical deferred load order hack nonsense! ---
+// The engine loads VDF plugins basically right after server.dll, but long
+// before most other stuff, which makes hooking certain other stuff a pain. We
+// still want to be able to load via VDF as it's the only reasonable way to get
+// in before config.cfg, which is needed for any kind of configuration to work
+// correctly.
+//
+// So here, we hook CEngineVGui::Connect() which is pretty much the last thing
+// that gets called on init, and defer feature init till afterwards. That allows
+// us to touch pretty much any engine stuff without worrying about load order
+// nonsense.
+//
+// In do_load() below, we check to see whether we're loading early by checking
+// whether gameui.dll is loaded yet; this is one of several possible arbitrary
+// checks. If it's loaded already, we assume we're getting loaded late via the
+// console and just init everything immediately.
+//
+// Route credit to Bill for helping figure a lot of this out - mike
+static void deferinit(void) {
+ vgui = factory_engine("VEngineVGui001", 0);
+ if (!vgui) {
+ con_warn("sst: warning: couldn't get VEngineVGui for deferred "
+ "feature setup\n");
+ goto e;
+ }
+ if (!os_mprot(*(void ***)vgui + vtidx_VGuiConnect, sizeof(void *),
+ PAGE_READWRITE)) {
+ con_warn("sst: warning: couldn't unprotect CEngineVGui vtable for "
+ "deferred feature setup\n");
+ goto e;
+ }
+ orig_VGuiConnect = (VGuiConnect_func)hook_vtable(*(void ***)vgui,
+ vtidx_VGuiConnect, (void *)&hook_VGuiConnect);
+ return;
+
+e: con_warn("!!! SOME FEATURES MAY BE BROKEN !!!\n");
+ // I think this is the lesser of two evils! Unlikely to happen anyway.
+ do_featureinit();
+}
+
static bool do_load(ifacefactory enginef, ifacefactory serverf) {
factory_engine = enginef; factory_server = serverf;
if (!engineapi_init(ifacever)) return false;
@@ -226,14 +286,12 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) {
*p = (void *)&nop_p_v; // OnEdictFreed
#ifdef _WIN32
- //serverlib = GetModuleHandleW(gameinfo_serverlib);
void *clientlib = GetModuleHandleW(gameinfo_clientlib);
#else
- // Linux Source load order seems to be different to the point where if we
- // +plugin_load or use a vdf then RTLD_NOLOAD won't actually find these, so
- // we have to just dlopen them normally - and then remember to decrement the
- // refcount again later in do_unload() so nothing gets leaked
- //serverlib = dlopen(gameinfo_serverlib, RTLD_NOW);
+ // Apparently on Linux, the client library isn't actually loaded yet here,
+ // so RTLD_NOLOAD won't actually find it. We have to just dlopen it
+ // normally - and then remember to decrement the refcount again later in
+ // do_unload() so nothing gets leaked!
clientlib = dlopen(gameinfo_clientlib, RTLD_NOW);
#endif
if (!clientlib) {
@@ -247,6 +305,7 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) {
void *inputsystemlib = GetModuleHandleW(L"inputsystem.dll");
#else
// TODO(linux): assuming the above doesn't apply to this; check if it does!
+ // ... actually, there's a good chance this assumption is now wrong!
void *inputsystemlib = dlopen("bin/libinputsystem.so",
RTLD_NOW | RLTD_NOLOAD);
if (inputsystemlib) dlclose(inputsystemlib); // blegh
@@ -259,19 +318,6 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) {
con_warn("sst: warning: couldn't get input system's CreateInterface\n");
}
- has_autojump = autojump_init();
- has_demorec = demorec_init();
- // not enabling demorec_custom yet - kind of incomplete and currently unused
- //if (has_demorec) demorec_custom_init();
- bool has_ent = ent_init();
- has_fov = fov_init(has_ent);
- if (has_ent) l4dwarp_init();
- has_nosleep = nosleep_init();
-#ifdef _WIN32
- has_rinput = rinput_init();
-#endif
- fixes_apply();
-
// 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(L4D2x)) {
@@ -280,22 +326,21 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) {
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);
- }
-
- cmd_stuffcmds = con_findcmd("stuffcmds");
- if (cmd_stuffcmds) {
- orig_stuffcmds_cb = cmd_stuffcmds->cb;
- cmd_stuffcmds->cb = hook_stuffcmds_cb;
+ else {
+ orig_GetStringForSymbol = (GetStringForSymbol_func)hook_vtable(
+ kvsvt, 4, (void *)GetStringForSymbol_hook);
+ }
}
-e: con_colourmsg(RGBA(64, 255, 64, 255),
- LONGNAME " v" VERSION " successfully loaded");
- con_colourmsg(RGBA(255, 255, 255, 255), " for game ");
- con_colourmsg(RGBA(0, 255, 255, 255), "%s\n", gameinfo_title);
+#ifdef _WIN32
+ bool isvdf = !GetModuleHandleW(L"gameui.dll");
+#else
+ void *gameuilib = dlopen("bin/libgameui.so", RTLD_NOW | RLTD_NOLOAD);
+ bool isvdf = !gameuilib;
+ if (gameuilib) dlclose(gameuilib);
+#endif
+ if (isvdf) deferinit(); else do_featureinit();
return true;
}
@@ -345,7 +390,6 @@ static void do_unload(void) {
#endif
#ifdef __linux__
- //if (serverlib) dlclose(serverlib);
if (clientlib) dlclose(clientlib);
#endif
con_disconnect();
@@ -353,7 +397,6 @@ static void do_unload(void) {
if (orig_GetStringForSymbol) {
unhook_vtable(kvsvt, 4, (void *)orig_GetStringForSymbol);
}
- if (cmd_stuffcmds) cmd_stuffcmds->cb = orig_stuffcmds_cb;
}
static bool VCALLCONV Load(void *this, ifacefactory enginef,