diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/con_.c | 1 | ||||
-rw-r--r-- | src/engineapi.c | 3 | ||||
-rw-r--r-- | src/engineapi.h | 2 | ||||
-rw-r--r-- | src/fov.c | 1 | ||||
-rw-r--r-- | src/sst.c | 50 |
5 files changed, 26 insertions, 31 deletions
@@ -329,7 +329,6 @@ void con_reg(void *cmd_or_var) { } void con_init(void) { - // FIXME: ConsoleColorPrintf isn't working in Portal 2, possible regression? _con_colourmsgf = VFUNC(_con_iface, ConsoleColorPrintf); dllid = AllocateDLLIdentifier(_con_iface); diff --git a/src/engineapi.c b/src/engineapi.c index b2272f9..0511c7d 100644 --- a/src/engineapi.c +++ b/src/engineapi.c @@ -40,7 +40,7 @@ struct VEngineServer *engserver; DECL_VFUNC(void *, GetGlobalVars, 1) void *globalvars; -void *inputsystem; +void *inputsystem, *vgui; DECL_VFUNC_DYN(void *, GetAllServerClasses) @@ -74,6 +74,7 @@ bool engineapi_init(int pluginver) { if (pim) globalvars = GetGlobalVars(pim); inputsystem = factory_inputsystem("InputSystemVersion001", 0); + vgui = factory_engine("VEngineVGui001", 0); void *srvdll; // TODO(compat): add this back when there's gamedata for 009 (no point atm) diff --git a/src/engineapi.h b/src/engineapi.h index 6394ec2..05f47ea 100644 --- a/src/engineapi.h +++ b/src/engineapi.h @@ -124,7 +124,7 @@ struct ServerClass { extern struct VEngineClient *engclient; extern struct VEngineServer *engserver; extern void *globalvars; -extern void *inputsystem; +extern void *inputsystem, *vgui; /* * Called on plugin init to attempt to initialise various core interfaces. @@ -1,5 +1,6 @@ /* * Copyright © 2022 Michael Smith <mikesmiffy128@gmail.com> + * Copyright © 2022 Willian Henrique <wsimanbrazil@yahoo.com.br> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above @@ -211,15 +211,17 @@ static void do_featureinit(void) { } } -static void *vgui; -typedef void (*VCALLCONV VGuiConnect_func)(void); +typedef void (*VCALLCONV VGuiConnect_func)(void *this); static VGuiConnect_func orig_VGuiConnect; -static void VCALLCONV hook_VGuiConnect(void) { - orig_VGuiConnect(); +static void VCALLCONV hook_VGuiConnect(void *this) { + orig_VGuiConnect(this); do_featureinit(); - unhook_vtable(*(void ***)vgui, vtidx_VGuiConnect, (void *)orig_VGuiConnect); + unhook_vtable(*(void ***)vgui, vtidx_VGuiConnect, + (void *)orig_VGuiConnect); } +DECL_VFUNC_DYN(bool, VGuiIsInitialized) + // --- 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 @@ -227,23 +229,22 @@ static void VCALLCONV hook_VGuiConnect(void) { // 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. +// So here, we hook CEngineVGui::Connect() which is one the very last things +// to get called on startup, and use that hook to defer feature init till after +// most of the rest of the game is up and running. That allows us to touch +// pretty much any engine stuff without worrying about load order nonsense. // // Route credit to Bill for helping figure a lot of this out - mike -static void deferinit(void) { - vgui = factory_engine("VEngineVGui001", 0); +static bool deferinit(void) { if (!vgui) { - errmsg_warnx("couldn't get VEngineVGui for deferred feature setup"); + errmsg_warnx("can't use VEngineVGui for deferred feature setup"); goto e; } + // Arbitrary check to infer whether we've been early- or late-loaded. + // We used to just see whether gameui.dll/libgameui.so was loaded, but + // Portal 2 does away with the separate gameui library, so now we just call + // CEngineVGui::IsInitialized() which works everywhere. + if (VGuiIsInitialized(vgui)) return false; if (!os_mprot(*(void ***)vgui + vtidx_VGuiConnect, sizeof(void *), PAGE_READWRITE)) { errmsg_warnsys("couldn't make CEngineVGui vtable writable for deferred " @@ -252,11 +253,11 @@ static void deferinit(void) { } orig_VGuiConnect = (VGuiConnect_func)hook_vtable(*(void ***)vgui, vtidx_VGuiConnect, (void *)&hook_VGuiConnect); - return; + return true; e: con_warn("!!! SOME FEATURES MAY BE BROKEN !!!\n"); - // I think this is the lesser of two evils! Unlikely to happen anyway. - do_featureinit(); + // Lesser of two evils: just init features now. Unlikely to happen anyway. + return false; } static bool do_load(ifacefactory enginef, ifacefactory serverf) { @@ -329,14 +330,7 @@ static bool do_load(ifacefactory enginef, ifacefactory serverf) { } } -#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(); + if (!deferinit()) do_featureinit(); return true; } |