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/*
* Copyright © 2023 Matthew Wozniak <sirtomato999@gmail.com>
* Copyright © 2024 Michael Smith <mikesmiffy128@gmail.com>
* Copyright © 2023 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
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
* REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
* AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
* INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
* LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#include <stdlib.h>
#include "con_.h"
#include "engineapi.h"
#include "errmsg.h"
#include "gamedata.h"
#include "gametype.h"
#include "feature.h"
#include "hook.h"
#include "intdefs.h"
#include "langext.h"
#include "mem.h"
#include "os.h"
#include "ppmagic.h"
#include "sst.h"
#include "x86.h"
#include "x86util.h"
FEATURE()
REQUIRE_GAMEDATA(vtidx_RunFrame)
REQUIRE_GAMEDATA(vtidx_Frame)
REQUIRE_GAMEDATA(vtidx_GetRealTime)
REQUIRE_GAMEDATA(vtidx_HostFrameTime)
typedef void (*Host_AccumulateTime_func)(float dt);
static Host_AccumulateTime_func orig_Host_AccumulateTime;
static float *realtime, *host_frametime;
static float skiptime = 0.0, skiprate;
static void hook_Host_AccumulateTime(float dt) {
float skipinc = skiprate * dt;
if_hot (!skiptime) {
orig_Host_AccumulateTime(dt);
return;
}
if_random (skiptime <= skipinc) skipinc = skiptime; // should become fcmovbe
skiptime -= skipinc;
*realtime += skipinc;
*host_frametime = skipinc;
}
void fastfwd(float seconds, float timescale) {
skiptime = seconds;
skiprate = timescale;
}
void fastfwd_add(float seconds, float timescale) {
skiptime += seconds;
skiprate = timescale;
}
static inline void *find_eng(void *runframe) {
#ifdef _WIN32
const uchar *insns = (const uchar *)runframe;
// RunFrame() first calls a virtual function on `eng`, the CEngine global.
// Look for the load of `this` into ECX.
for (const uchar *p = insns; p - insns < 32;) {
// mov ecx, dword ptr [this]
if (p[0] == X86_MOVRMW && p[1] == X86_MODRM(0, 1, 5)) {
void **indirect = mem_loadptr(p + 2);
return *indirect;
}
NEXT_INSN(p, "eng global object");
}
#else
#warning TODO(linux): yet another assembly thing
#endif
return 0;
}
static inline void *find_HostState_Frame(void *Frame) {
#ifdef _WIN32
// Frame() calls HostState_Frame in a small switch which the compiler just
// turns into a conditional branch. Find a cmp with a call after it.
const uchar *insns = (const uchar *)Frame;
for (const uchar *p = insns; p - insns < 640;) {
if (p[0] == X86_ALUMI8S && (p[1] & 0x38) == X86_MODRM(0, 7, 0) &&
p[2] == 2) {
NEXT_INSN(p, "HostState_Frame");
while (p - insns < 640) {
if (p[0] == X86_CALL) {
return (uchar *)p + 5 + mem_loads32(p + 1);
}
NEXT_INSN(p, "HostState_Frame");
}
return 0;
}
NEXT_INSN(p, "HostState_Frame");
}
#else
#warning TODO(linux): yet another assembly thing
#endif
return 0;
}
static inline void *find_FrameUpdate(void *HostState_Frame) {
#ifdef _WIN32
// HostState_Frame() calls another non-virtual member function (FrameUpdate)
const uchar *insns = (const uchar *)HostState_Frame;
for (const uchar *p = insns; p - insns < 384;) {
if (p[0] == X86_CALL) return (uchar *)p + 5 + mem_loads32(p + 1);
NEXT_INSN(p, "CHostState::FrameUpdate");
}
#else
#warning TODO(linux): yet another assembly thing
#endif
return 0;
}
static inline bool find_Host_AccumulateTime(void *_Host_RunFrame) {
#ifdef _WIN32
const uchar *insns = (const uchar *)_Host_RunFrame;
for (const uchar *p = insns; p - insns < 384;) {
if (p[0] == X86_FLTBLK2 && p[1] == X86_MODRM(1, 0, 5) && p[2] == 8) {
NEXT_INSN(p, "Host_AccumulateTime");
while (p - insns < 384) {
if (p[0] == X86_CALL) {
orig_Host_AccumulateTime = (Host_AccumulateTime_func)(
p + 5 + mem_loads32(p + 1));
return true;
}
NEXT_INSN(p, "Host_AccumulateTime");
}
return false;
}
NEXT_INSN(p, "Host_AccumulateTime");
}
return false;
#else
#warning TODO(linux): yet another assembly thing
#endif
}
// we can find some float globals with functions that return them immediately
// FLD dword ptr [floatvar]
static inline float *find_float(void *func) {
// TODO(linux): this one might be okay - but still check!
const uchar *insn = (const uchar *)func;
if (insn[0] != X86_FLTBLK2 || insn[1] != 0x05) return 0;
else return mem_loadptr(insn + 2);
}
// a few layers of the call stack have the target function take a float arg,
// so we can look for a particular number of FLD instructions followed by a CALL
// and then grab the function from that
static void *find_floatcall(void *func, int fldcnt, const char *name) {
// TODO(linux): likewise this has a chance of working, but needs testing
const uchar *insns = (const uchar *)func;
for (const uchar *p = insns; p - insns < 384;) {
if (p[0] == X86_FLTBLK2 && (p[1] & 0x38) == 0) {
NEXT_INSN(p, name);
while (p - insns < 384) {
if (p[0] == X86_CALL) {
if (!--fldcnt) return (uchar *)p + 5 + mem_loads32(p + 1);
goto next;
}
NEXT_INSN(p, name);
}
return false;
}
next: NEXT_INSN(p, name);
}
return 0;
}
PREINIT {
// currently only used for l4d quick reset stuff, and conflicts with SPT's
// tas_pause hook. so, disable for non-L4D games for now, to be polite.
// TODO(compat): come up with a real solution for this if/when required
return GAMETYPE_MATCHES(L4Dbased);
}
INIT {
void *hldsapi = factory_engine("VENGINE_HLDS_API_VERSION002", 0);
if_cold (!hldsapi) {
errmsg_errorx("couldn't find HLDS API interface");
return false;
}
void *enginetool = factory_engine("VENGINETOOL003", 0);
if_cold (!enginetool) {
errmsg_errorx("missing engine tool interface");
return false;
}
// behold: the greatest pointer chase of all time
realtime = find_float((*(void ***)enginetool)[vtidx_GetRealTime]);
if_cold (!realtime) {
errmsg_errorx("couldn't find realtime variable");
return false;
}
host_frametime = find_float((*(void ***)enginetool)[vtidx_HostFrameTime]);
if_cold (!host_frametime) {
errmsg_errorx("couldn't find host_frametime variable");
return false;
}
void *eng = find_eng((*(void ***)hldsapi)[vtidx_RunFrame]);
if_cold (!eng) {
errmsg_errorx("couldn't find eng global object");
return false;
}
void *func;
if_cold (!(func = find_HostState_Frame((*(void ***)eng)[vtidx_Frame]))) {
errmsg_errorx("couldn't find HostState_Frame function");
return false;
}
if_cold (!(func = find_FrameUpdate(func))) {
errmsg_errorx("couldn't find FrameUpdate function");
return false;
}
if_cold (!(func = find_floatcall(func, GAMETYPE_MATCHES(L4D2_2147plus) ?
2 : 1, "CHostState::State_Run"))) {
errmsg_errorx("couldn't find State_Run function");
return false;
}
if_cold (!(func = find_floatcall(func, 1, "Host_RunFrame"))) {
errmsg_errorx("couldn't find Host_RunFrame function");
return false;
}
if_cold (!(func = find_floatcall(func, 1, "_Host_RunFrame"))) {
errmsg_errorx("couldn't find _Host_RunFrame");
return false;
}
if_cold (!find_Host_AccumulateTime(func)) {
errmsg_errorx("couldn't find Host_AccumulateTime");
return false;
}
orig_Host_AccumulateTime = (Host_AccumulateTime_func)hook_inline(
(void *)orig_Host_AccumulateTime, (void *)hook_Host_AccumulateTime);
if_cold (!orig_Host_AccumulateTime) {
errmsg_errorsys("couldn't hook Host_AccumulateTime function");
}
return true;
}
END {
if_hot (!sst_userunloaded) return;
unhook_inline((void *)orig_Host_AccumulateTime);
}
// vi: sw=4 ts=4 noet tw=80 cc=80
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