summaryrefslogtreecommitdiffhomepage
path: root/src/l4dreset.c
blob: 4a8792e997c8eea15dd3922f70be30eae33ab094 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
/*
 * Copyright © 2023 Willian Henrique <wsimanbrazil@yahoo.com.br>
 * Copyright © 2024 Michael Smith <mikesmiffy128@gmail.com>
 * Copyright © 2024 Hayden K <imaciidz@gmail.com>
 *
 * 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 <string.h>

#include "abi.h"
#include "con_.h"
#include "engineapi.h"
#include "ent.h"
#include "errmsg.h"
#include "event.h"
#include "fastfwd.h"
#include "feature.h"
#include "gamedata.h"
#include "gametype.h"
#include "gameserver.h"
#include "hook.h"
#include "intdefs.h"
#include "l4dmm.h"
#include "mem.h"
#include "sst.h"
#include "vcall.h"
#include "x86.h"
#include "x86util.h"

#ifdef _WIN32
#define strcasecmp _stricmp
#endif

FEATURE("Left 4 Dead quick resetting")
REQUIRE(ent)
REQUIRE(fastfwd)
REQUIRE(gameserver)
REQUIRE(l4dmm)
REQUIRE_GLOBAL(srvdll)
REQUIRE_GAMEDATA(vtidx_GameFrame) // note: for L4D1 only, always defined anyway
REQUIRE_GAMEDATA(vtidx_GameShutdown)
REQUIRE_GAMEDATA(vtidx_OnGameplayStart)

static void **votecontroller;
static int off_callerrecords = -1;
static int off_voteissues;

static void *director; // "TheDirector" server global

// Note: the vote callers vector contains these as elements. We don't currently
// do anything with the structure, but we're keeping it here for reference.
/*struct CallerRecord {
	u32 steamid_trunc;
	float last_time;
	int votes_passed;
	int votes_failed;
	int last_issueidx;
	bool last_passed;
};*/

struct CVoteIssue;
DECL_VFUNC(const char *, SetIssueDetails, 1 + NVDTOR, const char *)
DECL_VFUNC(const char *, GetDisplayString, 8 + NVDTOR)
DECL_VFUNC(const char *, ExecuteCommand, 9 + NVDTOR)

static struct CVoteIssue *getissue(const char *textkey) {
	struct CUtlVector *issuevec = mem_offset(*votecontroller, off_voteissues);
	struct CVoteIssue **issues = issuevec->m.mem;
	for (int i = 0; /*i < issuevec->sz*/; ++i) { // key MUST be valid!
		if (!strcmp(GetDisplayString(issues[i]), textkey)) return issues[i];
	}
}

static inline void reset(void) {
	// reset the vote cooldowns if possible (will skip L4D1). only necessary on
	// versions >2045 and on map 1, but it's easiest to do unconditionally
	if (off_callerrecords != -1) {
		// This is equivalent to CUtlVector::RemoveAll() as there's no
		// destructors to call. The result as is if nobody had ever voted.
		struct CUtlVector *recordvector = mem_offset(*votecontroller,
				off_callerrecords);
		recordvector->sz = 0;
	}
	ExecuteCommand(getissue("#L4D_vote_restart_game"));
}

static inline void change(const char *missionid) {
	struct CVoteIssue *issue = getissue("#L4D_vote_mission_change");
	SetIssueDetails(issue, missionid); // will just nop if invalid
	ExecuteCommand(issue);
}

// Encoding: skip segment[, another[, another...]]. The last one is negative.
// Cutscenes of same length can share an entry to save a few bytes :)
static const schar ffsegs[] = {
	- 9, // No Mercy; Ravenholm (short cutscene); Dam It Complete; Day Break;
		 // Hard Rain: Downpour; Dead Before Dawn Too
	  4, // Swamp Fever
	  3, // - seen first propane
	-12, // - second propane. Also: Death Toll; Dead Air (L4D1); Dark Carnival;
		 // Cold Front; Riptide
	-15, // Blood Harvest (L4D1); The Sacrifice (L4D1)
	- 8, // Crash Course; Hard Rain; Left 4 Mario; Alley War
	-13, // Dead Center; The Parish; Dead Air (L4D2); Dark Blood 2; Grey Scale;
		 //	Tour of Terror; Carried Off; 2evileyes; Urban Flight; Detour Ahead;
		 // Energy Crisis; Deadly Dispatch; Blood Proof; Centro
	-10, // The Passing; Ceda Fever
	 11, // The Sacrifice (L4D2)
	- 4, // - view of biles
	-16, // Blood Harvest (L4D2), The Last Stand
	-18, // Cold Stream, Warcelona
	- 7, // One 4 Nine
	-14, // Roadkill; Haunted Forest; Suicide Blitz 2
	-19, // Journey to Splash Mountain
	-23, // Dark Woods (Extended)
	-25, // Dark Carnival Remix
	-28, // Diescraper Redux
	-31, // Chernobyl: Chapter One, The Curse of Lazar Castle
	-33, // RedemptionII
	-36, // Deathcraft II
	- 2, // Outrun
	-11, // Arena of the Dead
};
#define FFIDX_NOMERCY 0
#define FFIDX_RAVENHOLM 0
#define FFIDX_DAMIT 0
#define FFIDX_DAYBREAK 0
#define FFIDX_HARDRAINREMIX 0
#define FFIDX_DEADBEFOREDAWNTOO 0
#define FFIDX_SWAMP 1
#define FFIDX_DEATHTOLL 3
#define FFIDX_DEADAIR_L4D1 3
#define FFIDX_CARNIVAL 3
#define FFIDX_COLDFRONT 3
#define FFIDX_RIPTIDE 3
#define FFIDX_HARVEST_L4D1 4
#define FFIDX_SACRIFICE_L4D1 4
#define FFIDX_CRASHCOURSE 5
#define FFIDX_HARDRAIN 5
#define FFIDX_MARIO 5
#define FFIDX_ALLEYWAR 5
#define FFIDX_CENTER 6
#define FFIDX_PARISH 6
#define FFIDX_DEADAIR_L4D2 6
#define FFIDX_DARKBLOOD2 6
#define FFIDX_GREYSCALE 6
#define FFIDX_TOUROFTERROR 6
#define FFIDX_CARRIEDOFF 6
#define FFIDX_2EVILEYES 6
#define FFIDX_URBANFLIGHT 6
#define FFIDX_CITY17 6
#define FFIDX_DETOURAHEAD 6
#define FFIDX_ENERGYCRISIS 6
#define FFIDX_DEADLYDISPATCH 6
#define FFIDX_BLOODPROOF 6
#define FFIDX_CENTRO 6
#define FFIDX_PASSING 7
#define FFIDX_CEDAFEVER 7
#define FFIDX_SACRIFICE_L4D2 8
#define FFIDX_HARVEST_L4D2 10
#define FFIDX_TLS 10
#define FFIDX_STREAM 11
#define FFIDX_WARCELONA 11
#define FFIDX_ONE4NINE 12
#define FFIDX_ROADKILL 13
#define FFIDX_HAUNTEDFOREST 13
#define FFIDX_SUICIDEBLITZ2 13
#define FFIDX_SPLASHMTN 14
#define FFIDX_BLOODTRACKS 14
#define FFIDX_DARKWOODS 15
#define FFIDX_CARNIVALREMIX 16
#define FFIDX_DIESCRAPER 17
#define FFIDX_CHERNOBYL 18
#define FFIDX_LAZARCASTLE 18
#define FFIDX_REDEMPTIONII 19
#define FFIDX_DEATHCRAFT 20
#define FFIDX_OUTRUN 21
#define FFIDX_ARENAOFTHEDEAD 22

static schar ffidx;
static short ffdelay = 0;
static float ffadj = 0;
static int nextmapnum = 0;

DEF_CVAR_MINMAX_UNREG(sst_l4d_quickreset_peektime,
		"Number of seconds to show each relevant item spot during fast-forward",
		1.5, 0, 3, CON_ARCHIVE | CON_HIDDEN)

DEF_CCMD_HERE_UNREG(sst_l4d_quickreset_continue,
		"Get to the end of the current cutscene without further slowdowns", 0) {
	if (!ffdelay) {
		con_warn("not currently fast-forwarding a cutscene\n");
		return;
	}
	float remainder = ffdelay / 30.0f; // XXX: fixed tickrate... fine for now.
	while (ffsegs[ffidx] > 0) remainder += ffsegs[ffidx++];
	remainder -= ffsegs[ffidx];
	ffdelay = 0;
	fastfwd_add(remainder, 30);
}

HANDLE_EVENT(Tick, bool simulating) {
	if (!nextmapnum && simulating && ffdelay && !--ffdelay) {
		schar seg = ffsegs[ffidx];
		float halfwin = con_getvarf(sst_l4d_quickreset_peektime) / 2.0f;
		float t;
		if (seg > 0) { // there's more after this one!
			// if first seg, just take half window. otherwise half + adj = full
			t = seg - ffadj - halfwin;
			ffadj = halfwin;
			++ffidx;
			ffdelay = seg * 30; // XXX: fixed tickrate as above... fine for now.
		}
		else { // last one
			t = -seg - ffadj;
			ffadj = 0; // don't adjust the *next* fastforward's first seg
		}
		fastfwd(t, 30);
	}
}

typedef void (*VCALLCONV OnGameplayStart_func)(void *this);
static OnGameplayStart_func orig_OnGameplayStart;
static void VCALLCONV hook_OnGameplayStart(void *this) {
	orig_OnGameplayStart(this);
	if (nextmapnum) {
		// if we changed map more than 1 time, cancel the reset. this'll happen
		// if someone prematurely disconnects and then starts a new session.
		if (nextmapnum != gameserver_spawncount()) ffdelay = 0;
		else reset(); // prevent bots walking around. note ffdelay is stil 45
	}
	nextmapnum = 0; // resume countdown if there is one! otherwise do nothing.
}
// Simply reuse the above for L4D1, since the calling ABI is the exact same!
#define UnfreezeTeam_func OnGameplayStart_func
#define UnfreezeTeam OnGameplayStart
#define orig_UnfreezeTeam orig_OnGameplayStart
#define hook_UnfreezeTeam hook_OnGameplayStart

static int getffidx(const char *campaign) {
	if (GAMETYPE_MATCHES(L4D1)) {
		if (!strcmp(campaign, "Hospital")) return FFIDX_NOMERCY;
		if (!strcmp(campaign, "SmallTown")) return FFIDX_DEATHTOLL;
		if (!strcmp(campaign, "Airport")) return FFIDX_DEADAIR_L4D1;
		if (!strcmp(campaign, "Farm")) return FFIDX_HARVEST_L4D1;
		if (!strcmp(campaign, "River")) return FFIDX_SACRIFICE_L4D1;
		if (!strcmp(campaign, "Garage")) return FFIDX_CRASHCOURSE;
	}
	else /* L4D2 */ {
		if (!strncmp(campaign, "L4D2C", 5)) {
			int ret;
			switch (campaign[5]) {
				case '1':
					switch (campaign[6]) {
						case '\0': return FFIDX_CENTER;
						case '0': ret = FFIDX_DEATHTOLL; break;
						case '1': ret = FFIDX_DEADAIR_L4D2; break;
						case '2': ret = FFIDX_HARVEST_L4D2; break;
						case '3': ret = FFIDX_STREAM; break;
						case '4': ret = FFIDX_TLS; break;
						default: return -1;
					}
					if (campaign[7]) return -1;
					return ret;
				case '2': ret = FFIDX_CARNIVAL; break;
				case '3': ret = FFIDX_SWAMP; break;
				case '4': ret = FFIDX_HARDRAIN; break;
				case '5': ret = FFIDX_PARISH; break;
				case '6': ret = FFIDX_PASSING; break;
				case '7': ret = FFIDX_SACRIFICE_L4D2; break;
				case '8': ret = FFIDX_NOMERCY; break;
				case '9': ret = FFIDX_CRASHCOURSE; break;
				default: return -1;
			}
			if (campaign[6]) return -1;
			return ret;
		}
		// slow but uncommon case: this giant list of custom campaigns, for fun.
		// TODO(opt): come up with something smart to do here on some rainy day?
		if (!strcmp(campaign, "darkblood2")) return FFIDX_DARKBLOOD2;
		if (!strcmp(campaign, "Greyscale")) return FFIDX_GREYSCALE;
		if (!strcmp(campaign, "yomimario2")) return FFIDX_MARIO;
		// TODO(compat): ravenholm cutscene length is actually random; this is
		// the short one only. we'll want to solve that some day, somehow...
		if (!strcmp(campaign, "ravenholmwar2")) return FFIDX_RAVENHOLM;
		if (!strcmp(campaign, "warcelona")) return FFIDX_WARCELONA;
		if (!strcmp(campaign, "tot")) return FFIDX_TOUROFTERROR;
		if (!strcmp(campaign, "damitcomplete")) return FFIDX_DAMIT;
		if (!strcmp(campaign, "CarriedOff")) return FFIDX_CARRIEDOFF;
		if (!strcmp(campaign, "JourneyToSplashMountain")) return FFIDX_SPLASHMTN;
		if (!strcmp(campaign, "rkls")) return FFIDX_ROADKILL;
		if (!strcmp(campaign, "CedaFever")) return FFIDX_CEDAFEVER;
		if (!strcmp(campaign, "coldfront")) return FFIDX_COLDFRONT;
		if (!strcmp(campaign, "DarkCarnivalRemix")) return FFIDX_CARNIVALREMIX;
		if (!strncmp(campaign, "DayBreak", 8)) {
			if (campaign[8] == '\0' || !strcmp(campaign + 8, "v3")) {
				return FFIDX_DAYBREAK;
			}
			return -1;
		}
		if (!strcmp(campaign, "Downpour")) return FFIDX_HARDRAINREMIX;
		if (!strcmp(campaign, "red")) return FFIDX_REDEMPTIONII;
		if (!strcmp(campaign, "Diescraper362")) return FFIDX_DIESCRAPER;
		if (!strcmp(campaign, "dbd2")) return FFIDX_DEADBEFOREDAWNTOO;
		if (!strcmp(campaign, "2evileyes")) return FFIDX_2EVILEYES;
		if (!strcmp(campaign, "Chernobyl")) return FFIDX_CHERNOBYL;
		if (!strcmp(campaign, "darkwood")) return FFIDX_DARKWOODS;
		if (!strcmp(campaign, "TheCurseofLazarCastle")) return FFIDX_LAZARCASTLE;
		if (!strcmp(campaign, "urbanflight")) return FFIDX_URBANFLIGHT;
		if (!strcmp(campaign, "BloodTracks")) return FFIDX_BLOODTRACKS;
		if (!strcmp(campaign, "City17l4d2")) return FFIDX_CITY17;
		if (!strcmp(campaign, "Deathcraft")) return FFIDX_DEATHCRAFT;
		if (!strcmp(campaign, "detourahead")) return FFIDX_DETOURAHEAD;
		if (!strcmp(campaign, "hauntedforest")) return FFIDX_HAUNTEDFOREST;
		if (!strcmp(campaign, "One4Nine")) return FFIDX_ONE4NINE;
		if (!strcmp(campaign, "suicideblitz2")) return FFIDX_SUICIDEBLITZ2;
		if (!strcmp(campaign, "energycrisis")) return FFIDX_ENERGYCRISIS;
		if (!strcmp(campaign, "DDCW")) return FFIDX_DEADLYDISPATCH;
		if (!strcmp(campaign, "Outrun")) return FFIDX_OUTRUN;
		if (!strcmp(campaign, "BloodProof")) return FFIDX_BLOODPROOF;
		if (!strcmp(campaign, "centro")) return FFIDX_CENTRO;
		if (!strcmp(campaign, "riptide")) return FFIDX_RIPTIDE;
		if (!strcmp(campaign, "jsarena2")) return FFIDX_ARENAOFTHEDEAD;
		if (!strcmp(campaign, "AlleyWar")) return FFIDX_ALLEYWAR;
	}
	return -1; // if unknown, just don't fast-forward, I guess.
}

DEF_CVAR_UNREG(sst_l4d_quickreset_fastfwd,
		"Fast-forward through cutscenes when quick-resetting", 1,
		CON_ARCHIVE | CON_HIDDEN)

DEF_CCMD_HERE_UNREG(sst_l4d_quickreset,
		"Reset (or switch) campaign and clear all vote cooldowns", 0) {
	if (cmd->argc > 2) {
		con_warn("usage: sst_l4d_quickreset [campaignid]\n");
		return;
	}
	if (!*votecontroller) {
		con_warn("not hosting a server\n");
		return;
	}
	const char *campaign = l4dmm_curcampaign();
	if (cmd->argc == 2 && (!campaign || strcasecmp(campaign, cmd->argv[1]))) {
		change(cmd->argv[1]);
		campaign = cmd->argv[1];
		nextmapnum = gameserver_spawncount() + 1; // immediate next changelevel
	}
	else {
		reset();
		if (l4dmm_firstmap()) {
			fastfwd(0.8, 10); // same-map reset is delayed by about a second
			nextmapnum = 0; // reset this just in case it got stuck... somehow?
		}
		else {
			nextmapnum = gameserver_spawncount() + 1; // same as above
		}
	}
	if (campaign && con_getvari(sst_l4d_quickreset_fastfwd) &&
			(ffidx = getffidx(campaign)) != -1) {
		ffdelay = 45; // 1.5s
	}
}

PREINIT {
	if (!GAMETYPE_MATCHES(L4D)) return false;
	con_reg(sst_l4d_quickreset_fastfwd);
	con_reg(sst_l4d_quickreset_peektime);
	return true;
}

// Note: this returns a pointer to subsequent bytes for find_voteissues() below
static inline const uchar *find_votecontroller(con_cmdcbv1 listissues_cb) {
	const uchar *insns = (const uchar *)listissues_cb;
#ifdef _WIN32
	// The "listissues" command calls CVoteController::ListIssues, loading
	// g_voteController into ECX
	for (const uchar *p = insns; p - insns < 32;) {
		if (p[0] == X86_MOVRMW && p[1] == X86_MODRM(0, 1, 5)) {
			votecontroller = mem_loadptr(p + 2);
			return p;
		}
		NEXT_INSN(p, "g_voteController variable");
	}
#else
#warning TODO(linux): this will be different
#endif
	return 0;
}

static inline bool find_voteissues(const uchar *insns) {
#ifdef _WIN32
	for (const uchar *p = insns; p - insns < 16;) {
		// Look for the last call before the ret - that has to be ListIssues()
		if (p[0] == X86_CALL && p[5] == X86_RET) {
			insns = p + 5 + mem_loads32(p + 1);
			goto ok;
		}
		NEXT_INSN(p, "ListIssues call");
	}
	return false;
ok:	for (const uchar *p = insns; p - insns < 96;) {
		// The loop in ListIssues() calls a member function on each CVoteIssue.
		// Each pointer is loaded from a CUtlVector at an offset from `this`, so
		// we can find that offset from the mov into ECX.
		if (p[0] == X86_MOVRMW && (p[1] & 0xF8) == 0x88) {
			int off = mem_loads32(p + 2);
			if (off > 800) { // sanity check: offset is always fairly high
				off_voteissues = off;
				return true;
			}
		}
		// Complication: at least 2045 has a short jmp over some garbage bytes.
		// Follow that jmp since there's nothing interesting before the target.
		if (p[0] == X86_JMPI8) {
			p += 2 + ((s8 *)p)[1];
			continue;
		}
		NEXT_INSN(p, "offset to vote issue vector");
	}
#else
#warning TODO(linux): and also this
#endif
	return false;
}

static inline bool find_votecallers(void *votectrlspawn) {
#ifdef _WIN32
	const uchar *insns = (const uchar *)votectrlspawn;
	for (const uchar *p = insns; p - insns < 64;) {
		// Unsure what this offset points at (it seems to have to be 0 for votes
		// to happen), but the vector of interest always comes 8 bytes later.
		// "mov dword ptr [<reg> + off], 0", mod == 0b11
		if (p[0] == X86_MOVMIW && (p[1] & 0xC0) == 0x80 &&
				mem_loads32(p + 6) == 0) {
			off_callerrecords = mem_loads32(p + 2) + 8;
			return true;
		}
		NEXT_INSN(p, "offset to vote caller record vector");
	}
#else
#warning TODO(linux): this too
#endif
	return false;
}

#ifdef _WIN32
static inline bool find_TheDirector(void *GameShutdown) {
	// in 2045, literally the first instruction of this function is loading
	// TheDirector into ECX. although, do the usual search in case moves a bit.
	const uchar *insns = (const uchar *)GameShutdown;
	for (const uchar *p = insns; p - insns < 24;) {
		if (p[0] == X86_MOVRMW && p[1] == X86_MODRM(0, 1, 5)) {
			void **indirect = mem_loadptr(p + 2);
			director = *indirect;
			return true;
		}
		NEXT_INSN(p, "load of TheDirector");
	}
	return false;
}
#endif

static inline bool find_UnfreezeTeam(void *GameFrame) { // note: L4D1 only
	// CServerGameDLL::GameFrame() loads TheDirector into ECX and then calls
	// Director::Update()
	const uchar *insns = (const uchar *)GameFrame, *p = insns;
	while (p - insns < 192) {
		if (p[0] == X86_MOVRMW && p[1] == X86_MODRM(0, 1, 5) &&
				mem_loadptr(mem_loadptr(p + 2)) == director &&
				p[6] == X86_CALL) {
			p += 11 + mem_loads32(p + 7);
			insns = p;
			goto ok;
		}
		NEXT_INSN(p, "Director::Update call");
	}
	return false;
ok: // Director::Update calls UnfreezeTeam after the first jmp instruction
	while (p - insns < 96) {
		// jz XXX; mov ecx, <reg>; call Director::UnfreezeTeam
		if (p[0] == X86_JZ && p[2] == X86_MOVRMW && (p[3] & 0xF8) == 0xC8 &&
				p[4] == X86_CALL) {
			p += 9 + mem_loads32(p + 5);
			orig_UnfreezeTeam = (UnfreezeTeam_func)p;
			return true;
		}
		NEXT_INSN(p, "Director::UnfreezeTeam call");
	}
	return false;
 }

INIT {
	struct con_cmd *cmd_listissues = con_findcmd("listissues");
	if (!cmd_listissues) {
		errmsg_errorx("couldn't find \"listissues\" command");
		return false;
	}
	con_cmdcbv1 listissues_cb = con_getcmdcbv1(cmd_listissues);
	const uchar *nextinsns = find_votecontroller(listissues_cb);
	if (!nextinsns) {
		errmsg_errorx("couldn't find vote controller variable");
		return false;
	}
	if (!find_voteissues(nextinsns)) {
		errmsg_errorx("couldn't find vote issues list offset\n");
		return false;
	}
	void **vtable;
#ifdef _WIN32
	void *GameShutdown = (*(void ***)srvdll)[vtidx_GameShutdown];
	if (!find_TheDirector(GameShutdown)) {
		errmsg_errorx("couldn't find TheDirector variable");
		return false;
	}
#else
#warning TODO(linux): should be able to just dlsym(server, "TheDirector")
	return false;
#endif
#ifdef _WIN32 // L4D1 has no Linux build, no need to check whether L4D2
	if (GAMETYPE_MATCHES(L4D2)) {
#endif
		vtable = mem_loadptr(director);
		if (!os_mprot(vtable + vtidx_OnGameplayStart, sizeof(*vtable),
				PAGE_READWRITE)) {
			errmsg_errorsys("couldn't make virtual table writable");
			return false;
		}
		orig_OnGameplayStart = (OnGameplayStart_func)hook_vtable(vtable,
				vtidx_OnGameplayStart, (void *)&hook_OnGameplayStart);
#ifdef _WIN32 // L4D1 has no Linux build!
	}
	else /* L4D1 */ {
		void *GameFrame = (*(void ***)srvdll)[vtidx_GameFrame];
		if (!find_UnfreezeTeam(GameFrame)) {
			errmsg_errorx("couldn't find UnfreezeTeam function");
			return false;
		}
		orig_UnfreezeTeam = (UnfreezeTeam_func)hook_inline(
				(void *)orig_UnfreezeTeam, (void *)&hook_UnfreezeTeam);
	}
#endif
	// Only try cooldown stuff for L4D2, since L4D1 always had unlimited votes.
	if (GAMETYPE_MATCHES(L4D2)) {
		// g_voteController is invalid if not running a server so get the
		// vtable by inspecting the ent factory code instead
		const struct CEntityFactory *factory = ent_getfactory("vote_controller");
		if (!factory) {
			errmsg_errorx("couldn't find vote controller entity factory");
			goto nocd;
		}
		vtable = ent_findvtable(factory, "CVoteController");
		if (!vtable) {
			errmsg_errorx("couldn't find CVoteController vtable");
			goto nocd;
		}
		if (!find_votecallers(vtable[vtidx_Spawn])) {
			errmsg_errorx("couldn't find vote callers list offset");
nocd:		errmsg_note("resetting a first map will not clear vote cooldowns");
		}
	}
	con_reg(sst_l4d_quickreset);
	con_reg(sst_l4d_quickreset_continue);
	sst_l4d_quickreset_fastfwd->base.flags &= ~CON_HIDDEN;
	sst_l4d_quickreset_peektime->base.flags &= ~CON_HIDDEN;
	return true;
}

END {
	if (GAMETYPE_MATCHES(L4D2)) {
		unhook_vtable(mem_loadptr(director), vtidx_OnGameplayStart,
				(void *)orig_OnGameplayStart);
	}
	else {
		unhook_inline((void *)orig_UnfreezeTeam);
	}
}

// vi: sw=4 ts=4 noet tw=80 cc=80