h2-mod/src/client/component/ui_scripting.cpp

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#include <std_include.hpp>
#include "loader/component_loader.hpp"
#include "game/game.hpp"
#include "game/dvars.hpp"
#include "scheduler.hpp"
#include "command.hpp"
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#include "filesystem.hpp"
#include "localized_strings.hpp"
#include "scripting.hpp"
#include "fastfiles.hpp"
#include "mods.hpp"
#include "updater.hpp"
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#include "console.hpp"
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#include "game/ui_scripting/execution.hpp"
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#include "game/scripting/execution.hpp"
#include "ui_scripting.hpp"
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#include <utils/string.hpp>
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#include <utils/hook.hpp>
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#include <utils/io.hpp>
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namespace ui_scripting
{
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namespace
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{
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const auto lui_common = utils::nt::load_resource(LUI_COMMON);
const auto lui_updater = utils::nt::load_resource(LUI_UPDATER);
const auto lua_json = utils::nt::load_resource(LUA_JSON);
std::unordered_map<game::hks::cclosure*, std::function<arguments(const function_arguments& args)>> converted_functions;
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utils::hook::detour hks_start_hook;
utils::hook::detour hks_shutdown_hook;
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utils::hook::detour hks_package_require_hook;
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struct script
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{
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std::string name;
std::string root;
};
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struct globals_t
{
std::string in_require_script;
std::vector<script> loaded_scripts;
bool load_raw_script{};
std::string raw_script_name{};
};
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globals_t globals{};
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bool is_loaded_script(const std::string& name)
{
for (auto i = globals.loaded_scripts.begin(); i != globals.loaded_scripts.end(); ++i)
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{
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if (i->name == name)
{
return true;
}
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}
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return false;
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}
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std::string get_root_script(const std::string& name)
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{
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for (auto i = globals.loaded_scripts.begin(); i != globals.loaded_scripts.end(); ++i)
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{
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if (i->name == name)
{
return i->root;
}
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}
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return {};
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}
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table get_globals()
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{
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const auto state = *game::hks::lua_state;
return state->globals.v.table;
}
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void print_error(const std::string& error)
{
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console::error("************** LUI script execution error **************\n");
console::error("%s\n", error.data());
console::error("********************************************************\n");
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}
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void print_loading_script(const std::string& name)
{
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console::info("Loading LUI script '%s'\n", name.data());
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}
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std::string get_current_script()
{
const auto state = *game::hks::lua_state;
game::hks::lua_Debug info{};
game::hks::hksi_lua_getstack(state, 1, &info);
game::hks::hksi_lua_getinfo(state, "nSl", &info);
return info.short_src;
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}
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int load_buffer(const std::string& name, const std::string& data)
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{
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const auto state = *game::hks::lua_state;
const auto sharing_mode = state->m_global->m_bytecodeSharingMode;
state->m_global->m_bytecodeSharingMode = game::hks::HKS_BYTECODE_SHARING_ON;
const auto _0 = gsl::finally([&]()
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{
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state->m_global->m_bytecodeSharingMode = sharing_mode;
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});
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game::hks::HksCompilerSettings compiler_settings{};
return game::hks::hksi_hksL_loadbuffer(state, &compiler_settings, data.data(), data.size(), name.data());
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}
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void load_script(const std::string& name, const std::string& data)
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{
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globals.loaded_scripts.push_back({name, name});
const auto lua = get_globals();
const auto load_results = lua["loadstring"](data, name);
if (load_results[0].is<function>())
{
const auto results = lua["pcall"](load_results);
if (!results[0].as<bool>())
{
print_error(results[1].as<std::string>());
}
}
else if (load_results[1].is<std::string>())
{
print_error(load_results[1].as<std::string>());
}
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}
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void load_scripts(const std::string& script_dir)
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{
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if (!utils::io::directory_exists(script_dir))
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{
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return;
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}
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const auto scripts = utils::io::list_files(script_dir);
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for (const auto& script : scripts)
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{
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std::string data{};
if (std::filesystem::is_directory(script) && utils::io::read_file(script + "/__init__.lua", &data))
{
print_loading_script(script);
load_script(script + "/__init__.lua", data);
}
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}
}
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void setup_functions()
{
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const auto lua = get_globals();
lua["io"]["fileexists"] = utils::io::file_exists;
lua["io"]["writefile"] = utils::io::write_file;
lua["io"]["movefile"] = utils::io::move_file;
lua["io"]["filesize"] = utils::io::file_size;
lua["io"]["createdirectory"] = utils::io::create_directory;
lua["io"]["directoryexists"] = utils::io::directory_exists;
lua["io"]["directoryisempty"] = utils::io::directory_is_empty;
lua["io"]["listfiles"] = utils::io::list_files;
lua["io"]["removefile"] = utils::io::remove_file;
lua["io"]["removedirectory"] = utils::io::remove_directory;
lua["io"]["readfile"] = static_cast<std::string(*)(const std::string&)>(utils::io::read_file);
using game = table;
auto game_type = game();
lua["game"] = game_type;
game_type["sharedset"] = [](const game&, const std::string& key, const std::string& value)
{
scripting::shared_table.access([key, value](scripting::shared_table_t& table)
{
table[key] = value;
});
};
game_type["sharedget"] = [](const game&, const std::string& key)
{
std::string result;
scripting::shared_table.access([key, &result](scripting::shared_table_t& table)
{
result = table[key];
});
return result;
};
game_type["sharedclear"] = [](const game&)
{
scripting::shared_table.access([](scripting::shared_table_t& table)
{
table.clear();
});
};
game_type["assetlist"] = [](const game&, const std::string& type_string)
{
auto table_ = table();
auto index = 1;
auto type_index = -1;
for (auto i = 0; i < ::game::XAssetType::ASSET_TYPE_COUNT; i++)
{
if (type_string == ::game::g_assetNames[i])
{
type_index = i;
}
}
if (type_index == -1)
{
throw std::runtime_error("Asset type does not exist");
}
const auto type = static_cast<::game::XAssetType>(type_index);
fastfiles::enum_assets(type, [type, &table_, &index](const ::game::XAssetHeader header)
{
const auto asset = ::game::XAsset{ type, header };
const std::string asset_name = ::game::DB_GetXAssetName(&asset);
table_[index++] = asset_name;
}, true);
return table_;
};
game_type["getweapondisplayname"] = [](const game&, const std::string& name)
{
const auto alternate = name.starts_with("alt_");
const auto weapon = ::game::G_GetWeaponForName(name.data());
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char buffer[0x400] = {0};
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::game::CG_GetWeaponDisplayName(weapon, alternate, buffer, 0x400);
return std::string(buffer);
};
game_type["getloadedmod"] = [](const game&)
{
return mods::mod_path;
};
game_type["addlocalizedstring"] = [](const game&, const std::string& string,
const std::string& value)
{
localized_strings::override(string, value);
};
using player = table;
auto player_type = player();
lua["player"] = player_type;
player_type["notify"] = [](const player&, const std::string& name, const variadic_args& va)
{
if (!::game::CL_IsCgameInitialized() || !::game::g_entities[0].client)
{
throw std::runtime_error("Not in game");
}
const auto to_string = get_globals()["tostring"];
const auto arguments = get_return_values();
std::vector<std::string> args{};
for (const auto& value : va)
{
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const auto value_str = to_string(value);
args.push_back(value_str[0].as<std::string>());
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}
::scheduler::once([name, args]()
{
try
{
std::vector<scripting::script_value> arguments{};
for (const auto& arg : args)
{
arguments.push_back(arg);
}
const auto player = scripting::call("getentbynum", {0}).as<scripting::entity>();
scripting::notify(player, name, arguments);
}
catch (...)
{
}
}, ::scheduler::pipeline::server);
};
auto updater_table = table();
lua["updater"] = updater_table;
updater_table["relaunch"] = updater::relaunch;
updater_table["sethastriedupdate"] = updater::set_has_tried_update;
updater_table["gethastriedupdate"] = updater::get_has_tried_update;
updater_table["autoupdatesenabled"] = updater::auto_updates_enabled;
updater_table["startupdatecheck"] = updater::start_update_check;
updater_table["isupdatecheckdone"] = updater::is_update_check_done;
updater_table["getupdatecheckstatus"] = updater::get_update_check_status;
updater_table["isupdateavailable"] = updater::is_update_available;
updater_table["startupdatedownload"] = updater::start_update_download;
updater_table["isupdatedownloaddone"] = updater::is_update_download_done;
updater_table["getupdatedownloadstatus"] = updater::get_update_download_status;
updater_table["cancelupdate"] = updater::cancel_update;
updater_table["isrestartrequired"] = updater::is_restart_required;
updater_table["getlasterror"] = updater::get_last_error;
updater_table["getcurrentfile"] = updater::get_current_file;
}
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void start()
{
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globals = {};
const auto lua = get_globals();
lua["EnableGlobals"]();
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table keydown_event{};
keydown_event["key"] = "";
keydown_event["keynum"] = 0;
table keyup_event{};
keyup_event["key"] = "";
keyup_event["keynum"] = 0;
lua["LUI"]["CachedEvents"]["keydown"] = keydown_event;
lua["LUI"]["CachedEvents"]["keyup"] = keyup_event;
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setup_functions();
lua["print"] = function(reinterpret_cast<game::hks::lua_function>(0x1402B81C0));
lua["table"]["unpack"] = lua["unpack"];
lua["luiglobals"] = lua;
load_script("lui_common", lui_common);
load_script("lui_updater", lui_updater);
load_script("lua_json", lua_json);
for (const auto& path : filesystem::get_search_paths())
{
load_scripts(path + "/ui_scripts/");
}
}
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void try_start()
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{
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try
{
start();
}
catch (const std::exception& e)
{
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console::error("Failed to load LUI scripts: %s\n", e.what());
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}
}
void hks_start_stub(char a1)
{
const auto _0 = gsl::finally(&try_start);
return hks_start_hook.invoke<void>(a1);
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}
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void hks_shutdown_stub()
{
converted_functions.clear();
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globals = {};
hks_shutdown_hook.invoke<void>();
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}
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void* hks_package_require_stub(game::hks::lua_State* state)
{
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const auto script = get_current_script();
const auto root = get_root_script(script);
globals.in_require_script = root;
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return hks_package_require_hook.invoke<void*>(state);
}
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game::XAssetHeader db_find_xasset_header_stub(game::XAssetType type, const char* name, int allow_create_default)
{
if (!is_loaded_script(globals.in_require_script))
{
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return game::DB_FindXAssetHeader(type, name, allow_create_default);
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}
const auto folder = globals.in_require_script.substr(0, globals.in_require_script.find_last_of("/\\"));
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std::string name_ = utils::string::replace(name, "~", ".");
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const std::string target_script = folder + "/" + name_ + ".lua";
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if (utils::io::file_exists(target_script))
{
globals.load_raw_script = true;
globals.raw_script_name = target_script;
return static_cast<game::XAssetHeader>(reinterpret_cast<game::LuaFile*>(1));
}
else if (name_.starts_with("ui/LUI/"))
{
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return game::DB_FindXAssetHeader(type, name, allow_create_default);
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}
return static_cast<game::XAssetHeader>(nullptr);
}
int hks_load_stub(game::hks::lua_State* state, void* compiler_options,
void* reader, void* reader_data, const char* chunk_name)
{
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if (globals.load_raw_script)
{
globals.load_raw_script = false;
globals.loaded_scripts.push_back({globals.raw_script_name, globals.in_require_script});
return load_buffer(globals.raw_script_name, utils::io::read_file(globals.raw_script_name));
}
else
{
return utils::hook::invoke<int>(0x1402D9410, state, compiler_options, reader,
reader_data, chunk_name);
}
}
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int main_handler(game::hks::lua_State* state)
{
const auto value = state->m_apistack.base[-1];
if (value.t != game::hks::TCFUNCTION)
{
return 0;
}
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const auto closure = value.v.cClosure;
if (converted_functions.find(closure) == converted_functions.end())
{
return 0;
}
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const auto& function = converted_functions[closure];
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try
{
const auto args = get_return_values();
const auto results = function(args);
for (const auto& result : results)
{
push_value(result);
}
return static_cast<int>(results.size());
}
catch (const std::exception& e)
{
game::hks::hksi_luaL_error(state, e.what());
}
return 0;
}
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}
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template <typename F>
game::hks::cclosure* convert_function(F f)
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{
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const auto state = *game::hks::lua_state;
const auto closure = game::hks::cclosure_Create(state, main_handler, 0, 0, 0);
converted_functions[closure] = wrap_function(f);
return closure;
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}
class component final : public component_interface
{
public:
void post_unpack() override
{
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utils::hook::call(0x14030BF2B, db_find_xasset_header_stub);
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utils::hook::call(0x14030C079, db_find_xasset_header_stub);
utils::hook::call(0x14030C104, hks_load_stub);
hks_package_require_hook.create(0x1402B4DA0, hks_package_require_stub);
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hks_start_hook.create(0x140328BE0, hks_start_stub);
hks_shutdown_hook.create(0x1403203B0, hks_shutdown_stub);
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}
};
}
REGISTER_COMPONENT(ui_scripting::component)