iw4x-client/iw4/Components/AssetHandler.cpp

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#include "..\STDInclude.hpp"
namespace Components
{
bool AssetHandler::BypassState = false;
std::map<Game::XAssetType, AssetHandler::Callback> AssetHandler::TypeCallbacks;
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std::vector<AssetHandler::RestrictCallback> AssetHandler::RestrictCallbacks;
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Game::XAssetHeader AssetHandler::FindAsset(Game::XAssetType type, const char* filename)
{
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Game::XAssetHeader header = { 0 };
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// Allow call DB_FindXAssetHeader within the hook
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AssetHandler::BypassState = true;
if (AssetHandler::TypeCallbacks.find(type) != AssetHandler::TypeCallbacks.end())
{
header = AssetHandler::TypeCallbacks[type](type, filename);
}
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// Disallow calling DB_FindXAssetHeader ;)
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AssetHandler::BypassState = false;
return header;
}
void __declspec(naked) AssetHandler::FindAssetStub()
{
__asm
{
push ecx
push ebx
push ebp
push esi
push edi
// Check if custom handler should be bypassed
xor eax, eax
mov al, AssetHandler::BypassState
test al, al
jnz finishOriginal
mov ecx, [esp + 18h] // Asset type
mov ebx, [esp + 1Ch] // Filename
push ebx
push ecx
call AssetHandler::FindAsset
add esp, 8h
test eax, eax
jnz finishFound
finishOriginal:
// Asset not found using custom handlers, redirect to DB_FindXAssetHeader
mov ebx, ds:6D7190h // InterlockedDecrement
mov eax, 40793Bh
jmp eax
finishFound:
pop edi
pop esi
pop ebp
pop ebx
pop ecx
retn
}
}
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bool AssetHandler::IsAssetEligible(Game::XAssetType type, Game::XAssetHeader *asset)
{
const char* name = Game::DB_GetXAssetNameHandlers[type](asset);
if (!name) return false;
for (auto callback : AssetHandler::RestrictCallbacks)
{
if (!callback(type, *asset, name))
{
return false;
}
}
return true;
}
void __declspec(naked) AssetHandler::AddAssetStub()
{
__asm
{
push [esp + 8]
push [esp + 8]
call AssetHandler::IsAssetEligible
add esp, 08h
test al, al
jz doNotLoad
// push [esp + 8]
// push [esp + 8]
// call DoBeforeLoadAsset
// add esp, 08h
mov eax, [esp + 8]
sub esp, 14h
mov ecx, 5BB657h
jmp ecx
doNotLoad:
mov eax, [esp + 8]
retn
}
}
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void AssetHandler::On(Game::XAssetType type, AssetHandler::Callback callback)
{
AssetHandler::TypeCallbacks[type] = callback;
}
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void AssetHandler::Restrict(RestrictCallback callback)
{
AssetHandler::RestrictCallbacks.push_back(callback);
}
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AssetHandler::AssetHandler()
{
Utils::Hook(Game::DB_FindXAssetHeader, AssetHandler::FindAssetStub).Install()->Quick();
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Utils::Hook(0x5BB650, AssetHandler::AddAssetStub, HOOK_JUMP).Install()->Quick();
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}
AssetHandler::~AssetHandler()
{
AssetHandler::TypeCallbacks.clear();
}
}