[FileSystem] Synchronize filesystem start
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@ -254,6 +254,12 @@ namespace Components
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return !File(execFilename).exists();
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}
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void FileSystem::FsStartupSync(const char* a1)
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{
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std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
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return Utils::Hook::Call<void(const char*)>(0x4823A0)(a1); // FS_Startup
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}
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void FileSystem::FsRestartSync(int a1, int a2)
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{
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std::lock_guard<std::recursive_mutex> _(FileSystem::FSMutex);
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@ -297,10 +303,14 @@ namespace Components
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// Ignore bad magic, when trying to free hunk when it's already cleared
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Utils::Hook::Set<WORD>(0x49AACE, 0xC35E);
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// Synchronize filesystem starts
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Utils::Hook(0x4290C6, FileSystem::FsStartupSync, HOOK_CALL).install()->quick(); // FS_InitFilesystem
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Utils::Hook(0x461A88, FileSystem::FsStartupSync, HOOK_CALL).install()->quick(); // FS_Restart
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// Synchronize filesystem restarts
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Utils::Hook(0x4A745B, FileSystem::FsRestartSync, HOOK_CALL).install()->quick(); // SV_SpawnServer
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Utils::Hook(0x4C8609, FileSystem::FsRestartSync, HOOK_CALL).install()->quick(); // FS_ConditionalRestart
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Utils::Hook(0x5AC68E, FileSystem::FsRestartSync, HOOK_CALL).install()->quick();
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Utils::Hook(0x5AC68E, FileSystem::FsRestartSync, HOOK_CALL).install()->quick(); // CL_ParseServerMessage
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// Synchronize db image loading
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Utils::Hook(0x415AB8, FileSystem::DelayLoadImagesSync, HOOK_CALL).install()->quick();
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@ -109,6 +109,7 @@ namespace Components
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static void StartupStub();
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static int ExecIsFSStub(const char* execFilename);
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static void FsStartupSync(const char* a1);
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static void FsRestartSync(int a1, int a2);
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static void DelayLoadImagesSync();
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static int LoadTextureSync(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
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