Fix connect issue

This commit is contained in:
momo5502 2016-01-15 19:23:07 +01:00
parent eaeaa28d23
commit 6722c5f82b
6 changed files with 162 additions and 206 deletions

View File

@ -185,9 +185,11 @@ namespace Components
{
Game::XAssetHeader header = { 0 };
bool OriginalState = AssetHandler::BypassState;
AssetHandler::BypassState = true;
header = Game::DB_FindXAssetHeader(type, filename);
AssetHandler::BypassState = false;
if(!OriginalState) AssetHandler::BypassState = false;
return header;
}

View File

@ -113,7 +113,7 @@ namespace Components
return var;
}
Game::menuDef_t* Menus::ParseMenu(int handle)
Game::menuDef_t* Menus::ParseMenu(std::string name, int handle)
{
Game::menuDef_t* menu = Utils::Memory::AllocateArray<Game::menuDef_t>(1);
if (!menu) return nullptr;
@ -167,8 +167,8 @@ namespace Components
}
}
Menus::RemoveMenu(menu->window.name);
Menus::MenuList[menu->window.name] = menu;
Menus::RemoveMenu(name);
Menus::MenuList[name] = menu;
return menu;
}
@ -185,6 +185,9 @@ namespace Components
if (Menus::IsValidSourceHandle(handle))
{
// Sanitize event name
std::string menuName = menu;
while (true)
{
ZeroMemory(&token, sizeof(token));
@ -203,7 +206,10 @@ namespace Components
if (!_stricmp(token.string, "menudef"))
{
Game::menuDef_t* menudef = Menus::ParseMenu(handle);
std::string name = menu;
if (menus.size()) name += Utils::VA("_%d", menus.size()); // Append its id inside the menufile, to keep track of it for later reloading
Game::menuDef_t* menudef = Menus::ParseMenu(name, handle);
if (menudef) menus.push_back(menudef);
}
}
@ -455,18 +461,18 @@ namespace Components
Game::XAssetHeader Menus::MenuLoad(Game::XAssetType type, const char* filename)
{
return { Menus::FindMenuByName(Game::uiContext, filename) };
return { Game::Menus_FindByName(Game::uiContext, filename) };
}
Game::XAssetHeader Menus::MenuFileLoad(Game::XAssetType type, const char* filename)
{
Game::XAssetHeader header = { 0 };
// Check if we already loaded it and free it, seems like the game deallocated it
Menus::RemoveMenuList(Menus::MenuListList[filename]);
Game::MenuList* menuList = Game::DB_FindXAssetHeader(type, filename).menuList;
header.menuList = menuList;
// Free the last menulist, as we have to rebuild it with the new menus
Menus::RemoveMenuList(filename);
if (menuList)
{
@ -493,23 +499,146 @@ namespace Components
return header;
}
void Menus::AddMenuListHook(Game::UiContext *dc, Game::MenuList *menuList, int close)
void Menus::RefreshMenus()
{
Menus::ReloadStack(dc);
// std::map<std::string, Game::menuDef_t*> BrokenMenuList = Menus::MenuList;
// std::map<Game::menuDef_t*, Game::menuDef_t*> RemappedMenus;
//
// if (!BrokenMenuList.size()) return;
//
// for (auto &i = BrokenMenuList.begin(); i != BrokenMenuList.end(); i++)
// {
// Menus::RemoveMenu(i->second);
// auto menus = Menus::LoadMenu(i->first.data());
//
// if (!menus.size())
// {
// RemappedMenus[i->second] = nullptr; // Remap old menu to NULL, this might initially have been a menu inside a menu
// }
// else
// {
// RemappedMenus[i->second] = menus[0]; // Remap old menu to new menu
// }
// }
//
// // Correct map for menus inside menus ;)
// for (auto &i = RemappedMenus.begin(); i != RemappedMenus.end(); i++)
// {
// if (!i->second) // Menu is NULL, that means it was probably stored inside another one
// {
// // Find its name first
// std::string name;
// for (auto j = BrokenMenuList.begin(); j != BrokenMenuList.end(); j++)
// {
// if (i->first == j->second)
// {
// name = j->first;
// break;
// }
// }
//
// // Unable to find the name
// // It's actually not possible that this happens!
// if (!name.size()) break;
//
// // Now find the new by its name
// for (auto j = Menus::MenuList.begin(); j != Menus::MenuList.end(); j++)
// {
// // We have found it, insert it into the map
// if (j->first == name)
// {
// i->second = j->second;
// break;
// }
// }
//
// // No corresponding menu has been found, try loading the original one
// if (!i->second)
// {
// i->second = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, name.data()).menu;
// }
// }
// }
//
// // Replace the menus in the ui context
// for (int i = 0; i < Game::uiContext->menuCount; i++)
// {
// auto mapEntry = RemappedMenus.find(Game::uiContext->menus[i]);
//
// if (mapEntry != RemappedMenus.end())
// {
// Game::uiContext->menus[i] = mapEntry->second;
// }
// }
//
// // Replace menus in our menulist list :P
// for (auto &i = Menus::MenuListList.begin(); i != Menus::MenuListList.end(); i++)
// {
// Game::MenuList* list = i->second;
//
// if (list && list->menus)
// {
// for (int j = 0; j < list->menuCount; j++)
// {
// auto mapEntry = RemappedMenus.find(list->menus[j]);
//
// if (mapEntry != RemappedMenus.end())
// {
// list->menus[j] = mapEntry->second;
// }
// }
// }
// }
Game::MenuList* menus = Game::UI_LoadMenus("ui_mp/menus.txt", 3);
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();i++)
{
Menus::RemoveMenuFromContext(Game::uiContext, i->second);
}
Game::UI_AddMenuList(dc, menus, close);
Game::UI_AddMenuList(dc, menuList, close);
Menus::FreeEverything();
}
void Menus::RemoveFromStack(Game::UiContext *dc, Game::menuDef_t *menu)
void Menus::ReinitializeMenusStub()
{
// Search menu in stack
Menus::RefreshMenus();
Utils::Hook::Call<void()>(0x401700)();
}
bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
{
std::string _connect = "connect";
if (menu && menu->window.name)
{
if (menu->window.name == _connect) // Check if we're supposed to draw the loadscreen
{
Game::menuDef_t* originalConnect = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, "connect").menu;
if (originalConnect == menu) // Check if we draw the original loadscreen
{
//if (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one ontop
for (auto i = Menus::MenuList.begin(); i != Menus::MenuList.end();i++)
{
if (i->second && i->second->window.name && i->second->window.name == _connect) // We have a custom connect menu, don't display the game's
{
return false;
}
}
}
}
}
return Game::Menu_IsVisible(dc, menu);
}
void Menus::RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu)
{
// Search menu in context
int i = 0;
for (; i < dc->menuCount; i++)
{
if (dc->Menus[i] == menu)
if (dc->menus[i] == menu)
{
break;
}
@ -520,178 +649,14 @@ namespace Components
{
for (; i < dc->menuCount - 1; i++)
{
dc->Menus[i] = dc->Menus[i + 1];
dc->menus[i] = dc->menus[i + 1];
}
// Clear last menu
dc->Menus[--dc->menuCount] = 0;
dc->menus[--dc->menuCount] = 0;
}
}
void __declspec(naked) Menus::OpenMenuStub()
{
__asm
{
// Menu
mov eax, [esp + 8h]
push eax
// Context
mov eax, [esp + 8h]
push eax
call Menus::IsMenuAllowed
add esp, 8h
test al, al
jnz continue
retn
continue:
push ecx
mov [esp], 0
mov eax, 4B72F8h
jmp eax
}
}
void __declspec(naked) Menus::CloseMenuStub()
{
__asm
{
// Menu
mov eax, [esp + 8h]
push eax
// Context
mov eax, [esp + 8h]
push eax
call Menus::IsMenuAllowed
add esp, 8h
test al, al
jnz continue
retn
continue:
sub esp, 17Ch
mov eax, 430D56h
jmp eax
}
}
bool Menus::ReloadMenu(Game::UiContext *dc, Game::menuDef_t *menu)
{
// Find the name of our destroyed menu
std::string name;
auto i = Menus::MenuList.begin();
for (; i != Menus::MenuList.end(); i++)
{
if (i->second == menu)
{
name = i->first;
break;
}
}
// We have found it, so we can remove and reload it
if (i != Menus::MenuList.end())
{
Menus::FreeMenu(menu);
Menus::MenuList.erase(i);
// Load original menu, in case we can't reload a custom one
Game::menuDef_t* newMenu = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, name.data()).menu;
// Try reloading our custom menu
auto newMenus = Menus::LoadMenu(name);
if (newMenus.size()) newMenu = newMenus[0];
// Now replace the destroyed menu with the new one in the stack
for (int i = 0; i < dc->menuCount; i++)
{
if (dc->Menus[i] == menu)
{
dc->Menus[i] = newMenu;
}
}
return true;
}
else
{
Menus::RemoveFromStack(dc, menu);
}
return false;
}
void Menus::ReloadStack(Game::UiContext *dc)
{
for (int i = 0; i < dc->menuCount; i++)
{
Game::menuDef_t* menu = dc->Menus[i];
if (menu && menu->window.name && IsBadReadPtr(menu->window.name, 1)) // Sanity checks
{
Menus::ReloadMenu(dc, menu);
}
}
}
Game::menuDef_t* Menus::FindMenuByName(Game::UiContext* dc, const char* name)
{
for (int i = 0; i < dc->menuCount; i++)
{
Game::menuDef_t* menu = dc->Menus[i];
if (menu && menu->window.name && !IsBadReadPtr(menu->window.name, 1)) // Sanity checks
{
if (!_strnicmp(name, menu->window.name, 0x7FFFFFFF))
{
return menu;
}
}
else
{
Menus::ReloadMenu(dc, menu);
}
}
return nullptr;
}
bool Menus::IsMenuAllowed(Game::UiContext *dc, Game::menuDef_t *menu)
{
if (menu && menu->window.name && !IsBadReadPtr(menu->window.name, 1))
{
if (std::string(menu->window.name) == "connect") // Check if we're supposed to draw the loadscreen
{
Game::menuDef_t* originalConnect = AssetHandler::FindOriginalAsset(Game::XAssetType::ASSET_TYPE_MENU, "connect").menu;
if (originalConnect == menu) // Check if we draw the original loadscreen
{
if (Menus::MenuList.find("connect") != Menus::MenuList.end()) // Check if we have a custom loadscreen, to prevent drawing the original one ontop
{
Menus::RemoveFromStack(dc, menu);
return false;
}
}
}
return true;
}
Menus::ReloadMenu(dc, menu);
return false;
}
bool Menus::IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu)
{
return (Menus::IsMenuAllowed(dc, menu) && Game::Menu_IsVisible(dc, menu));
}
void Menus::Add(std::string menu)
{
Menus::CustomMenus.push_back(menu);
@ -714,17 +679,8 @@ namespace Components
// Intercept menu painting
Utils::Hook(0x4FFBDF, Menus::IsMenuVisible, HOOK_CALL).Install()->Quick();
// Intercept menu closing
Utils::Hook(0x430D50, Menus::CloseMenuStub, HOOK_JUMP).Install()->Quick();
// Intercept menu opening
Utils::Hook(0x4B72F0, Menus::OpenMenuStub, HOOK_JUMP).Install()->Quick();
// Custom Menus_FindByName
Utils::Hook(0x487240, Menus::FindMenuByName, HOOK_JUMP).Install()->Quick();
// Load menus ingame
//Utils::Hook(0x41C178, Menus::AddMenuListHook, HOOK_CALL).Install()->Quick();
// Reinitialize ui
Utils::Hook(0x4A58C3, Menus::ReinitializeMenusStub, HOOK_CALL).Install()->Quick();
// disable the 2 new tokens in ItemParse_rect
Utils::Hook::Set<BYTE>(0x640693, 0xEB);

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@ -1,4 +1,5 @@
#define MAX_SOURCEFILES 64
#undef LoadMenu
namespace Components
{
@ -32,7 +33,7 @@ namespace Components
static int ReserveSourceHandle();
static bool IsValidSourceHandle(int handle);
static Game::menuDef_t* ParseMenu(int handle);
static Game::menuDef_t* ParseMenu(std::string name, int handle);
static void FreeMenuSource(int handle);
@ -44,19 +45,12 @@ namespace Components
static void RemoveMenuList(std::string menuList);
static void RemoveMenuList(Game::MenuList* menuList);
static void AddMenuListHook(Game::UiContext *dc, Game::MenuList *menuList, int close);
static Game::menuDef_t* FindMenuByName(Game::UiContext* dc, const char* name);
static void RemoveFromStack(Game::UiContext *dc, Game::menuDef_t *menu);
static bool IsMenuAllowed(Game::UiContext *dc, Game::menuDef_t *menu);
static bool IsMenuVisible(Game::UiContext *dc, Game::menuDef_t *menu);
static void OpenMenuStub();
static void CloseMenuStub();
static void RemoveMenuFromContext(Game::UiContext *dc, Game::menuDef_t *menu);
static void ReloadStack(Game::UiContext *dc);
static bool ReloadMenu(Game::UiContext *dc, Game::menuDef_t *menu);
static void ReinitializeMenusStub();
static void RefreshMenus();
// Ugly!
static int KeywordHash(char* key);

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@ -63,6 +63,7 @@ namespace Game
Menus_CloseAll_t Menus_CloseAll = (Menus_CloseAll_t)0x4BA5B0;
Menus_OpenByName_t Menus_OpenByName = (Menus_OpenByName_t)0x4CCE60;
Menus_FindByName_t Menus_FindByName = (Menus_FindByName_t)0x487240;
Menu_IsVisible_t Menu_IsVisible = (Menu_IsVisible_t)0x4D77D0;
Menus_MenuIsInStack_t Menus_MenuIsInStack = (Menus_MenuIsInStack_t)0x47ACB0;

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@ -148,6 +148,9 @@ namespace Game
typedef int(__cdecl * Menus_OpenByName_t)(UiContext *dc, const char *p);
extern Menus_OpenByName_t Menus_OpenByName;
typedef menuDef_t *(__cdecl * Menus_FindByName_t)(UiContext *dc, const char *name);
extern Menus_FindByName_t Menus_FindByName;
typedef bool(__cdecl * Menu_IsVisible_t)(UiContext *dc, menuDef_t *menu);
extern Menu_IsVisible_t Menu_IsVisible;

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@ -881,7 +881,7 @@ namespace Game
// float FPS;
// float blurRadiusOut;
char pad[56];
menuDef_t *Menus[512];
menuDef_t *menus[512];
char pad2[512];
int menuCount;
// Unsure if below is correct