fix: move some methods from network handler to game engine wrapper

This commit is contained in:
k0t9i
2023-02-01 22:44:39 +04:00
parent 6cbf61d67f
commit 0e6d8dec86
4 changed files with 31 additions and 31 deletions

View File

@@ -2,7 +2,6 @@
#include "../../../Common/apihook.h"
#include "NetworkHandlerWrapper.h"
#include "../../../Events/SpoiledEvent.h"
#include "../../../Events/CreatureDiedEvent.h"
#include "../../../Events/EventDispatcher.h"
#include "ProcessManipulation.h"
@@ -14,9 +13,7 @@ namespace Interlude
void(__thiscall* NetworkHandlerWrapper::__Init)(NetworkHandler*, float) = 0;
Item* (__thiscall* NetworkHandlerWrapper::__GetNextItem)(NetworkHandler*, float, int) = 0;
User* (__thiscall* NetworkHandlerWrapper::__GetNextCreature)(NetworkHandler*, float, int) = 0;
float(__thiscall* NetworkHandlerWrapper::__GetMaxTickRate)(NetworkHandler*) = 0;
int(__thiscall* NetworkHandlerWrapper::__AddNetworkQueue)(NetworkHandler*, L2::NetworkPacket*) = 0;
int(__thiscall* NetworkHandlerWrapper::__OnDie)(NetworkHandler*, User*, L2ParamStack&) = 0;
//todo exception
Item* NetworkHandlerWrapper::GetNextItem(float_t radius, int prevId) const
@@ -62,23 +59,16 @@ namespace Interlude
(FARPROC&)__GetNextItem = GetProcAddress(hModule, "?GetNextItem@UNetworkHandler@@UAEPAUItem@@MH@Z");
(FARPROC&)__GetNextCreature = GetProcAddress(hModule, "?GetNextCreature@UNetworkHandler@@UAEPAUUser@@MH@Z");
(FARPROC&)__GetMaxTickRate = (FARPROC)splice(
GetProcAddress(hModule, "?GetMaxTickRate@UGameEngine@@UAEMXZ"), __GetMaxTickRate_hook
);
(FARPROC&)__AddNetworkQueue = (FARPROC)splice(
GetProcAddress(hModule, "?AddNetworkQueue@UNetworkHandler@@UAEHPAUNetworkPacket@@@Z"), __AddNetworkQueue_hook
);
(FARPROC&)__OnDie = (FARPROC)splice(
GetProcAddress(hModule, "?OnDie@UGameEngine@@UAEHPAUUser@@AAVL2ParamStack@@@Z"), __OnDie_hook
);
}
void NetworkHandlerWrapper::Restore()
{
restore(originalInitAddress);
restore((void*&)__GetMaxTickRate);
restore((void*&)__AddNetworkQueue);
restore((void*&)__OnDie);
}
void __fastcall NetworkHandlerWrapper::__Init_hook(NetworkHandler* This, int /*edx*/, float unk)
@@ -94,14 +84,6 @@ namespace Interlude
}
}
// TODO ini
// 0 - <20><><EFBFBD> <20><><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float __fastcall NetworkHandlerWrapper::__GetMaxTickRate_hook(NetworkHandler* This, int)
{
float fps = (*__GetMaxTickRate)(This);
return 0.0f;
}
int __fastcall NetworkHandlerWrapper::__AddNetworkQueue_hook(NetworkHandler* This, int, L2::NetworkPacket* packet)
{
if (packet->id == static_cast<int>(L2::NetworkPacketId::SYSTEM_MESSAGE)) {
@@ -116,11 +98,4 @@ namespace Interlude
return (*__AddNetworkQueue)(This, packet);
}
int __fastcall NetworkHandlerWrapper::__OnDie_hook(NetworkHandler* This, int, User* creature, L2ParamStack& stack)
{
EventDispatcher::GetInstance().Dispatch(CreatureDiedEvent{ creature->objectId, stack.GetBufferAsVector<int32_t>()});
return (*__OnDie)(This, creature, stack);
}
}