Files
csdemo/src/parser/propcontroller.rs

322 lines
12 KiB
Rust

#![allow(dead_code)]
pub const PLAYER_ENTITY_HANDLE_MISSING: i32 = 2047;
pub const SPECTATOR_TEAM_NUM: u32 = 1;
pub const BUTTONS_BASEID: u32 = 100000;
pub const NORMAL_PROP_BASEID: u32 = 1000;
pub const WEAPON_SKIN_NAME: u32 = 420420420;
pub const WEAPON_ORIGINGAL_OWNER_ID: u32 = 6942000;
pub const MY_WEAPONS_OFFSET: u32 = 500000;
pub const GRENADE_AMMO_ID: u32 = 1111111;
pub const INVENTORY_ID: u32 = 100000000;
pub const IS_ALIVE_ID: u32 = 100000001;
pub const GAME_TIME_ID: u32 = 100000002;
pub const ENTITY_ID_ID: u32 = 100000003;
pub const VELOCITY_X_ID: u32 = 100000004;
pub const VELOCITY_Y_ID: u32 = 100000005;
pub const VELOCITY_Z_ID: u32 = 100000006;
pub const VELOCITY_ID: u32 = 100000007;
pub const USERID_ID: u32 = 100000008;
pub const AGENT_SKIN_ID: u32 = 100000009;
pub const WEAPON_NAME_ID: u32 = 100000010;
pub const YAW_ID: u32 = 100000111;
pub const PITCH_ID: u32 = 100000012;
pub const TICK_ID: u32 = 100000013;
pub const STEAMID_ID: u32 = 100000014;
pub const NAME_ID: u32 = 100000015;
pub const PLAYER_X_ID: u32 = 100000016;
pub const PLAYER_Y_ID: u32 = 100000017;
pub const PLAYER_Z_ID: u32 = 100000018;
pub const WEAPON_STICKERS_ID: u32 = 100000019;
pub const INVENTORY_AS_IDS_ID: u32 = 100000020;
pub const IS_AIRBORNE_ID: u32 = 100000021;
pub const WEAPON_SKIN_ID: u32 = 10000000;
pub const WEAPON_PAINT_SEED: u32 = 10000001;
pub const WEAPON_FLOAT: u32 = 10000002;
pub const ITEM_PURCHASE_COUNT: u32 = 200000000;
pub const ITEM_PURCHASE_DEF_IDX: u32 = 300000000;
pub const ITEM_PURCHASE_COST: u32 = 400000000;
pub const ITEM_PURCHASE_HANDLE: u32 = 500000000;
pub const ITEM_PURCHASE_NEW_DEF_IDX: u32 = 600000000;
pub const FLATTENED_VEC_MAX_LEN: u32 = 100000;
pub const USERCMD_VIEWANGLE_X: u32 = 100000022;
pub const USERCMD_VIEWANGLE_Y: u32 = 100000023;
pub const USERCMD_VIEWANGLE_Z: u32 = 100000024;
pub const USERCMD_FORWARDMOVE: u32 = 100000025;
pub const USERCMD_IMPULSE: u32 = 100000026;
pub const USERCMD_MOUSE_DX: u32 = 100000027;
pub const USERCMD_MOUSE_DY: u32 = 100000028;
pub const USERCMD_BUTTONSTATE_1: u32 = 100000029;
pub const USERCMD_BUTTONSTATE_2: u32 = 100000030;
pub const USERCMD_BUTTONSTATE_3: u32 = 100000031;
pub const USERCMD_CONSUMED_SERVER_ANGLE_CHANGES: u32 = 100000032;
pub const USERCMD_LEFTMOVE: u32 = 100000033;
pub const USERCMD_WEAPON_SELECT: u32 = 100000034;
pub const USERCMD_SUBTICK_MOVE_ANALOG_FORWARD_DELTA: u32 = 100000035;
pub const USERCMD_SUBTICK_MOVE_ANALOG_LEFT_DELTA: u32 = 100000036;
pub const USERCMD_SUBTICK_MOVE_BUTTON: u32 = 100000037;
pub const USERCMD_SUBTICK_MOVE_WHEN: u32 = 100000038;
pub const USERCMD_SUBTICK_LEFT_HAND_DESIRED: u32 = 100000039;
pub const USERCMD_ATTACK_START_HISTORY_INDEX_1: u32 = 100000040;
pub const USERCMD_ATTACK_START_HISTORY_INDEX_2: u32 = 100000041;
pub const USERCMD_ATTACK_START_HISTORY_INDEX_3: u32 = 100000042;
pub const USERCMD_INPUT_HISTORY_BASEID: u32 = 100001000;
pub const INPUT_HISTORY_X_OFFSET: u32 = 0;
pub const INPUT_HISTORY_Y_OFFSET: u32 = 1;
pub const INPUT_HISTORY_Z_OFFSET: u32 = 2;
pub const INPUT_HISTORY_RENDER_TICK_COUNT_OFFSET: u32 = 3;
pub const INPUT_HISTORY_RENDER_TICK_FRACTION_OFFSET: u32 = 4;
pub const INPUT_HISTORY_PLAYER_TICK_COUNT_OFFSET: u32 = 5;
pub const INPUT_HISTORY_PLAYER_TICK_FRACTION_OFFSET: u32 = 6;
use super::sendtables::{Field, ValueField};
use std::{collections::HashMap, sync::Arc};
#[derive(Debug, Clone)]
pub struct PropController {
pub id: u32,
pub special_ids: SpecialIDs,
pub name_to_id: HashMap<String, u32>,
pub id_to_name: HashMap<u32, String>,
pub path_to_name: HashMap<[i32; 7], String>,
pub prop_infos: HashMap<u32, PropInfo>,
}
#[derive(Debug, Clone)]
pub struct SpecialIDs {}
#[derive(Debug, Clone, PartialEq)]
pub struct PropInfo {
pub id: u32,
// pub prop_type: PropType,
pub prop_name: Arc<str>,
// pub prop_friendly_name: String,
// pub is_player_prop: bool
}
impl PropController {
pub fn new() -> Self {
Self {
id: NORMAL_PROP_BASEID,
special_ids: SpecialIDs::new(),
name_to_id: HashMap::new(),
id_to_name: HashMap::new(),
path_to_name: HashMap::new(),
prop_infos: [
(
WEAPON_SKIN_ID,
PropInfo {
id: WEAPON_SKIN_ID,
prop_name: "weapon_skin_id".into(),
},
),
(
WEAPON_PAINT_SEED,
PropInfo {
id: WEAPON_PAINT_SEED,
prop_name: "weapon_paint_seed".into(),
},
),
(
WEAPON_FLOAT,
PropInfo {
id: WEAPON_FLOAT,
prop_name: "weapon_float".into(),
},
),
(
MY_WEAPONS_OFFSET,
PropInfo {
id: MY_WEAPONS_OFFSET,
prop_name: "my_weapons_offset".into(),
},
),
(
ITEM_PURCHASE_COST,
PropInfo {
id: ITEM_PURCHASE_COST,
prop_name: "item_purchase_cost".into(),
},
),
]
.into_iter()
.collect(),
}
}
pub fn find_prop_name_paths(&mut self, serializer: &mut super::sendtables::Serializer) {
self.traverse_fields(&mut serializer.fields, serializer.name.clone(), Vec::new())
}
fn traverse_fields(&mut self, fields: &mut [Field], ser_name: String, path_og: Vec<i32>) {
for (idx, f) in fields.iter_mut().enumerate() {
let mut path = path_og.clone();
path.push(idx as i32);
match f {
Field::Value(x) => {
let full_name = ser_name.clone() + "." + &x.name;
self.handle_prop(&full_name, x, path);
}
Field::Serializer(ser) => {
self.traverse_fields(
&mut ser.serializer.fields,
ser_name.clone() + "." + &ser.serializer.name,
path.clone(),
);
}
Field::Pointer(ser) => {
self.traverse_fields(
&mut ser.serializer.fields,
ser_name.clone() + "." + &ser.serializer.name,
path.clone(),
);
}
Field::Array(ser) => {
if let Field::Value(v) = &mut ser.field_enum.as_mut() {
self.handle_prop(&(ser_name.clone() + "." + &v.name), v, path);
}
}
Field::Vector(_x) => {
let vec_path = path.clone();
if let Ok(inner) = f.get_inner_mut(0) {
match inner {
Field::Serializer(s) => {
for (inner_idx, f) in
&mut s.serializer.fields.iter_mut().enumerate()
{
if let Field::Value(v) = f {
let mut myp = vec_path.clone();
myp.push(inner_idx as i32);
self.handle_prop(
&(ser_name.clone() + "." + &v.name),
v,
myp,
);
}
}
self.traverse_fields(
&mut s.serializer.fields,
ser_name.clone() + "." + &s.serializer.name,
path_og.clone(),
)
}
Field::Value(x) => {
self.handle_prop(
&(ser_name.clone() + "." + &x.name),
x,
path.clone(),
);
}
_ => {}
}
}
}
Field::None => {}
};
}
}
fn handle_prop(&mut self, full_name: &str, f: &mut ValueField, path: Vec<i32>) {
f.full_name = full_name.to_owned();
// CAK47.m_iClip1 => ["CAK47", "m_iClip1"]
let split_at_dot: Vec<&str> = full_name.split(".").collect();
let is_weapon_prop = (split_at_dot[0].contains("Weapon") || split_at_dot[0].contains("AK"))
&& !split_at_dot[0].contains("Player")
|| split_at_dot[0].contains("Knife")
|| split_at_dot[0].contains("CDEagle")
|| split_at_dot[0].contains("C4")
|| split_at_dot[0].contains("Molo")
|| split_at_dot[0].contains("Inc")
|| split_at_dot[0].contains("Infer");
let is_projectile_prop = (split_at_dot[0].contains("Projectile")
|| split_at_dot[0].contains("Grenade")
|| split_at_dot[0].contains("Flash"))
&& !split_at_dot[0].contains("Player");
let is_grenade_or_weapon = is_weapon_prop || is_projectile_prop;
// Strip first part of name from grenades and weapons.
// if weapon prop: CAK47.m_iClip1 => m_iClip1
// if grenade: CSmokeGrenadeProjectile.CBodyComponentBaseAnimGraph.m_cellX => CBodyComponentBaseAnimGraph.m_cellX
let prop_name = match is_grenade_or_weapon {
true => split_at_dot[1..].join("."),
false => full_name.to_string(),
};
let mut a = [0, 0, 0, 0, 0, 0, 0];
for (idx, v) in path.iter().enumerate() {
a[idx] = *v;
}
self.path_to_name.insert(a, prop_name.to_string());
let prop_already_exists = self.name_to_id.contains_key(&(prop_name).to_string());
self.set_id(&prop_name, f);
if !prop_already_exists {
self.insert_propinfo(&prop_name, f);
}
f.should_parse = true;
if full_name == "CCSPlayerPawn.CCSPlayer_WeaponServices.m_hMyWeapons" {
f.prop_id = MY_WEAPONS_OFFSET;
}
if full_name
== "CCSPlayerPawn.CCSPlayer_ActionTrackingServices.WeaponPurchaseCount_t.m_nCount"
{
f.prop_id = ITEM_PURCHASE_COUNT;
}
if full_name == "CCSPlayerPawn.CCSPlayer_BuyServices.SellbackPurchaseEntry_t.m_unDefIdx" {
f.prop_id = ITEM_PURCHASE_DEF_IDX;
}
if full_name == "CCSPlayerPawn.CCSPlayer_BuyServices.SellbackPurchaseEntry_t.m_nCost" {
f.prop_id = ITEM_PURCHASE_COST;
}
if full_name == "CCSPlayerPawn.CCSPlayer_ActionTrackingServices.WeaponPurchaseCount_t.m_nItemDefIndex" {
f.prop_id = ITEM_PURCHASE_NEW_DEF_IDX;
}
if full_name == "CCSPlayerPawn.CCSPlayer_BuyServices.SellbackPurchaseEntry_t.m_hItem" {
f.prop_id = ITEM_PURCHASE_HANDLE;
}
if prop_name.contains("CEconItemAttribute.m_iRawValue32") {
f.prop_id = WEAPON_SKIN_ID;
}
self.id += 1;
}
fn set_id(&mut self, weap_prop: &str, f: &mut ValueField) {
match self.name_to_id.get(weap_prop) {
// If we already have an id for prop of same name then use that id.
// Mainly for weapon props. For example CAK47.m_iClip1 and CWeaponSCAR20.m_iClip1
// are the "same" prop. (they have same path and we want to refer to it with one id not ~20)
Some(id) => {
f.prop_id = *id;
self.id_to_name.insert(*id, weap_prop.to_string());
}
None => {
self.name_to_id.insert(weap_prop.to_string(), self.id);
self.id_to_name.insert(self.id, weap_prop.to_string());
f.prop_id = self.id;
}
}
}
fn insert_propinfo(&mut self, prop_name: &str, f: &mut ValueField) {
self.prop_infos.insert(
f.prop_id,
PropInfo {
id: f.prop_id,
prop_name: prop_name.into(),
},
);
}
}
impl SpecialIDs {
pub fn new() -> Self {
Self {}
}
}