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A SourceMod extension that provides:
The extension comes bundled with sourcescramble_manager, a helper plugin that reads gamedata file names and patch names from a config file, then loads them all in. For those simple patches that don't need further configuration other than being toggled on.
This is the installation process for end-users.
There are two ways patches can be applied:
It's up to the developer of each patch to provide instructions on how to install them. Regardless, all patches do require a game configuration file installed in gamedata/.
This was originally just dedicated to memory patching. I had a number of gripes with existing solutions like Memory Patcher, No Thriller Taunt, and one-off plugins for this purpose:
Writing it as an extension allows it to:
There are a number of things provided with this extension:
Developing with this extension is intended for power users that are already getting their hands dirty with server internals. Most developers do not need this kind of flexibility.
Memory patches allow developers to declare a byte payload to be written to memory.
Since patches generally operate on machine code, you'll need to be familiar with that to write patches.
A new MemPatches section is added at the same level of Addresses, Offsets, and Signatures in the game configuration file. An example of a section is below:
"MemPatches"
{
// this patch makes buildings solid to TFBots by forcing certain code paths
"CTraceFilterObject::ShouldHitEntity()::TFBotCollideWithBuildings"
{
"signature" "CTraceFilterObject::ShouldHitEntity()"
"linux"
{
"offset" "1A6h"
"verify" "\x75"
"patch" "\x70"
}
"windows"
{
"offset" "9Ah"
"verify" "\x74"
"patch" "\x71"
}
}
}
A few things are present:
Any values written on top of an applied patch will be reverted back when the patch is removed.
Once you've created a game configuration file that gets stored in gamedata/, you can apply it in "managed" mode.
Create a new config file in configs/sourcescramble/, following the same format as configs/sourcescramble_manager.cfg. Key / value pairs should correspond to a gamedata file and patch name, respectively.
Reload the plugin using sm plugins reload sourcescramble_manager to reload the patches. No reload command is built-in, because the plugin intentionally leaks and doesn't keep track of handles. (The extension automatically disables patches when the handle is deleted, which happens when the owning plugin is unloaded or reloaded.)
For more complex cases (e.g., scoped hook memory patches or potentially dynamic patch modifications), you'll have to write your own plugin to patch / unpatch the memory as desired.
This should be fairly self-explanatory:
// Handle hGameConf = LoadGameConfigFile(...);
// as mentioned, patches are cleaned up when the handle is deleted
MemoryPatch patch = MemoryPatch.CreateFromConf(hGameConf, "CTraceFilterObject::ShouldHitEntity()::TFBotCollideWithBuildings");
if (!patch.Validate()) {
ThrowError("Failed to verify patch.");
} else if (patch.Enable()) {
LogMessage("Enabled patch.");
}
// ...
// restore the bytes that were in place when the patch was enabled
// any writes on top of the patched area are also wiped
patch.Disable();A MemoryBlock is a calloc-allocated chunk of memory that can be accessed with StoreToAddress and LoadFromAddress (indirectly via wrapped helper methods).
Some patches I've dealt with operate on fixed locations in memory (e.g., floating point load operations that don't take immediate values), so with this I can point to the MemoryBlock address space and put in whatever I need.
It's also a useful way of allocating structures for things like SDKCalls.
Basic use of the API:
// allocate and zero-initializes 4 bytes of memory
MemoryBlock block = new MemoryBlock(4);
block.StoreToOffset(0, view_as<int>(0.75), NumberType_Int32);
Address pFloatBlock = block.Address;
// frees the 4 bytes that was allocated
delete block;New to Source Scramble 0.6.x, this allows a plugin to get the address of one of its own variables (cell_t or char[]).
This replaces certain use cases of memory blocks; you can now point to an existing variable in the plugin's memory space in cases when you need to read a float value or more granular control in things like DHooks to send a fixed buffer.
float g_flValue;
Address pFloatLocation = GetAddressOfCell(g_flValue);
// patch an indirect load or whatever with the address of that float value
g_flValue = 0.75; // changes are reflected instantly wherever this memory location is referencedOf course, this is all use-at-your-own-risk.
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