// Raise RRO quest party size past the baked 4 — precisely, only for the // allowlisted quests (Cfg.QuestMaxTeamSizeRooms). // // HOW THE CAP IS REALLY BUILT (cracked from the December dump/ISIL; names // re-verified against the March-2023 dump — 2023 obfuscated names below): // GameConfigurationTool.Awake() // → reads its baked `defaultGameConfiguration` (GameConfigurationAsset, // a Unity ScriptableObject) // → calls GameConfigurationAsset.FIFOMGAOOHH() ← builds the runtime // protobuf GameConfigurationData (GPIGCAJICEF) FROM the asset // → stores and applies it to the team manager. // Inside FIFOMGAOOHH the build loop reads asset.TeamConfigurations[i] // .MaxTeamSize (a typed int struct-array) and writes each straight into a // new GameTeamConfigurationData.TeamSize. // // So the runtime cap originates from the asset's `TeamConfiguration[]` — a // READABLE, typed struct array — NOT from anything that needs the obfuscated // protobuf. Earlier attempts failed because: // • bumping the asset on a 2s poll happened AFTER the builder already built & // cached the protobuf (timing, not the wrong field); // • patching the protobuf getters is impossible — Il2CppInterop doesn't emit // the generic RepeatedField getter, and the simple int getter wasn't // emitted either. // // THE FIX: Harmony-PREFIX GameConfigurationAsset.FIFOMGAOOHH() and bump the // asset's TeamConfigurations[i].MaxTeamSize to the target IN PLACE, right // before it builds the protobuf. The built config then carries the new cap and // the team manager / pre-game roster / open-slots all honour it. Scoped by // asset.Name to the allowlist (PvP/sandbox configs are left alone). // // HOST-AUTHORITATIVE: the quest host builds the config it networks to joiners // (RpcDeserializeConfig), so the host must run this mod for everyone to see the // raised cap. (A joiner can't override — that would need the unreachable // protobuf path.) using System; using System.Collections.Generic; using System.Reflection; using HarmonyLib; namespace DorkNet.ClientMod; internal static class QuestTeamSize { private const BindingFlags BF = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance; // 2023 spawn path (verified in the March-2023 ISIL): the spawn driver // HCPLAILIHEL reads the team-player index from the roster entry // (GameTeamManager/BNBIBPFPJPJ.JPIHHGBLLNG()) and passes it straight into // the KMPAOJGOOCH spawn-point filter. December's intermediate helpers are // gone from this path — the out-param resolver is inlined (zero call // sites), and GetTeamPlayerIndex is only called by Charades/RecRally, so // normalizing it would touch non-quest games. The KMPAOJGOOCH index // argument is the single choke point: normalize it in a prefix and keep // the empty-filter relax postfix as the backstop. public static bool TryPatchSpawnIndexNormalizers(HarmonyLib.Harmony harmony) { return TryPatchRequiredSpawnIndexNormalizer(harmony); } private static bool TryPatchRequiredSpawnIndexNormalizer(HarmonyLib.Harmony harmony) { try { var spawnType = Mod.ResolveType("GameSpawnManager"); var indexType = Mod.ResolveType("NBCOFGIKKHM"); if (spawnType is null || indexType is null) { Mod.Log.Warning("[patch-miss] GameSpawnManager.KMPAOJGOOCH index normalizer: type not found"); return false; } var target = AccessTools.Method(spawnType, "KMPAOJGOOCH"); if (target is null) { Mod.Log.Warning("[patch-miss] GameSpawnManager.KMPAOJGOOCH index normalizer"); return false; } var patch = typeof(QuestTeamSize) .GetMethod(nameof(NormalizeRequiredSpawnIndex_Prefix), BindingFlags.Public | BindingFlags.Static)! .MakeGenericMethod(indexType); harmony.Patch(target, prefix: new HarmonyMethod(patch)); return true; } catch (Exception ex) { Mod.Log.Error($"[patch-fail] GameSpawnManager.KMPAOJGOOCH index normalizer: {ex.Message}"); return false; } } // PREFIX on GameSpawnManager.KMPAOJGOOCH(..., NBCOFGIKKHM index, ...). // The RRO quest scenes only have spawn points for indexes 0-3. After // raising the quest team cap, players 5+ legitimately receive INDEX_4+, // but those values cannot match any baked quest spawn point. Normalize // just the index the spawn-point filter compares against; the actual team // roster/cap remains raised. public static void NormalizeRequiredSpawnIndex_Prefix(ref T __2) where T : struct { try { if (Mod.Cfg.QuestMaxTeamSize <= 4) return; var value = Convert.ToInt32(__2); if (!TryNormalizeIndex(value, out var normalized)) return; __2 = (T)Enum.ToObject(typeof(T), normalized); } catch (Exception ex) { Mod.Log.Warning($"[questsize] required spawn index normalize failed: {ex.Message}"); } } private static bool TryNormalizeIndex(int value, out int normalized) { normalized = value % 4; return value >= 4; } // PREFIX on GameConfigurationAsset.FIFOMGAOOHH() (asset → protobuf builder). public static void Build_Prefix(object __instance) { try { var target = Mod.Cfg.QuestMaxTeamSize; if (target <= 0 || __instance is null) return; var name = GetMember(__instance, "Name") as string ?? ""; if (!IsAllowed(name)) return; var arr = GetMember(__instance, "TeamConfigurations"); int len = ArrLen(arr); if (len <= 0) return; int bumped = 0; for (int i = 0; i < len; i++) { var elem = ArrItem(arr, i); // boxed TeamConfiguration struct (copy) if (elem is null) continue; int cur = ReadInt(elem, "MaxTeamSize"); if (cur > 0 && cur < target && WriteInt(elem, "MaxTeamSize", target) && SetArrItem(arr!, i, elem)) // write the mutated struct back bumped++; } } catch (Exception ex) { Mod.Log.Warning($"[questsize] build prefix failed: {ex.Message}"); } } // POSTFIX on GameSpawnManager.KMPAOJGOOCH(..., outputList). That method // filters spawn points by state/game-mode/spectator/team/team-player-index/ // custom-tag before the spawn selector runs. The RRO quest prefabs only // have indexed start points for players 0-3; once we raise the team size, // player index 4+ can filter every point out before the built-in overlap // fallback has a chance to help. // // The caller (2023: HCPLAILIHEL) runs this filter, then if output.Count // is still 0 it logs "due to spawn point requirement tests" and falls back // to the unfiltered source list as an arbitrary spawn set. Filling the // output list here keeps the normal overlap pass and spawn-selection mode // alive instead of taking that bad arbitrary fallback. // // Harmony binds __0 and __7 by argument position: source list and output // list. The obfuscated parameter names are not reliable in MelonLoader's // generated IL2CPP metadata, which is why this intentionally avoids them. // If the filtered output is empty, copy the already-selected candidate // scene spawn list back into the output so extra players reuse baked quest // spawn points instead of being left out in the void. public static void RelaxEmptySpawnFilter_Postfix(object __0, object __7) { try { if (Mod.Cfg.QuestMaxTeamSize <= 4) return; if (Count(__7) > 0) return; var sourceCount = Count(__0); if (sourceCount <= 0) return; CopyListItems(__0, __7); } catch (Exception ex) { Mod.Log.Warning($"[questsize] spawn filter relax failed: {ex.Message}"); } } // ── allowlist matching (normalize: lowercase-alnum, strip filler) ────── private static List? _wanted; private static bool IsAllowed(string configName) { _wanted ??= BuildWanted(); if (_wanted.Count == 0) return false; var have = Norm(configName); foreach (var w in _wanted) if (have.Contains(w)) return true; return false; } private static List BuildWanted() { var list = new List(); foreach (var entry in Mod.Cfg.QuestMaxTeamSizeRooms) { var nrm = Norm(entry); if (nrm.Length > 0) list.Add(nrm); } return list; } private static string Norm(string s) { if (string.IsNullOrEmpty(s)) return ""; var sb = new System.Text.StringBuilder(s.Length); foreach (var c in s) if (char.IsLetterOrDigit(c)) sb.Append(char.ToLowerInvariant(c)); return sb.ToString().Replace("the", "").Replace("for", "").Replace("of", ""); } // ── reflection helpers (Il2CppInterop exposes il2cpp members as either a // property or a field depending on version — try both) ──────────────── private static object? GetMember(object o, string name) { var t = o.GetType(); var p = t.GetProperty(name, BF); if (p != null && p.CanRead && p.GetIndexParameters().Length == 0) { try { return p.GetValue(o); } catch { } } var f = t.GetField(name, BF); if (f != null) { try { return f.GetValue(o); } catch { } } return null; } private static int ReadInt(object? o, string name) { if (o is null) return 0; var v = GetMember(o, name); if (v is int n) return n; return v != null && int.TryParse(v.ToString(), out var p) ? p : 0; } private static bool WriteInt(object o, string name, int val) { var t = o.GetType(); var p = t.GetProperty(name, BF); if (p != null && p.CanWrite) { try { p.SetValue(o, val); return true; } catch { } } var f = t.GetField(name, BF); if (f != null) { try { f.SetValue(o, val); return true; } catch { } } return false; } private static int ArrLen(object? arr) { if (arr is null) return 0; if (arr is Array a) return a.Length; var lp = arr.GetType().GetProperty("Length") ?? arr.GetType().GetProperty("Count"); return (lp?.GetValue(arr) as int?) ?? 0; } private static int Count(object? collection) => ArrLen(collection); private static object? ArrItem(object? arr, int i) { if (arr is null) return null; if (arr is Array a) return a.GetValue(i); var gi = arr.GetType().GetMethod("get_Item", new[] { typeof(int) }); return gi?.Invoke(arr, new object[] { i }); } // Write a (boxed) struct element back into an Il2CppStructArray via its // set_Item(int, T) indexer. Reflection unboxes to T on invoke. private static bool SetArrItem(object arr, int i, object val) { if (arr is Array a) { try { a.SetValue(val, i); return true; } catch { return false; } } foreach (var m in arr.GetType().GetMethods()) { if (m.Name != "set_Item") continue; var ps = m.GetParameters(); if (ps.Length == 2 && ps[0].ParameterType == typeof(int)) { try { m.Invoke(arr, new[] { i, val }); return true; } catch { } } } return false; } private static int CopyListItems(object? src, object? dst) { if (src is null || dst is null) return 0; MethodInfo? add = null; foreach (var method in dst.GetType().GetMethods()) { if (method.Name != "Add") continue; if (method.GetParameters().Length != 1) continue; add = method; break; } if (add is null) return 0; var n = ArrLen(src); var copied = 0; for (var i = 0; i < n; i++) { var item = ArrItem(src, i); if (item is null) continue; try { add.Invoke(dst, new[] { item }); copied++; } catch { } } return copied; } private static string TypeName(object? value) => value?.GetType().FullName ?? ""; }