Files
DorkNet/DorkNet.ClientMod/QuestTeamSize.cs

320 lines
12 KiB
C#

// 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<T> 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($"[patch-fail] GameSpawnManager.KMPAOJGOOCH index normalizer: {ex.Message}");
return false;
}
}
// PREFIX on GameSpawnManager.KMPAOJGOOCH(..., NBCOFGIKKHM index, ...).
// The RRO quest scenes only have spawn points for indexes 0-3. After
// raising the quest team cap, players 5+ legitimately receive INDEX_4+,
// but those values cannot match any baked quest spawn point. Normalize
// just the index the spawn-point filter compares against; the actual team
// roster/cap remains raised.
public static void NormalizeRequiredSpawnIndex_Prefix<T>(ref T __2) where T : struct
{
try
{
if (Mod.Cfg.QuestMaxTeamSize <= 4) return;
var value = Convert.ToInt32(__2);
if (!TryNormalizeIndex(value, out var normalized)) return;
__2 = (T)Enum.ToObject(typeof(T), normalized);
}
catch (Exception ex)
{
Mod.Log.Warning($"[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<string>? _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<string> BuildWanted()
{
var list = new List<string>();
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 ?? "<null>";
}