Full rewrite

- Removed csflow, as its basically not getting used when high optimization is needed
- Fully rewrote radarflow dma logic.
- Speed increase from 20hz to over 130 hz over pcileech, thanks to scatter reads and improved caching
- Removed docs, because those were for csflow, which is now removed
This commit is contained in:
Janek
2024-01-08 00:22:24 +01:00
parent f186b19255
commit 16f7791628
233 changed files with 805 additions and 16929 deletions

190
src/dma/mod.rs Executable file
View File

@@ -0,0 +1,190 @@
use std::{thread, time::{Duration, Instant}};
use memflow::{os::Process, types::Address, mem::MemoryView};
use crate::{enums::{TeamID, PlayerType}, comms::{EntityData, PlayerData, RadarData, ArcRwlockRadarData, BombData}};
use self::{context::DmaCtx, threaddata::CsData};
mod context;
mod threaddata;
mod cs2dumper;
pub use context::Connector;
pub async fn run(radar_data: ArcRwlockRadarData, connector: Connector, pcileech_device: String) -> anyhow::Result<()> {
let mut ctx = DmaCtx::setup(connector, pcileech_device)?;
let mut data = CsData::default();
// For read timing
let mut last_bomb_dropped = false;
let mut last_bomb_planted = false;
let mut last_tick_count = 0;
let mut last_big_read = Instant::now();
// For frequency info
let mut start_stamp = Instant::now();
let mut iters = 0;
let mut freq = 0;
data.update_pointers(&mut ctx);
data.update_common(&mut ctx);
data.update_players(&mut ctx);
data.update_bomb(&mut ctx);
loop {
if ctx.process.state().is_dead() {
break;
}
if last_big_read.elapsed().as_millis() > 10000 {
data.update_pointers(&mut ctx);
data.update_players(&mut ctx);
last_big_read = Instant::now();
}
data.update_common(&mut ctx);
// Bomb update
if (data.bomb_dropped && !last_bomb_dropped) || (data.bomb_planted && !last_bomb_planted) {
data.update_bomb(&mut ctx);
}
if (!data.bomb_dropped && last_bomb_dropped) || !data.bomb_planted {
data.recheck_bomb_holder = true;
}
last_bomb_dropped = data.bomb_dropped;
last_bomb_planted = data.bomb_planted;
// Poll entity data
let ingame = !data.map.is_empty() && data.map != "<empty>";
let update_data = data.tick_count != last_tick_count;
if ingame {
if !update_data {
continue;
}
let mut entity_data = Vec::new();
// Bomb
if data.bomb_dropped || data.bomb_planted {
let node = ctx.process.read_addr64(
data.bomb + cs2dumper::client::C_BaseEntity::m_pGameSceneNode as u64
).unwrap();
let pos = ctx.process.read(node + cs2dumper::client::CGameSceneNode::m_vecAbsOrigin).unwrap();
entity_data.push(EntityData::Bomb(BombData::new(pos, data.bomb_planted)));
}
// Local player
let local_data = ctx.batched_player_read(
data.local.into(), data.local_pawn.into()
).unwrap();
if local_data.health > 0 {
let has_bomb = {
if data.bomb_planted {
false
} else if data.recheck_bomb_holder {
if local_data.team == Some(TeamID::T) && !data.bomb_dropped && !data.bomb_planted {
let is_holder = ctx.has_c4(
data.local_pawn.into(), data.entity_list.into()
).unwrap_or(false);
if is_holder {
data.bomb_holder = data.local.into();
data.recheck_bomb_holder = false;
}
is_holder
} else { false }
} else { Address::from(data.local) == data.bomb_holder }
};
entity_data.push(
EntityData::Player(
PlayerData::new(
local_data.pos,
local_data.yaw,
PlayerType::Local,
has_bomb
)
)
);
}
// Other players
for (controller, pawn) in &data.players {
let player_data = ctx.batched_player_read(*controller, *pawn).unwrap();
if player_data.health < 1 {
continue;
}
let has_bomb = {
if data.bomb_planted {
false
} else if data.recheck_bomb_holder {
if player_data.team == Some(TeamID::T) && !data.bomb_dropped && !data.bomb_planted {
let is_holder = ctx.has_c4(*pawn, data.entity_list.into()).unwrap_or(false);
if is_holder {
data.bomb_holder = *controller;
data.recheck_bomb_holder = false;
}
is_holder
} else { false }
} else { *controller == data.bomb_holder }
};
let player_type = {
if local_data.team != player_data.team {
PlayerType::Enemy
} else if local_data.team == player_data.team {
PlayerType::Team
} else {
PlayerType::Unknown
}
};
entity_data.push(
EntityData::Player(
PlayerData::new(
player_data.pos,
player_data.yaw,
player_type,
has_bomb
)
)
);
}
let mut radar = radar_data.write().await;
*radar = RadarData::new(
true,
data.map.clone(),
entity_data,
freq
);
} else {
let mut radar = radar_data.write().await;
*radar = RadarData::empty(freq);
}
last_tick_count = data.tick_count;
iters += 1;
if start_stamp.elapsed().as_secs() > 1 {
freq = iters;
iters = 0;
start_stamp = Instant::now();
}
thread::sleep(Duration::from_millis(1));
}
Ok(())
}