Files
radarflow2-kvm/radarflow/src/dma/mod.rs
Janek 7c652cb984 Update
csflow:
 - Create structs for gamerules and global vars

radarflow:
 - new dma loop with less frequent cache invalidation
 - The new loop tries to run at a fixed 128 hz. Thats the max tickrate in cs2. The data is also only updated when a tick change is detected, so that should keep data fetching to a minimum.
 - todo: more testing for cache invalidation
2023-12-31 04:32:12 +01:00

225 lines
8.8 KiB
Rust

use std::sync::Arc;
use csflow::{CheatCtx, Connector, memflow::Process, traits::{MemoryClass, BaseEntity}, enums::PlayerType, structs::{CBaseEntity, CPlayerController}};
use tokio::{sync::RwLock, time::Duration};
use crate::{comms::{RadarData, EntityData, BombData, PlayerData}, dma::cache::CacheBuilder};
use self::cache::Cache;
mod cache;
const SECOND_AS_NANO: u64 = 1000*1000*1000;
pub async fn run(connector: Connector, pcileech_device: String, data_lock: Arc<RwLock<RadarData>>) -> anyhow::Result<()> {
let mut ctx = CheatCtx::setup(connector, pcileech_device)?;
let mut cache = Cache::new_invalid();
let mut last_tickcount = -1;
let mut last_round = -1;
let mut last_gamephase = -1;
// Duration for a single tick on 128 ticks. Im assuming 128 ticks because I dont fucking know how to read the current tickrate off cs2 memory lol
let target_interval = Duration::from_nanos(SECOND_AS_NANO / 128);
loop {
let start_stamp = tokio::time::Instant::now();
if ctx.process.state().is_dead() {
break;
}
if !cache.is_valid() {
let mut cached_entities = Vec::new();
let globals = ctx.get_globals()?;
let highest_index = ctx.highest_entity_index()?;
let entity_list = ctx.get_entity_list()?;
let gamerules = ctx.get_gamerules()?;
let local = ctx.get_local()?;
if local.get_pawn(&mut ctx, entity_list)?.is_some() {
cached_entities.push(cache::CachedEntity::Player {
ptr: local.ptr(),
player_type: PlayerType::Local
});
for idx in 1..=highest_index {
if let Some(entity) = CBaseEntity::from_index(&mut ctx, entity_list, idx)? {
let class_name = entity.class_name(&mut ctx)?;
match class_name.as_str() {
"weapon_c4" => {
cached_entities.push(cache::CachedEntity::Bomb {
ptr: entity.ptr()
})
},
"cs_player_controller" => {
let controller = entity.to_player_controller();
let player_type = {
match controller.get_player_type(&mut ctx, &local)? {
Some(t) => {
if t == PlayerType::Spectator { continue } else { t }
},
None => { continue },
}
};
cached_entities.push(cache::CachedEntity::Player {
ptr: entity.ptr(),
player_type,
})
}
_ => {}
}
}
}
}
cache = CacheBuilder::new()
.entity_cache(cached_entities)
.entity_list(entity_list)
.globals(globals)
.gamerules(gamerules)
.build()?;
log::info!("Rebuilt cache.");
}
if ctx.network_is_ingame()? {
// Check if mapname is "<empty>"
// That means we are not in-game, so we can just write empty radar data and run the next loop.
let map_name = cache.globals().map_name(&mut ctx)?;
if map_name == "<empty>" {
last_round = -1;
last_gamephase = -1;
let mut data = data_lock.write().await;
*data = RadarData::empty();
continue;
} else if map_name.is_empty() { // Check if mapname is empty, this usually means a bad globals pointer -> rebuild our cache
cache.invalidate();
log::info!("Invalidated cache! Reason: invalid globals pointer");
continue;
}
let cur_round = cache.gamerules().total_rounds_played(&mut ctx)?;
// New round started, invalidate cache and run next loop
if cur_round != last_round {
last_round = cur_round;
cache.invalidate();
log::info!("Invalidated cache! Reason: new round");
continue;
}
let cur_gamephase = cache.gamerules().game_phase(&mut ctx)?;
// New game phase, invalidate cache and run next loop
if cur_gamephase != last_gamephase {
last_gamephase = cur_gamephase;
cache.invalidate();
log::info!("Invalidated cache! Reason: new gamephase");
continue;
}
let cur_tickcount = cache.globals().tick_count(&mut ctx)?;
// New tick, now we want to fetch our data
if cur_tickcount != last_tickcount {
// We dont expect more than 16 entries in our radar data
let mut radar_data = Vec::with_capacity(16);
if cache.gamerules().bomb_planted(&mut ctx)? {
let bomb = ctx.get_plantedc4()?;
let bomb_pos = bomb.pos(&mut ctx)?;
radar_data.push(
EntityData::Bomb(BombData::new(
bomb_pos,
true
))
);
}
for cached_data in cache.entity_cache() {
match cached_data {
cache::CachedEntity::Bomb { ptr } => {
if cache.gamerules().bomb_dropped(&mut ctx)? {
let bomb_entity = CBaseEntity::new(ptr);
let pos = bomb_entity.pos(&mut ctx)?;
radar_data.push(
EntityData::Bomb(
BombData::new(
pos,
false
)
)
);
}
},
cache::CachedEntity::Player { ptr, player_type } => {
let controller = CPlayerController::new(ptr);
if let Some(pawn) = controller.get_pawn(&mut ctx, cache.entity_list())? {
if pawn.is_alive(&mut ctx)? {
let pos = pawn.pos(&mut ctx)?;
let yaw = pawn.angles(&mut ctx)?.y;
let has_bomb = pawn.has_c4(&mut ctx, cache.entity_list())?;
radar_data.push(
EntityData::Player(
PlayerData::new(
pos,
yaw,
player_type,
has_bomb
)
)
);
}
}
},
}
}
let mut data = data_lock.write().await;
*data = RadarData::new(
true,
map_name,
radar_data
);
last_tickcount = cur_tickcount;
}
}
// Elapsed time since we started our loop
let elapsed = start_stamp.elapsed();
let remaining = match target_interval.checked_sub(elapsed) {
// This gives us the remaining time we can sleep in our loop
Some(t) => t,
// No time left, start next loop.
None => continue
};
// On linux we may use tokio_timerfd for a more finely grained sleep function
#[cfg(target_os = "linux")]
tokio_timerfd::sleep(remaining).await?;
// On non linux build targets we need to use the regular sleep function, this one is only accurate to millisecond precision
#[cfg(not(target_os = "linux"))]
tokio::time::sleep(remaining).await;
log::debug!("poll rate: {:.2}Hz", SECOND_AS_NANO as f64 / start_stamp.elapsed().as_nanos() as f64);
log::debug!("elapsed: {}ns", elapsed.as_nanos());
log::debug!("target: {}ns", target_interval.as_nanos());
}
Ok(())
}