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https://github.com/Milxnor/Project-Reboot-3.0.git
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148 lines
6.4 KiB
C++
148 lines
6.4 KiB
C++
#include "AbilitySystemComponent.h"
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#include "NetSerialization.h"
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void LoopSpecs(UAbilitySystemComponent* AbilitySystemComponent, std::function<void(FGameplayAbilitySpec*)> func)
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{
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static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
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auto ActivatableAbilities = AbilitySystemComponent->GetPtr<FFastArraySerializer>(ActivatableAbilitiesOffset);
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static auto ItemsOffset = FindOffsetStruct("/Script/GameplayAbilities.GameplayAbilitySpecContainer", "Items");
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auto Items = (TArray<FGameplayAbilitySpec>*)(__int64(ActivatableAbilities) + ItemsOffset);
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static auto SpecSize = FGameplayAbilitySpec::GetStructSize();
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if (ActivatableAbilities && Items)
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{
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for (int i = 0; i < Items->Num(); i++)
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{
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auto CurrentSpec = Items->AtPtr(i, SpecSize); // (FGameplayAbilitySpec*)(__int64(Items->Data) + (static_cast<long long>(SpecSize) * i));
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func(CurrentSpec);
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}
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}
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}
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void InternalServerTryActivateAbility(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, /* bool InputPressed, */
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const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData) // https://github.com/EpicGames/UnrealEngine/blob/4.23/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent_Abilities.cpp#L1445
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{
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using UGameplayAbility = UObject;
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auto Spec = AbilitySystemComponent->FindAbilitySpecFromHandle(Handle);
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static auto PredictionKeyStruct = FindObject<UStruct>("/Script/GameplayAbilities.PredictionKey");
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static auto PredictionKeySize = PredictionKeyStruct->GetPropertiesSize();
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static auto CurrentOffset = FindOffsetStruct("/Script/GameplayAbilities.PredictionKey", "Current");
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if (!Spec)
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{
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LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Rejecting ClientActivation of ability with invalid SpecHandle!");
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AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
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return;
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}
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// ConsumeAllReplicatedData(Handle, PredictionKey);
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/* const */ UGameplayAbility * AbilityToActivate = Spec->GetAbility();
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if (!AbilityToActivate)
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{
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LOG_ERROR(LogAbilities, "InternalServerTryActiveAbility. Rejecting ClientActivation of unconfigured spec ability!");
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AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
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return;
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}
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UGameplayAbility* InstancedAbility = nullptr;
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SetBitfield(Spec, 1, true); // InputPressed = true
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bool res = false;
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if (PredictionKeySize == 0x10)
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res = UAbilitySystemComponent::InternalTryActivateAbilityOriginal(AbilitySystemComponent, Handle, *(PadHex10*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData);
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else if (PredictionKeySize == 0x18)
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res = UAbilitySystemComponent::InternalTryActivateAbilityOriginal2(AbilitySystemComponent, Handle, *(PadHex18*)PredictionKey, &InstancedAbility, nullptr, TriggerEventData);
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else
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LOG_ERROR(LogAbilities, "Prediction key size does not match with any of them!");
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if (!res)
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{
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LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Rejecting ClientActivation of {}. InternalTryActivateAbility failed: ", AbilityToActivate->GetName());
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AbilitySystemComponent->ClientActivateAbilityFailed(Handle, *(int16_t*)(__int64(PredictionKey) + CurrentOffset));
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SetBitfield(Spec, 1, false); // InputPressed = false
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}
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else
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{
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LOG_INFO(LogAbilities, "InternalServerTryActivateAbility. Activated {}", AbilityToActivate->GetName());
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}
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static auto ActivatableAbilitiesOffset = AbilitySystemComponent->GetOffset("ActivatableAbilities");
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AbilitySystemComponent->Get<FFastArraySerializer>(ActivatableAbilitiesOffset).MarkItemDirty(Spec); // we only need to do this if the ability fails but eh
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}
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FGameplayAbilitySpecHandle UAbilitySystemComponent::GiveAbilityEasy(UClass* AbilityClass)
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{
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// LOG_INFO(LogDev, "Making spec!");
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auto NewSpec = MakeNewSpec(AbilityClass);
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// LOG_INFO(LogDev, "Made spec!");
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FGameplayAbilitySpecHandle Handle;
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GiveAbilityOriginal(this, &Handle, __int64(NewSpec));
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return Handle;
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}
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FGameplayAbilitySpec* UAbilitySystemComponent::FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle)
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{
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FGameplayAbilitySpec* SpecToReturn = nullptr;
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auto compareHandles = [&Handle, &SpecToReturn](FGameplayAbilitySpec* Spec) {
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auto& CurrentHandle = Spec->GetHandle();
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if (CurrentHandle.Handle == Handle.Handle)
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{
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SpecToReturn = Spec;
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return;
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}
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};
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LoopSpecs(this, compareHandles);
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return SpecToReturn;
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}
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void UAbilitySystemComponent::ServerTryActivateAbilityHook1(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, PadHex10 PredictionKey)
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{
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LOG_INFO(LogAbilities, "ServerTryActivateAbility1");
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InternalServerTryActivateAbility(AbilitySystemComponent, Handle, /* InputPressed, */ (FPredictionKey*)&PredictionKey, nullptr);
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}
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void UAbilitySystemComponent::ServerTryActivateAbilityHook2(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, PadHex18 PredictionKey)
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{
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LOG_INFO(LogAbilities, "ServerTryActivateAbility2");
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InternalServerTryActivateAbility(AbilitySystemComponent, Handle, /* InputPressed, */ (FPredictionKey*)&PredictionKey, nullptr);
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}
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void UAbilitySystemComponent::ServerTryActivateAbilityWithEventDataHook1(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, PadHex10 PredictionKey, FGameplayEventData TriggerEventData)
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{
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LOG_INFO(LogAbilities, "ServerTryActivateAbilityWithEventData1");
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InternalServerTryActivateAbility(AbilitySystemComponent, Handle, /* InputPressed, */
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(FPredictionKey*)&PredictionKey, &TriggerEventData);
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}
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void UAbilitySystemComponent::ServerTryActivateAbilityWithEventDataHook2(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, PadHex18 PredictionKey, FGameplayEventData TriggerEventData)
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{
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LOG_INFO(LogAbilities, "ServerTryActivateAbilityWithEventData2");
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InternalServerTryActivateAbility(AbilitySystemComponent, Handle, /* InputPressed, */
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(FPredictionKey*)&PredictionKey, &TriggerEventData);
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}
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void UAbilitySystemComponent::ServerAbilityRPCBatchHook(UAbilitySystemComponent* AbilitySystemComponent, __int64 BatchInfo)
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{
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static auto AbilitySpecHandleOffset = 0x0;
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static auto PredictionKeyOffset = 0x0008;
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InternalServerTryActivateAbility(AbilitySystemComponent, *(FGameplayAbilitySpecHandle*)(__int64(BatchInfo) + AbilitySpecHandleOffset),
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/* InputPressed, */ (FPredictionKey*)(__int64(BatchInfo) + PredictionKeyOffset), nullptr);
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} |