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#include "Hooks_SaveLoad.h"
#include "skse64_common/SafeWrite.h"
#include "skse64_common/Utilities.h"
#include "skse64_common/BranchTrampoline.h"
#include "Serialization.h"
#include "GlobalLocks.h"
#include "GameData.h"
#include "GameMenus.h"
#include "PapyrusVM.h"
#include "PluginManager.h"
void BGSSaveLoadManager::SaveGame_Hook(UInt64 *unk0)
{
const char *saveName = reinterpret_cast<const char *>(unk0[0xBB0 / 8]);
// Game actually does this, we may as well do the same
if (!saveName)
saveName = "";
#ifdef DEBUG
_MESSAGE("Executing BGSSaveLoadManager::SaveGame_Hook. saveName: %s", saveName);
#endif
Serialization::SetSaveName(saveName);
PluginManager::Dispatch_Message(0, SKSEMessagingInterface::kMessage_SaveGame, (void*)saveName, strlen(saveName), NULL);
CALL_MEMBER_FN(this, SaveGame_HookTarget)(unk0);
Serialization::SetSaveName(NULL);
#ifdef DEBUG
_MESSAGE("Executed BGSSaveLoadManager::SaveGame_Hook.");
#endif
}
bool BGSSaveLoadManager::LoadGame_Hook(UInt64 *unk0, UInt32 unk1, UInt32 unk2, void *unk3)
{
const char *saveName = reinterpret_cast<const char *>(unk0[0xBB0 / 8]);
// Game actually does this, we may as well do the same
if (!saveName)
saveName = "";
#ifdef DEBUG
_MESSAGE("Executing BGSSaveLoadManager::LoadGame_Hook. saveName: %s", saveName);
#endif
g_loadGameLock.Enter();
Serialization::SetSaveName(saveName);
PluginManager::Dispatch_Message(0, SKSEMessagingInterface::kMessage_PreLoadGame, (void*)saveName, strlen(saveName), NULL);
bool result = CALL_MEMBER_FN(this, LoadGame_HookTarget)(unk0, unk1, unk2, unk3);
PluginManager::Dispatch_Message(0, SKSEMessagingInterface::kMessage_PostLoadGame, (void*)result, 1, NULL);
Serialization::SetSaveName(NULL);
g_loadGameLock.Leave();
// Clear invalid handles in OnUpdate event registration list
UInt32 enableClearRegs = 0;
if(GetConfigOption_UInt32("General", "ClearInvalidRegistrations", &enableClearRegs))
{
if(enableClearRegs)
{
UInt32 count = (*g_skyrimVM)->ClearInvalidRegistrations();
if (count > 0)
_MESSAGE("ClearInvalidRegistrations: Removed %d invalid OnUpdate registration(s)", count);
}
}
#ifdef DEBUG
_MESSAGE("Executed BGSSaveLoadManager::LoadGame_Hook.");
#endif
return result;
}
bool s_requestedSave = false;
bool s_requestedLoad = false;
std::string s_reqSaveName;
std::string s_reqLoadName;
void BGSSaveLoadManager::RequestSave(const char * name)
{
s_requestedSave = true;
s_reqSaveName = name;
}
void BGSSaveLoadManager::RequestLoad(const char * name)
{
s_requestedLoad = true;
s_reqLoadName = name;
}
void BGSSaveLoadManager::ProcessEvents_Hook(void)
{
CALL_MEMBER_FN(this, ProcessEvents_Internal)();
// wants both? gets nothing.
if(s_requestedSave && s_requestedLoad)
_MESSAGE("BGSSaveLoadManager: save and load requested in the same frame, ignoring both");
else if(s_requestedSave)
Save(s_reqSaveName.c_str());
else if(s_requestedLoad)
Load(s_reqLoadName.c_str());
s_requestedSave = false;
s_requestedLoad = false;
s_reqSaveName.clear();
s_reqLoadName.clear();
}
void BGSSaveLoadManager::DeleteSavegame_Hook(const char * saveNameIn, UInt32 unk1)
{
std::string saveName = saveNameIn;
PluginManager::Dispatch_Message(0, SKSEMessagingInterface::kMessage_DeleteGame, (void*)saveName.c_str(), strlen(saveName.c_str()), NULL);
CALL_MEMBER_FN(this, DeleteSavegame)(saveNameIn, unk1);
Serialization::HandleDeleteSave(saveName);
}
UInt8 TESQuest::NewGame_Hook(UInt8 * unk1, UInt8 unk2)
{
UInt8 ret = CALL_MEMBER_FN(this, NewGame_Internal)(unk1, unk2);
PluginManager::Dispatch_Message(0, SKSEMessagingInterface::kMessage_NewGame, (void*)this, sizeof(void*), NULL);
return ret;
}
RelocAddr <uintptr_t> SaveGame_HookTarget_Enter(0x005A87C0 + 0x2B3);
RelocAddr <uintptr_t> LoadGame_HookTarget_Enter(0x005AD3B0 + 0x2C5);
// 691ACD40B8430FBDA081477DEB2A9948ACC235F1+11F
RelocAddr <uintptr_t> ProcessEvents_Enter(0x005DACE0 + 0x9A);
RelocAddr <uintptr_t> NewGame_Enter(0x008D3370 + 0x59);
RelocAddr <uintptr_t> DeleteSaveGame_Enter(0x0059AAE0 + 0x77);
RelocAddr <uintptr_t> DeleteSaveGame_Enter2(0x0059ABB0 + 0x17);
void Hooks_SaveLoad_Commit(void)
{
// Load & Save
g_branchTrampoline.Write5Call(SaveGame_HookTarget_Enter, GetFnAddr(&BGSSaveLoadManager::SaveGame_Hook));
g_branchTrampoline.Write5Call(LoadGame_HookTarget_Enter, GetFnAddr(&BGSSaveLoadManager::LoadGame_Hook));
g_branchTrampoline.Write5Call(ProcessEvents_Enter, GetFnAddr(&BGSSaveLoadManager::ProcessEvents_Hook));
// New Game
g_branchTrampoline.Write5Call(NewGame_Enter, GetFnAddr(&TESQuest::NewGame_Hook));
// Delete savegame
g_branchTrampoline.Write5Call(DeleteSaveGame_Enter, GetFnAddr(&BGSSaveLoadManager::DeleteSavegame_Hook));
g_branchTrampoline.Write5Call(DeleteSaveGame_Enter2, GetFnAddr(&BGSSaveLoadManager::DeleteSavegame_Hook));
}