BF2 Internals: Difference between revisions
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The BF2 engine has been written in C++ and also make heavy use of STL. | The BF2 engine has been written in C++ and also make heavy use of STL. | ||
{{tip}} All virtual functions on this page are in the order they are defined in the vtable unless otherwise specified. | |||
== Reference Counting == | == Reference Counting == | ||
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public: | public: | ||
RefCounted() : m_refCount(1) {} | RefCounted() : m_refCount(1) {} | ||
virtual int addRef() { | virtual int addRef() { | ||
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// Unsure if there actually is a base implementation of this method, | // Unsure if there actually is a base implementation of this method, | ||
// this | // this sometimes points to a unique function in the vtable but follows this pattern. | ||
virtual int release() { | virtual int release() { | ||
if (--m_refCount == 0) { | if (--m_refCount == 0) { | ||
Line 26: | Line 27: | ||
return m_refCount; | return m_refCount; | ||
} | } | ||
// Position of the destructor in the vtable may change. | |||
virtual ~RefCounted() {} | |||
private: | private: | ||
int m_refCount; | int m_refCount; | ||
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; VerifyPlayerTeamEvent | ; VerifyPlayerTeamEvent | ||
; FixPlayerTeamEvent | ; FixPlayerTeamEvent | ||
== IO == | |||
Access to the filesystem is done through the FileManager accessible through the ClassManager. | |||
=== Stream === | |||
Interface used for files, used by FileManager. | |||
<pre> | |||
class Stream { | |||
public: | |||
virtual unsigned read(void* buffer, unsigned numBytes) = 0; | |||
virtual bool write(void* buffer, unsigned numBytes) = 0; | |||
virtual int unk_1() {}; | |||
virtual int unk_2() {}; | |||
virtual Stream clone() = 0; | |||
virtual int unk_3() {}; | |||
virtual int unk_4() {}; | |||
virtual int unk_5() {}; | |||
virtual bool seek(unsigned moveMethod, long distanceToMove) = 0; | |||
virtual unsigned getPosition() = 0; | |||
virtual unsigned getSize() = 0; | |||
}; | |||
</pre> | |||
=== FileSystem === | |||
Interface used and implemented by the FileManager to access the underlying file system. | |||
<pre> | |||
class FileSystem { | |||
public: | |||
virtual int unk_1() {} | |||
virtual int unk_2() {} | |||
virtual Stream* openFile(std::string* path) = 0; | |||
virtual int unk_3() {} | |||
virtual int unk_4() {} | |||
virtual int unk_5() {} | |||
virtual int unk_6() {} | |||
virtual bool readFile(std::string* path, void* buffer, unsigned numBytes, unsigned* bytesRed) = 0; | |||
virtual int unk_7() {} | |||
virtual int findFiles(std::string* folderPath, ? a, ? b) = 0; | |||
virtual int getFileInfo(std::string* path, ? a) = 0; | |||
virtual int compareFileTime(std::string* path, std::string* otherPath) = 0; | |||
virtual bool getFullFileName(std::string* path) = 0; | |||
virtual void update() = 0; | |||
}; | |||
</pre> |
Latest revision as of 23:05, 26 January 2019
The BF2 engine has been written in C++ and also make heavy use of STL.
Note: All virtual functions on this page are in the order they are defined in the vtable unless otherwise specified.
Reference Counting
A lot of the internal components of the game use intrusive reference counting through inheritance. The base class would look something like this:
class RefCounted { public: RefCounted() : m_refCount(1) {} virtual int addRef() { return ++m_refCount; } virtual int getRefCount() const { return m_refCount; } // Unsure if there actually is a base implementation of this method, // this sometimes points to a unique function in the vtable but follows this pattern. virtual int release() { if (--m_refCount == 0) { delete (RefCounted*)this; } return m_refCount; } // Position of the destructor in the vtable may change. virtual ~RefCounted() {} private: int m_refCount; };
Do note that this class is not thread-safe, as in the actual implementation.
ClassManager
The program contains a single ClassManager instance which is used to dynamically access different subsystems within the game. These subsystems are registered via a string identifier(class name), an instance pointer, the class id and another unknown integer, they can then later be accessed using the class name. The following classes are registered in BF2.exe:
- GameServerSettings
- HudInformationLayer
- DistributedLightRenderer
- LocalProfileManager
- ProfileManager
- RankManager
- ClanManager
- NewsManager
- AutoPatch
- Persistence
- MenuTeamManager
- GlobalSettings
- VideoSettings
- AudioSettings
- ControlSettings
- GeneralSettings
- HapticSettings
- ServerBrowserManager
- SwiffHost
- DemoLibrary
- ServerLogoManager
- ModInfo
The rendering module(RendDX9.dll) also registers the following classes:
- SwiffRenderer
- Terrain
- LightManager
- GeometryTemplateManager
- StaticMeshRenderer
- SkinnedMeshRenderer
- ParticleSystemManager
- HemiMapManager
- DecalManager
- DecalShadowManager
- RoadCompiledRenderer
- RoadEditableRenderer
- NametagManager
- SkyDome
- UndergrowthSystem
- LightingManager
- WeatherManager
- RainManager
- RenderView
- EnvMapManager
Common
GameEvent
The game has multiple event systems, game events are events that occur in-game and are related to gameplay.
The (incomplete) class below is the base class used by all events, events often have additional data.
A GameEvent has a maximum size of 1024 bits as defined by const uint MaximumGameEventSize
.
class GameEvent : public RefCounted { public: GameEvent() : field_8(-1) {} // multiple virtual functions here private: int field_8; };
List of Game events:
- ChallengeEvent
- ChallengeResponseEvent
- ConnectionTypeEvent
- DataBlockEvent
- CreatePlayerEvent
- CreateObjectEvent
- CreateKitEvent
- DestroyObjectEvent
- DestroyPlayerEvent
- EnterVehicleEvent
- ExitVehicleEvent
- PostRemoteEvent
- ChangePlayerNameEvent
- HandlePickupEvent
- HandleDropEvent
- StringBlockEvent
- JoinSquadEvent
- LeaveSquadEvent
- CommanderEvent
- RadioMessageEvent
- KilledByEvent
- ChangeSquadNameEvent
- SetPrivateSquadEvent
- IssueSquadOrderEvent
- InviteEvent
- RankEvent
- KickBanEvent
- SetAcceptOrderEvent
- SetSquadLeaderEvent
- SpottedEvent
- ArtilleryEvent
- StickyProjectileEvent
- AmbientEffectAreaEvent
- VoipOnOffEvent
- CommanderCamEvent
- SupplyDropEvent
- VoidPlayerMuteEvent
- VoteEvent
- TargetDirectionEvent
- BeginRoundEvent
- EndOfRoundEvent
- PythonCommandEvent
- RequestEvent
- VoipSessionEvent
- ToggleFreeCameraEvent
- MedalEvent
- UnlockEvent
- MissileInitEvent
- UAVEvent
- ContentCheckEvent
- DropVehicleEvent
- CreateSpawnGroupEvent
- RemoveSpawnGroupEvent
- UpdateTriggerEvent
- GrapplingHookContainerCreateEvent
- GrapplingHookContainerUpdateEvent
- GrapplingHookContainerDetachEvent
- GrapplingHookCreateEvent
- GrapplingHookUpdateEvent
- PlayerTearGassedEvent
- SetNightVisionEvent
- VerifyPlayerTeamEvent
- FixPlayerTeamEvent
IO
Access to the filesystem is done through the FileManager accessible through the ClassManager.
Stream
Interface used for files, used by FileManager.
class Stream { public: virtual unsigned read(void* buffer, unsigned numBytes) = 0; virtual bool write(void* buffer, unsigned numBytes) = 0; virtual int unk_1() {}; virtual int unk_2() {}; virtual Stream clone() = 0; virtual int unk_3() {}; virtual int unk_4() {}; virtual int unk_5() {}; virtual bool seek(unsigned moveMethod, long distanceToMove) = 0; virtual unsigned getPosition() = 0; virtual unsigned getSize() = 0; };
FileSystem
Interface used and implemented by the FileManager to access the underlying file system.
class FileSystem { public: virtual int unk_1() {} virtual int unk_2() {} virtual Stream* openFile(std::string* path) = 0; virtual int unk_3() {} virtual int unk_4() {} virtual int unk_5() {} virtual int unk_6() {} virtual bool readFile(std::string* path, void* buffer, unsigned numBytes, unsigned* bytesRed) = 0; virtual int unk_7() {} virtual int findFiles(std::string* folderPath, ? a, ? b) = 0; virtual int getFileInfo(std::string* path, ? a) = 0; virtual int compareFileTime(std::string* path, std::string* otherPath) = 0; virtual bool getFullFileName(std::string* path) = 0; virtual void update() = 0; };