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 ==
Line 8: Line 10:
public:
public:
     RefCounted() : m_refCount(1) {}
     RefCounted() : m_refCount(1) {}
     virtual int addRef() {
     virtual int addRef() {
         return ++m_refCount;
         return ++m_refCount;
     }
     }
      
      
     virtual int getRefCount() {
     virtual int getRefCount() const {
         return m_refCount;
         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() {
     virtual int release() {
         if (--m_refCount == 0) {
         if (--m_refCount == 0) {
Line 22: 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;
}
};
</pre>
</pre>
Do note that this class is not thread-safe, as in the actual implementation.


== ClassManager ==
== ClassManager ==
The program contains a single ClassManager instance which is used to dynamically access different subsystems within the game.
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, the instance pointer and two unknown integers, they can then later be accessed by the string identifier.
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 subsystems / identifiers are registered in BF2.exe:
The following classes are registered in BF2.exe:
; GameServerSettings
; GameServerSettings
; HudInformationLayer
; HudInformationLayer
Line 53: Line 62:
; ServerLogoManager
; ServerLogoManager
; ModInfo
; 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 <code>const uint MaximumGameEventSize</code>.
<pre>
class GameEvent : public RefCounted {
public:
    GameEvent() : field_8(-1) {}
   
    // multiple virtual functions here
private:
    int field_8;
};
</pre>
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.
<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 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;
};