S PreserveEnts: Difference between revisions

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==Code Dumps==
==逆向工程==
通过IDA在求生之路游戏中搜索<code>S_PreserveEnts</code>白名单
通过IDA在求生之路游戏中搜索<code>S_PreserveEnts</code>白名单
# 搜索 {{ent|ai_network}}字符串引用
# 搜索 {{ent|ai_network}}字符串引用

Revision as of 20:16, 16 February 2023

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In multiplayer Source Source games, all entities are set back to their defaults during a round reset by removing and immediately respawning them, unless their current classnames matches an entry in the s_PreserveEnts whitelist. Whitelisted entities either have special code to handle the reset process or none at all, and the entity is therefore considered not ideal for removal.

Some whitelisted entities may not properly account for round resets and are likely to carry their previous properties over to the next round, such as their origins.

Todo: Attempt to finish this table. Some games might not have any way to reset the round (even through mp_forcewin or mp_restartgame commands).
Games Alien Swarm Counter-Strike: Global Offensive Counter-Strike: Source Day of Defeat: Source Half-Life 2 Half-Life 2: Deathmatch Half-Life 2: Episode One Half-Life 2: Episode Two Left 4 Dead Left 4 Dead 2 Portal Portal 2 Team Fortress 2
Has Whitelist Yes Yes Yes Yes No Yes No No Yes (Disassembly) Yes Yes Yes

Source Code

Half-Life 2: Deathmatch Half-Life 2: Deathmatch

hl2mp/hl2mp_gamerules.cpp
static const char *s_PreserveEnts[] =
{
	"ai_network",
	"ai_hint",
	"hl2mp_gamerules",
	"team_manager",
	"player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_deathmatch",
	"info_player_combine",
	"info_player_rebel",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"worldspawn",
	"point_devshot_camera",
	"", // END Marker
};

Portal Portal

portal/portal_mp_gamerules.cpp
static const char *s_PreserveEnts[] =
{
	"ai_network",
	"ai_hint",
	"hl2mp_gamerules",
	"team_manager",
	"player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_deathmatch",
	"info_player_combine",
	"info_player_rebel",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"worldspawn",
	"point_devshot_camera",
	"", // END Marker
};

Portal 2 Portal 2

portal/portal_mp_gamerules.cpp
static const char *s_PreserveEnts[] =
{
	"ai_network",
		"ai_hint",
		"hl2mp_gamerules",
		"team_manager",
		"player_manager",
		"env_soundscape",
		"env_soundscape_proxy",
		"env_soundscape_triggerable",
		"env_sun",
		"env_wind",
		"env_fog_controller",
		"func_brush",
		"func_wall",
		"func_buyzone",
		"func_illusionary",
		"infodecal",
		"info_projecteddecal",
		"info_node",
		"info_target",
		"info_node_hint",
		"info_player_deathmatch",
		"info_player_combine",
		"info_player_rebel",
		"info_map_parameters",
		"keyframe_rope",
		"move_rope",
		"info_ladder",
		"player",
		"point_viewcontrol",
		"scene_manager",
		"shadow_control",
		"sky_camera",
		"soundent",
		"trigger_soundscape",
		"viewmodel",
		"predicted_viewmodel",
		"worldspawn",
		"point_devshot_camera",
		"", // END Marker
};

Team Fortress 2 Team Fortress 2

teamplayroundbased_gamerules.cpp
// Classnames of entities that are preserved across round restarts
static const char *s_PreserveEnts[] =
{
	"player",
	"viewmodel",
	"worldspawn",
	"soundent",
	"ai_network",
	"ai_hint",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sprite",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_wall",
	"func_illusionary",
	"info_node",
	"info_target",
	"info_node_hint",
	"point_commentary_node",
	"point_viewcontrol",
	"func_precipitation",
	"func_team_wall",
	"shadow_control",
	"sky_camera",
	"scene_manager",
	"trigger_soundscape",
	"commentary_auto",
	"point_commentary_node",
	"point_commentary_viewpoint",
	"bot_roster",
	"info_populator",
	"", // END Marker
};
tf/tf_gamerules.cpp
// Classnames of entities that are preserved across round restarts
static const char *s_PreserveEnts[] =
{
	"tf_gamerules",
	"tf_team_manager",
	"tf_player_manager",
	"tf_team",
	"tf_objective_resource",
	"keyframe_rope",
	"move_rope",
	"tf_viewmodel",
	"tf_logic_training",
	"tf_logic_training_mode",
	"tf_powerup_bottle",
	"tf_mann_vs_machine_stats",
	"tf_wearable",
	"tf_wearable_demoshield",
	"tf_wearable_robot_arm",
	"tf_wearable_vm",
	"tf_logic_bonusround",
	"vote_controller",
	"monster_resource",
	"tf_logic_medieval",
	"tf_logic_cp_timer",
	"tf_logic_tower_defense",	// legacy
	"tf_logic_mann_vs_machine",
	"func_upgradestation",
	"entity_rocket",
	"entity_carrier",
	"entity_sign",
	"entity_saucer",
	"tf_halloween_gift_pickup",
	"tf_logic_competitive",
	"tf_wearable_razorback",
	"entity_soldier_statue",
	"", // END Marker
};

Counter-Strike: Source Counter-Strike: Source

cstrike/cs_gamerules.cpp
static const char *s_PreserveEnts[] =
{
	"ai_network",
	"ai_hint",
	"cs_gamerules",
	"cs_team_manager",
	"cs_player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"func_hostage_rescue",
	"func_bomb_target",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_counterterrorist",
	"info_player_terrorist",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"worldspawn",
	"point_devshot_camera",
	"", // END Marker
};

Counter-Strike: Global Offensive Counter-Strike: Global Offensive

cstrike15/cs_gamerules.cpp
static const char *s_PreserveEnts[] =
{
	"ai_network",
	"ai_hint",
	"cs_gamerules",
	"cs_team_manager",
	"cs_player_manager",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"env_tonemap_controller",
	"env_cascade_light",
	"func_brush",
	"func_wall",
	"func_buyzone",
	"func_illusionary",
	"func_hostage_rescue",
	"func_bomb_target",
	"infodecal",
	"info_projecteddecal",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_counterterrorist",
	"info_player_terrorist",
	"info_enemy_terrorist_spawn",
	"info_deathmatch_spawn",
	"info_armsrace_counterterrorist",
	"info_armsrace_terrorist",
	"info_map_parameters",
	"keyframe_rope",
	"move_rope",
	"info_ladder",
	"player",
	"point_viewcontrol",
	"point_viewcontrol_multiplayer",
	"scene_manager",
	"shadow_control",
	"sky_camera",
	"soundent",
	"trigger_soundscape",
	"viewmodel",
	"predicted_viewmodel",
	"worldspawn",
	"point_devshot_camera",
	"logic_choreographed_scene",
	"cfe_player_decal",
	"info_bomb_target_hint_A",
	"info_bomb_target_hint_B",
	"info_hostage_rescue_zone_hint",
	"generic_actor",
	"vote_controller",
	"wearable_item",
	"point_hiding_spot",
	"game_coopmission_manager",
	"chicken",
	"", // END Marker
};

Day of Defeat: Source Day of Defeat: Source

dod/dod_gamerules.cpp
static const char *s_PreserveEnts[] =
{
	"player",
	"viewmodel",
	"worldspawn",
	"soundent",
	"ai_network",
	"ai_hint",
	"dod_gamerules",
	"dod_team_manager",
	"dod_player_manager",
	"dod_objective_resource",
	"env_soundscape",
	"env_soundscape_proxy",
	"env_soundscape_triggerable",
	"env_sprite",
	"env_sun",
	"env_wind",
	"env_fog_controller",
	"func_brush",
	"func_wall",
	"func_illusionary",
	"info_node",
	"info_target",
	"info_node_hint",
	"info_player_allies",
	"info_player_axis",
	"point_viewcontrol",
	"shadow_control",
	"sky_camera",
	"scene_manager",
	"trigger_soundscape",
	"info_dod_detect",
	"dod_team_allies",
	"dod_team_axis",
	"point_commentary_node",
	"dod_round_timer",
	"func_precipitation",
	"func_team_wall",
	"", // END Marker
};

Alien Swarm Alien Swarm

swarm/asw_gamerules.cpp
CAlienSwarm::CAlienSwarm()
{
	// set which entities should stay around when we restart the mission
	m_MapResetFilter.AddKeepEntity("worldspawn");
	m_MapResetFilter.AddKeepEntity("soundent");
	m_MapResetFilter.AddKeepEntity("asw_gamerules");
	m_MapResetFilter.AddKeepEntity("player");
	m_MapResetFilter.AddKeepEntity("asw_player");
	m_MapResetFilter.AddKeepEntity("player_manager");	
	m_MapResetFilter.AddKeepEntity("predicted_viewmodel");
	m_MapResetFilter.AddKeepEntity("sdk_team_manager");
	m_MapResetFilter.AddKeepEntity("scene_manager");
	m_MapResetFilter.AddKeepEntity("event_queue_saveload_proxy");
	m_MapResetFilter.AddKeepEntity("ai_network");
}

逆向工程

通过IDA在求生之路游戏中搜索S_PreserveEnts白名单

  1. 搜索 ai_network字符串引用
  2. 调出所有适用的 XREF。
  3. 搜索包含survivor_botlogic_versus_random的列表

Left 4 Dead Left 4 Dead

; "ai_network",
; "ai_hint",
; "cs_team_manager",
; "terror_gamerules",
; "terror_player_manager",
; "survivor_bot",
; "env_tonemap_controller",
; "env_tonemap_controller_infected",
; "env_tonemap_controller_ghost",
; "vote_controller",
; "env_soundscape",
; "env_soundscape_proxy",
; "env_soundscape_triggerable",
; "env_sun",
; "env_wind",
; "env_fog_controller",
; "func_wall",
; "func_buyzone",
; "func_illusionary",
; "func_hostage_rescue",
; "func_bomb_target",
; "infodecal",
; "info_projecteddecal",
; "info_node",
; "info_target",
; "info_node_hint",
; "info_player_counterterrorist",
; "info_player_terrorist",
; "info_map_parameters",
; "info_map_parameters_versus",
; "info_ladder",
; "func_simpleladder",
; "player",
; "point_viewcontrol",
; "scene_manager",
; "shadow_control",
; "sky_camera",
; "soundent",
; "trigger_soundscape",
; "viewmodel",
; "predicted_viewmodel",
; "worldspawn",
; "point_devshot_camera",
; "info_survivor_position",
; "logic_versus_random",

Left 4 Dead 2 Left 4 Dead 2

; "ai_network",
; "ai_hint",
; "cs_team_manager",
; "terror_gamerules",
; "terror_player_manager",
; "survivor_bot",
; "env_tonemap_controller",
; "env_tonemap_controller_infected",
; "env_tonemap_controller_ghost",
; "vote_controller",
; "env_soundscape",
; "env_soundscape_proxy",
; "env_soundscape_triggerable",
; "env_sun",
; "env_wind",
; "env_fog_controller",
; "func_wall",
; "infodecal",
; "info_projecteddecal",
; "info_node",
; "info_node_hint",
; "info_map_parameters",
; "info_map_parameters_versus",
; "info_ladder",
; "func_simpleladder",
; "player",
; "point_viewcontrol",
; "scene_manager",
; "shadow_control",
; "sky_camera",
; "soundent",
; "trigger_soundscape",
; "viewmodel",
; "predicted_viewmodel",
; "worldspawn",
; "point_devshot_camera",
; "weapon_scavenge_item_spawn",
; "logic_versus_random",