PerformSpatialCulling (0x6B8C60): Zig rewrite with SSE outcode computation. 1.4x speedup, JMP-patched in weirdperformance. performCollisionDetection (0x6B88E0): fully inlined SSE Moller-Trumbore ray-triangle intersection, eliminating 4 SetVector3 calls and the ray_tri function pointer call per triangle. ~22 cyc/tri in bench. Both graduated from transform44 A/B testing to production JMP patches. entity_sse.zig: reimplementations of UpdateEntityAndChunksPositions and updateEntitiesInBounds (A/B tested, 1.2x bench, not shipped - memory bound with negligible real-world gain). clickthrough: fixed CheckObjectTypePermissions hook from fastcall to thiscall (ECX preservation), fixed ClntObjMgrObjectPtr from fastcall(4) to fastcall(5) with correct arg count. bench: added performCollisionDetection bench with synthetic mesh data and patched FindOrCreateHashEntry stub.
192 lines
7.6 KiB
Zig
192 lines
7.6 KiB
Zig
//! Click-through module.
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//!
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//! Priority raycast cascade: instead of one raycast that picks the nearest
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//! object, we run up to 3 filtered raycasts in priority order. Each pass
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//! uses custom flag bits in CanTargetEntity to exclude unwanted objects at
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//! the raycast level (terrain/WMO occlusion applies per pass).
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//!
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//! Pass 1 (loot): only lootable corpses
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//! Pass 2 (GO): only interactable game objects
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//! Pass 3 (NPC): only units with NPC interaction flags
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//! Fallthrough: normal unfiltered behavior
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//!
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//! Hooks:
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//! CanTargetEntity (0x480610) - per-object filter, reads custom flag bits
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//! WorldIntersectionTest (0x480DF0) - runs the cascade
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const std = @import("std");
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const hook = @import("zhook");
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const logging = @import("../logging.zig");
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const mod_mutex = @import("../mutex.zig");
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const offsets = @import("../offsets.zig");
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const wow = @import("../wow.zig");
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pub const module_name: [*:0]const u8 = "clickthrough";
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// =============================================================================
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// Addresses
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// =============================================================================
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const ADDR_WorldIntersectionTest: usize = 0x480DF0;
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const ADDR_CanTargetEntity: usize = 0x480610;
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const ADDR_CheckObjectTypePermissions: usize = 0x480780;
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// =============================================================================
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// HitTestResult layout
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// =============================================================================
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const HIT_GUID_LO: usize = 0x00;
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const HIT_GUID_HI: usize = 0x04;
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const HIT_RESULT_SIZE: usize = 0x34;
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// =============================================================================
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// Custom raycast flag bits (upper bits unused by game)
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// =============================================================================
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const FLAG_LOOT_ONLY: u32 = 0x01000000; // pass 1: only lootable corpses
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const FLAG_GO_ONLY: u32 = 0x02000000; // pass 2: only interactable GOs
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const FLAG_NPC_ONLY: u32 = 0x04000000; // pass 3: only interactable NPCs
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const FLAG_CUSTOM_MASK: u32 = FLAG_LOOT_ONLY | FLAG_GO_ONLY | FLAG_NPC_ONLY;
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// =============================================================================
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// Hook state
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// =============================================================================
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var g_mutex: ?*anyopaque = null;
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var g_is_hook_owner: bool = false;
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var log: logging.Logger = .{};
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var go_log_count: u32 = 0;
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// CheckObjectTypePermissions (0x480780) -- verified from assembly:
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// __thiscall: ECX=context (saved to EDI, passed to CanTargetEntity)
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// Stack: objectData [EBP+8], permFlags [EBP+C]. RET 0x8.
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const CheckObjTypeFn = fn (u32, u32, u32) callconv(hook.cc.thiscall) u32;
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var cotp_hook: hook.Detour(CheckObjTypeFn) = .{};
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const WorldIntersectFn = fn (u32, u32, u32, u32, u32) callconv(hook.cc.thiscall) u32;
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var wit_hook: hook.Detour(WorldIntersectFn) = .{};
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// =============================================================================
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// Hook: CanTargetEntity (0x480610)
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// Per-object filter called during raycast enumeration.
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// When custom flag bits are set, exclude objects that don't match the pass.
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// =============================================================================
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fn checkObjTypeDetour(ctx: u32, obj_data: u32, perm_flags: u32) callconv(hook.cc.thiscall) u32 {
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// Strip custom bits before passing to original
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const clean_flags = perm_flags & ~FLAG_CUSTOM_MASK;
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const original = cotp_hook.callOriginal(.{ ctx, obj_data, clean_flags });
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// If original says exclude, respect that
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if (original == 0) return 0;
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// No custom filtering active - pass through
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if ((perm_flags & FLAG_CUSTOM_MASK) == 0) return original;
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// Resolve the object pointer from obj_data via ClntObjMgrObjectPtr.
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// __fastcall(ECX=typeMask, EDX=debugStr, stack: guid_lo, guid_hi, debugCode)
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// RET 0xC. See nampower ClntObjMgrObjectPtrT typedef.
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const obj = hook.call(
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fn (u32, u32, u32, u32, u32) callconv(hook.cc.fastcall) u32,
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0x468460, // ClntObjMgrObjectPtr
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.{ 1, 0, hook.readMem(u32, obj_data + 0x18), hook.readMem(u32, obj_data + 0x1C), 0 },
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);
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if (obj == 0) return original;
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const desc = wow.getDescriptor(obj);
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if (!wow.isValidPtr(desc)) return original;
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const type_mask = hook.readMem(u32, desc + 0x08);
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if ((perm_flags & FLAG_LOOT_ONLY) != 0) {
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if (type_mask != 0x09) return 0; // units only
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if (!wow.isLootable(obj)) return 0;
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return original;
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}
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if ((perm_flags & FLAG_GO_ONLY) != 0) {
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if (type_mask != 0x21) return 0; // GOs only
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const go_type = hook.readMem(u32, desc + offsets.DESC_GO_TYPE);
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if (go_type == 9 or go_type == 7) return 0; // TEXT, CHAIR
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if (hook.call(fn (u32) callconv(hook.cc.fastcall) u8, offsets.FN_CALL_SPELL_CAST_HANDLER, .{obj}) == 0)
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return 0;
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return original;
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}
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if ((perm_flags & FLAG_NPC_ONLY) != 0) {
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if (type_mask != 0x09 and type_mask != 0x19) return 0; // units/players only
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if (wow.getNpcFlags(obj) == 0) return 0;
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return original;
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}
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return original;
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}
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// =============================================================================
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// Hook: WorldIntersectionTest (0x480DF0)
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// Priority raycast cascade: loot > GO > NPC > normal
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// =============================================================================
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fn worldIntersectDetour(world_frame: u32, ray_start: u32, ray_end: u32, flags: u32, hit_result: u32) callconv(hook.cc.thiscall) u32 {
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// Don't cascade if we're already in a custom pass (prevent recursion)
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// or if in a battleground
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if (!g_is_hook_owner or (flags & FLAG_CUSTOM_MASK) != 0 or wow.isInBattleground()) {
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return wit_hook.callOriginal(.{ world_frame, ray_start, ray_end, flags, hit_result });
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}
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// Pass 1: lootable corpses (units + dead + our custom filter)
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{
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const loot_flags = (flags | FLAG_LOOT_ONLY) & ~@as(u32, 0x10); // include units, exclude players
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const hit_type = wit_hook.callOriginal(.{ world_frame, ray_start, ray_end, loot_flags, hit_result });
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if (hit_type == 2) return hit_type;
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}
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// Pass 2: interactable game objects
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{
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const go_flags = (flags | FLAG_GO_ONLY);
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const hit_type = wit_hook.callOriginal(.{ world_frame, ray_start, ray_end, go_flags, hit_result });
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if (hit_type == 2) return hit_type;
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}
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// Pass 3: interactable NPCs
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{
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const npc_flags = (flags | FLAG_NPC_ONLY) & ~@as(u32, 0x10); // include units, exclude players
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const hit_type = wit_hook.callOriginal(.{ world_frame, ray_start, ray_end, npc_flags, hit_result });
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if (hit_type == 2) return hit_type;
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}
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// Fallthrough: normal unfiltered raycast
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return wit_hook.callOriginal(.{ world_frame, ray_start, ray_end, flags, hit_result });
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}
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// =============================================================================
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// Module lifecycle
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// =============================================================================
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pub fn isActive() bool {
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return g_is_hook_owner;
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}
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pub fn installHooks() void {
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const result = mod_mutex.acquire(module_name);
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g_mutex = result.handle;
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g_is_hook_owner = result.is_owner;
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if (!g_is_hook_owner) return;
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log = logging.Logger.open(module_name, .both);
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_ = cotp_hook.attach(ADDR_CheckObjectTypePermissions, &checkObjTypeDetour);
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_ = wit_hook.attach(ADDR_WorldIntersectionTest, &worldIntersectDetour);
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log.print("clickthrough: cascade raycast active\n");
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}
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pub fn removeHooks() void {
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if (g_is_hook_owner) {
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wit_hook.detach();
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cotp_hook.detach();
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log.close();
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mod_mutex.release(&g_mutex);
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}
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g_is_hook_owner = false;
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}
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pub fn onShutdown() void {}
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