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Kamal Tufekcic 2026-07-27 10:12:04 +03:00
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//! Per-game knobs — the only Source-2-*title*-specific constants, gathered in one place so a second
//! game (Deadlock, Dota 2) is a data change, not a code hunt. CS2 and Dota 2 are registered today; the
//! schema/RTTI/xref/oracle machinery around them is already game-generic.
//!
//! Everything a second game varies lives here: library names, the output game-key, the live-oracle
//! launch spec, the player-pawn anchor, and the class/field/message-prefix literals the derivation and
//! validation paths reference. (The SchemaSystem struct layout is deliberately NOT here — it tracks the
//! engine BUILD ERA, not the game, so it lives as a per-binary `schema::SchemaLayout`.)
/// How to launch a vanilla server populated with alive units, for the live oracle. Structured (not a
/// flat arg string) because a second Source-2 game selects its mode and fills its world completely
/// differently (Dota 2 has no game_type/game_mode deathmatch, no bot_quota). The `args` builder
/// reproduces the exact CS2 arg order, so a byte-identical launch is assertable.
pub struct LaunchSpec {
/// Cvars set before `-maxplayers`/`+map`, in order (CS2: the deathmatch `game_type 1` / `game_mode 2`).
pub pre_map_cvars: &'static [(&'static str, &'static str)],
/// Cvars set after `+map <map>`, in order. A value of `"{bots}"` is substituted with the runtime bot
/// count (CS2's `+bot_quota <n>`); every other value is passed through verbatim.
pub post_map_cvars: &'static [(&'static str, &'static str)],
}
impl LaunchSpec {
/// The vanilla dedicated-server args to spawn `bots` alive units on `map`, in the exact order the
/// live launch requires.
pub fn args(&self, map: &str, bots: u32) -> Vec<String> {
let mut a: Vec<String> = vec!["-dedicated".into(), "-insecure".into()];
for (k, v) in self.pre_map_cvars {
a.push(format!("+{k}"));
a.push((*v).into());
}
a.push("-maxplayers".into());
a.push((bots + 4).to_string());
a.push("+map".into());
a.push(map.to_string());
for (k, v) in self.post_map_cvars {
a.push(format!("+{k}"));
a.push(if *v == "{bots}" {
bots.to_string()
} else {
(*v).into()
});
}
a
}
}
/// The live-oracle player-pawn anchor: a pawn RTTI class, a liveness netvar, and the IsPlayerPawn vtable
/// slot. Used to find an alive instance in a running server, prove a derived offset is really callable,
/// and sweep this-only query methods. `Copy` so it round-trips out of a `const` profile cheaply.
#[derive(Clone, Copy)]
pub struct PawnAnchor {
pub pawn_class: &'static str, // player-pawn RTTI class — the live-oracle instance anchor
pub health_field: &'static str, // a reliable "is this instance alive" netvar
pub is_player_pawn_slot: u64, // gamedata vtable offset of IsPlayerPawn (call-live smoke test)
}
pub struct GameProfile {
pub server_lib: &'static str, // the gameplay library (schema classes, most signatures)
pub engine_lib: &'static str, // engine2 (entity system, networking)
/// Every server-mapped Source-2 library the corpus model spans, ORDERED by resolution precedence
/// (an earlier lib wins a class name present in more than one). `server_lib`/`engine_lib` are the first
/// two and remain the "primary lib" for command defaults + the live-oracle readiness anchor. The
/// client-render stack (libclient/panorama/rendersystemvulkan/cairo/…) is deliberately absent: the
/// dedicated server never maps it (confirmed against `/proc/<pid>/maps` of a running server).
pub libs: &'static [&'static str],
/// How many vtable slots to read per class. A hard stop, not a hint: `rtti::read_slots` returns what it
/// read with no truncation marker, so a class with more slots than this is INDISTINGUISHABLE from one
/// that genuinely ends here — its tail silently vanishes, and `validate_offset` reports a legitimate
/// slot past the cap as out-of-bounds. `extract_build_vtables` WARNS when a class lands exactly on the
/// cap, which is how a game that needs a bigger one is discovered.
///
/// At 2048: CS2's deepest class is ~464 and Dota's ~541 (the `CDOTA_BaseNPC_*` / `CDOTA_Unit_Hero_*`
/// family). 2048 is deliberately far above need: `read_slots` stops at the first slot that isn't
/// executable code, so a normal class costs nothing extra and only genuinely deep vtables scan further.
///
/// **Raising this invalidates that game's model.** Slot counts and per-slot fingerprints are recorded
/// under the cap in force at distill time; a derive that reads deeper vtables than the model was built
/// from is comparing different objects. A raise is a re-distill, not a config tweak — change it and the
/// model together.
pub max_vtable_slots: usize,
/// Output game-key the game-keyed emitters use (Metamod `Games { <key> {..} }`, Plugify `{ "<key>": {..} }`).
pub game_key: &'static str,
/// The `--game` CLI token / per-release filename suffix (`cs2`, `dota2`) — distinct from `game_key` (the
/// content-dir token `csgo`/`dota` that framework formats key on). Names the artifacts
/// `gamedata-<token>.json` / `model-<token>.json` / `netvars-<token>.json`.
pub token: &'static str,
/// Dedicated-server launcher binary under `bin/linuxsteamrt64/` (CS2: `cs2`).
pub executable: &'static str,
/// Default map for the live-oracle server.
pub default_map: &'static str,
/// This game's user-message class prefix, dropped as wire/serializer dead weight (CS2: `CCSUsrMsg`).
pub usermsg_prefix: &'static str,
/// Dead-weight / name-classification vocabulary — the retunable taxonomy a fork edits per game.
/// `foreign_namespaces`: RTTI namespaces that are never gameplay (the C++ runtime, Steam GC SDK, Valve
/// container templates, the V8 vscript backend). `proto_prefixes`: protobuf message-class name prefixes
/// (wire/GC protocol). Most values are Source-2-universal, but they ride the profile so a fork retunes
/// one const block instead of hunting a second file.
pub foreign_namespaces: &'static [&'static str],
pub proto_prefixes: &'static [&'static str],
/// Protobuf serializer method names: a lone HARD one decisively marks its class generated wire plumbing;
/// SOFT ones can be legit game methods, so they only count toward the ≥3-method protobuf-class cluster.
pub hard_serializer: &'static [&'static str],
pub soft_serializer: &'static [&'static str],
/// Method-name prefixes for a this-only blind-callable boolean query — the live call-smoke-test gate.
pub query_prefixes: &'static [&'static str],
/// Live-oracle "famous field" spotlight: per class, the netvars whose live offsets `verify-live` prints
/// field-by-field (the ones mods actually read). CS2 gameplay fields on the generic `CBaseEntity`.
pub spotlight_fields: &'static [(&'static str, &'static [&'static str])],
/// Human-readable game name for the shipped gamedata banner.
pub display_name: &'static str,
/// How the live oracle spawns alive units.
pub launch: LaunchSpec,
/// RTTI class of the always-present gamerules proxy. A pawn-less game (Dota) uses a live instance of it
/// as the live-oracle readiness signal (a live one means the map loaded and libserver is ready) in
/// place of an alive pawn; set for every game though pawn games use the alive-pawn poll.
pub ready_class: &'static str,
/// The live-oracle player-pawn anchor, or `None` for a pawn-less game (Dota 2 units are
/// CDOTA_BaseNPC/heroes, not a spawned CCSPlayerPawn). `Some` runs the alive-pawn poll + IsPlayerPawn
/// call test + callable-method sweep; `None` skips them — the pawn-less live flow (an alternate
/// entity anchor, or a bot-match-with-no-players readiness signal) is a placeholder TBD at bring-up.
pub pawn_anchor: Option<PawnAnchor>,
}
/// Counter-Strike 2.
pub const CS2: GameProfile = GameProfile {
server_lib: "libserver.so",
engine_lib: "libengine2.so",
// Every Valve Source-2 library the dedicated server maps (confirmed from /proc/<pid>/maps), ordered
// by resolution precedence: gameplay (server) then engine2 win shared-infra class-name collisions,
// then the systems by rough dependency depth. Excludes the client-render stack (never server-mapped)
// and the V8/Steam vendored runtimes (foreign code, filtered by taxonomy).
libs: &[
"libserver.so",
"libengine2.so",
"libtier0.so",
"libnetworksystem.so",
"libschemasystem.so",
"libresourcesystem.so",
"libscenesystem.so",
"libsoundsystem.so",
"libanimationsystem.so",
"libvphysics2.so",
"libmeshsystem.so",
"libparticles.so",
"libworldrenderer.so",
"libmaterialsystem2.so",
"libscenefilecache.so",
"libfilesystem_stdio.so",
"liblocalize.so",
"libhost.so",
"libmatchmaking.so",
"libpulse_system.so",
"librendersystemempty.so",
"libvscript.so",
],
max_vtable_slots: 2048,
game_key: "csgo",
token: "cs2",
executable: "cs2",
default_map: "de_dust2",
usermsg_prefix: "CCSUsrMsg",
foreign_namespaces: &[
"google::protobuf",
"std::",
"__gnu_cxx",
"__cxxabiv1",
"GCSDK::",
"CUtl",
"v8::",
],
proto_prefixes: &[
"CMsg", "CSVCMsg", "CNETMsg", "CCLCMsg", "CMsgGC", "CDataGC", "CGC", "CSO", "PB_",
],
hard_serializer: &[
"GetCachedSize",
"ByteSizeLong",
"IsInitialized",
"GetMetadata",
"MergePartialFromCodedStream",
"SerializeWithCachedSizes",
"InternalSerialize",
"GetClassData",
"MergeImpl",
"_InternalParse",
],
soft_serializer: &[
"New",
"Clear",
"CopyFrom",
"MergeFrom",
"SharedCtor",
"SharedDtor",
],
query_prefixes: &["Is", "Has", "Can", "Should", "Are", "Will"],
spotlight_fields: &[(
"CBaseEntity",
&["m_iHealth", "m_iTeamNum", "m_hOwnerEntity"],
)],
display_name: "CS2",
launch: LaunchSpec {
pre_map_cvars: &[("game_type", "1"), ("game_mode", "2")],
post_map_cvars: &[
("sv_hibernate_when_empty", "0"),
("bot_join_after_player", "0"),
("bot_quota", "{bots}"),
("bot_quota_mode", "fill"),
("bot_difficulty", "2"),
("mp_warmuptime", "0"),
],
},
ready_class: "CCSGameRulesProxy",
pawn_anchor: Some(PawnAnchor {
pawn_class: "CCSPlayerPawn",
health_field: "m_iHealth",
is_player_pawn_slot: 168,
}),
};
/// Dota 2. Dota has no deathmatch `game_type`/`game_mode` or `bot_quota`, so the live oracle needs a
/// different keep-alive combination than CS2; the `launch` cvars are the real bot-match cvars found in
/// `libserver.so` (see `launch`).
pub const DOTA: GameProfile = GameProfile {
server_lib: "libserver.so", // generic Source-2 (same filename as CS2)
engine_lib: "libengine2.so",
// The full Source-2 server lib set (same names as CS2 — shared engine; Dota's build supplies its own
// versions). Superset-safe: `load_build_images` skips any lib absent from Dota's build. Confirm against a
// running Dota server's /proc/maps if a Dota-specific server lib ever appears outside this set.
libs: &[
"libserver.so",
"libengine2.so",
"libtier0.so",
"libnetworksystem.so",
"libschemasystem.so",
"libresourcesystem.so",
"libscenesystem.so",
"libsoundsystem.so",
"libanimationsystem.so",
"libvphysics2.so",
"libmeshsystem.so",
"libparticles.so",
"libworldrenderer.so",
"libmaterialsystem2.so",
"libscenefilecache.so",
"libfilesystem_stdio.so",
"liblocalize.so",
"libhost.so",
"libmatchmaking.so",
"libpulse_system.so",
"librendersystemempty.so",
"libvscript.so",
],
max_vtable_slots: 2048,
game_key: "dota",
token: "dota2",
executable: "dota2", // bin/linuxsteamrt64/dota2
default_map: "dota",
usermsg_prefix: "CDOTAUserMsg",
// Same Source-2-universal dead-weight vocabulary as CS2; only `usermsg_prefix` above is genuinely
// per-game. A Dota-specific tune would edit here.
foreign_namespaces: &[
"google::protobuf",
"std::",
"__gnu_cxx",
"__cxxabiv1",
"GCSDK::",
"CUtl",
"v8::",
],
proto_prefixes: &[
"CMsg", "CSVCMsg", "CNETMsg", "CCLCMsg", "CMsgGC", "CDataGC", "CGC", "CSO", "PB_",
],
hard_serializer: &[
"GetCachedSize",
"ByteSizeLong",
"IsInitialized",
"GetMetadata",
"MergePartialFromCodedStream",
"SerializeWithCachedSizes",
"InternalSerialize",
"GetClassData",
"MergeImpl",
"_InternalParse",
],
soft_serializer: &[
"New",
"Clear",
"CopyFrom",
"MergeFrom",
"SharedCtor",
"SharedDtor",
],
query_prefixes: &["Is", "Has", "Can", "Should", "Are", "Will"],
spotlight_fields: &[(
"CBaseEntity",
&["m_iHealth", "m_iTeamNum", "m_hOwnerEntity"],
)],
display_name: "Dota 2",
// Dota 2 has no deathmatch `game_type`/`game_mode` or `bot_quota`; a headless AI/bot match uses these
// cvars (all present in libserver.so). `sv_hibernate_when_empty 0` is REQUIRED — without it an empty
// dedicated server hibernates and quits immediately (exit 0). The pawn-only stages gate on `pawn_anchor`
// being `Some`, so Dota (whose `pawn_anchor` is `None`) validates through the schema + sig oracles
// without a pawn, polling `ready_class` (a live CDOTAGamerulesProxy = map loaded) in place of an alive
// pawn.
launch: LaunchSpec {
// Keep an empty headless Dota server ALIVE long enough to attach + validate: sv_cheats enables dev
// commands, hibernate-off stops it quitting when empty, and the huge auto-surrender timeout defeats
// the empty-match abandon that otherwise closes it after a few minutes. Bots are NOT populated here
// (that needs a post-map-load stdin command and is only for the entity oracle); sig validation needs
// only libserver loaded + a map.
pre_map_cvars: &[("sv_cheats", "1"), ("dota_force_gamemode", "1")],
post_map_cvars: &[
("sv_hibernate_when_empty", "0"),
("dota_auto_surrender_all_disconnected_timeout", "999999"),
("dota_local_bot_match_difficulty", "1"),
],
},
ready_class: "CDOTAGamerulesProxy",
// Dota 2 units are `CDOTA_BaseNPC_Hero` NPCs, not a spawned `CCSPlayerPawn` — no player-pawn anchor. The
// pawn-based oracle (alive-pawn poll + IsPlayerPawn call + this-only method sweep) is skipped; the SCHEMA
// oracle (attach + read SchemaSystem, no pawn) is the portable core. A hero-NPC anchor is the pawn-less
// extension, TBD at bring-up.
pawn_anchor: None,
};
// (There is deliberately NO process-wide "active profile" global. `main` resolves `--game` to a
// `&'static GameProfile` and threads it explicitly through every engine entry point, so the library is
// reusable per-call — CS2 and Dota can be derived in the same process — and no code path can silently
// run one game's assumptions on another.)
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn cs2_launch_args_are_byte_identical_to_the_old_hand_synced_vec() {
// The exact arg vec the live launch requires for map="de_dust2", bots=9 — pins the LaunchSpec
// builder to a byte-identical launch.
let expected: Vec<String> = [
"-dedicated",
"-insecure",
"+game_type",
"1",
"+game_mode",
"2",
"-maxplayers",
"13",
"+map",
"de_dust2",
"+sv_hibernate_when_empty",
"0",
"+bot_join_after_player",
"0",
"+bot_quota",
"9",
"+bot_quota_mode",
"fill",
"+bot_difficulty",
"2",
"+mp_warmuptime",
"0",
]
.iter()
.map(|s| s.to_string())
.collect();
assert_eq!(CS2.launch.args("de_dust2", 9), expected);
}
}