//! 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 `, in order. A value of `"{bots}"` is substituted with the runtime bot /// count (CS2's `+bot_quota `); 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 { let mut a: Vec = vec![ "-dedicated".into(), "-insecure".into(), "-port".into(), "24015".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 /// A RECORDED REFERENCE value for `IsPlayerPawn`'s vtable slot — cross-checked against, never called. /// /// The live CALL test uses the slot THIS build derived and skips entirely when the build derived none; /// this constant only decides whether that run prints a "the slot moved, update me" note. It is not a /// fallback, and must not become one: the slot has taken six distinct values in ten months, and calling /// a stale index would inject a call to whatever now occupies it. A new game may record 0 until measured. pub is_player_pawn_slot: u64, } 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//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, /// Collapse tripwires, ONE PER INDEPENDENTLY-SHAPED TABLE the deriver reads out of the binary rather /// than deriving. Each is read by its own record shape, so a layout change Valve makes to one yields /// fewer records from that one alone — safe, but SILENT, and a release shipping zero of any of them at /// exit 0 is exactly the failure "degrades or stops loudly, never lies" exists to prevent. /// /// Deliberately NOT one summed floor across all of them: a sum is satisfied by the tables that still /// work, so it cannot detect the single-table collapse it exists to catch. Set far below the observed /// count (collapse detectors, not tight bounds); a new game starts every field at 0 and gets no gate /// until someone measures one. pub min_pulse_bindings: usize, /// Bindings whose TYPED SIGNATURE was recovered from their descriptor initializer. Its own floor /// because it has its own failure mode: the registry can still read perfectly while the descriptor /// layout moves, and the result would be a release that ships every binding with no signature at all /// — a silent capability loss rather than a wrong answer, which is precisely what a floor is for. pub min_pulse_typed: usize, /// Floor on Pulse bindings whose invocation shim is HOST-CALLABLE (`call.needs == "args-only"`). /// Its own floor because it has its own failure mode: the registry can read perfectly and the /// signatures recover perfectly while a codegen change makes every shim appear to read another slot, /// which would silently retire the one callable tier instead of failing the release. pub min_pulse_callable: usize, pub min_entity_io: usize, pub min_entity_classes: usize, /// Console commands recovered from their registration calls. Its own floor because it has its own /// failure mode, and a quiet one: the registrar is identified by SHAPE (it opens by writing the /// invalid-handle sentinel), so a build that reworks that constructor yields zero commands rather /// than wrong ones — correct, and invisible without this. pub min_commands: usize, /// Floor on recovered ConVars. Its own floor because convar registration is identified by a DIFFERENT /// test from the command one — convergence of registrar wrappers on a shared core, not a sentinel in the /// callee — so it can fail while commands keep working. pub min_convars: usize, /// Floor on VScript bindings. Its own floor for the usual reason — a THIRD identification test, /// distinct from both the command sentinel and the convar convergence: a record base computed by the /// initialiser's own `idx*5 << 4 + [class+0x28]`. A codegen change that reshapes that arithmetic /// yields zero bindings while every other surface keeps reading perfectly. /// /// Set well under the observed count, which is the house rule, but the margin here is deliberately /// wide: the reader recovers three distinct registration forms (the packed name pair, the /// `movddup` single-string form, and a base copied between registers), and losing any ONE of them /// would still clear a tight floor while quietly dropping a third of the surface. pub min_vscript: usize, /// Floor on VScript bindings attributed to an OWNING CLASS — and the only floor here that a full run /// checks and an offline one skips, because zero is correct by construction offline: the descriptor /// reaches its class through a register loaded from memory, so nothing static recovers it. /// /// Separate from `min_vscript` because it fails independently and in the opposite direction. That floor /// guards the offline READER against a Valve reshape; this one guards the LIVE WALK — the string-anchor /// instance search, the owner read at the record's `+0x30`, the class-name read behind it. Any of those /// breaking leaves every binding recovered, described and located, with no class on any of them: a /// release that clears every other gate. It is `class` that `gen`'s `moddota` format GROUPS BY, so /// the artifact would ship intact while both of the files it writes came out empty. pub min_vscript_classed: usize, pub min_schema_enums: usize, /// Collapse floor for the recovered schema CLASS table — the largest table the deriver reads, and the /// one every other schema claim rests on: the artifact's whole `schema` section, the entity-output and /// datadesc joins, the derived type layouts, and `Identity::class_size`, which is half the identity /// check's conjunction. /// /// It needs its own floor because nothing else covers it. `min_schema_enums` does not — `enumerate_enums` /// uses classes only to exclude field arrays, so it keeps passing at zero classes. The live oracle's /// class gate does not either: it is SKIPPED below `ORACLE_MIN_SAMPLE` checked classes, and the sample /// IS the class count, so a collapse into that range disables the check that would catch it. And the /// offline/live layout comparison reads the same bytes through the same `CI_*` constants, so whatever /// survives a reshape agrees with itself. pub min_schema_classes: usize, /// Collapse floor for the schema CLASS table read from a SINGLE library — the live oracle's population. /// /// Distinct from [`min_schema_classes`](Self::min_schema_classes), and the two may never be shared: that /// one counts the union across every mapped library, this one counts `server_lib` alone, and the union is /// roughly twice as large. A floor calibrated on the union rejects every healthy build when applied here, /// because the honest single-library count sits below it by construction. /// /// Calibrated the same way as its sibling — well under the observed count, a collapse detector rather /// than a tight bound — and it only applies to `server_lib`, the one library whose count is calibrated. pub min_schema_classes_lib: usize, /// Collapse floor for the DERIVED function tiers — `core + high_confidence`. /// /// Every table read out of the binary has one of these; the tool's headline product did not, and the /// gap is structural rather than an oversight of one number: the live oracle gates a PASS RATE over /// entries that reached the gamedata document, and a signature that failed to resolve never enters it. /// So a derive that emits forty functions instead of four thousand passes at 100% — a stale corpus /// model, a `--target` from the wrong branch or a missing secondary library all land there. /// /// A collapse detector, not a tight bound: set well below the observed count, like every sibling floor. pub min_core_functions: usize, /// Output game-key the game-keyed emitters use (Metamod `Games { {..} }`, Plugify `{ "": {..} }`). 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 /// `rosetta-.json` / `model-.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 the oracle 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, } /// 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//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, // observed: 580 Pulse, 715 inputs + 226 outputs, 474 entity classnames, 784 commands, 555 enums min_pulse_bindings: 300, min_pulse_typed: 300, min_pulse_callable: 90, min_entity_io: 400, min_entity_classes: 200, min_commands: 400, min_convars: 900, min_vscript: 180, // observed live: 271 of 300 bindings attributed across 24 classes min_vscript_classed: 150, min_schema_enums: 250, // CS2 recovers 1,899 across every mapped library. A floor at 1,200 is well clear of build-to-build // drift and nowhere near the range a `SchemaClassInfoData_t` reshape would leave. min_schema_classes: 1_200, // libserver.so alone holds 852 of those; the live oracle reads that library only. min_schema_classes_lib: 550, // CS2 ships 1,086 core + 2,899 high-confidence = 3,985. min_core_functions: 2_500, 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, // observed: 500 Pulse, 624 inputs, 3,528 entity classnames, 855 commands, 743 enums min_pulse_bindings: 250, min_pulse_typed: 250, min_pulse_callable: 65, min_entity_io: 300, min_entity_classes: 1000, min_commands: 400, min_convars: 600, min_vscript: 1200, // observed live: 1,638 of 1,841 bindings attributed across 63 classes min_vscript_classed: 900, min_schema_enums: 350, // Dota recovers 2,962 across every mapped library. min_schema_classes: 2_000, // libserver.so alone holds 1,916 of those; the live oracle reads that library only. min_schema_classes_lib: 1_250, // Dota ships 1,096 + 4,047 = 5,143. min_core_functions: 3_000, 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::*; /// The two class floors count DIFFERENT populations — the all-library union and `server_lib` alone — /// so a profile that gives them the same value has calibrated one of them against the other's /// population, which rejects every healthy build on whichever site got the larger number. #[test] fn the_single_library_class_floor_is_strictly_below_the_all_library_one() { for prof in [&CS2, &DOTA] { assert!( prof.min_schema_classes_lib < prof.min_schema_classes, "{}: single-library floor {} must sit below the all-library floor {} — one library \ cannot hold more classes than every library", prof.token, prof.min_schema_classes_lib, prof.min_schema_classes ); } } #[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 = [ "-dedicated", "-insecure", "-port", "24015", "+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); } }