ReserveThreads
0x00175a80 · 267 bytes · __cdecl
_Z14ReserveThreadsi
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* ReserveThreads(int) */
void ReserveThreads(int param_1)
{
code *pcVar1;
int *piVar2;
int iVar3;
undefined4 *puVar4;
int *local_20 [4];
iVar3 = (**(code **)(*_g_pThreadPool + 0x1c))(_g_pThreadPool);
if (iVar3 < param_1) {
iVar3 = (**(code **)(*_g_pThreadPool + 0x1c))(_g_pThreadPool);
}
else {
iVar3 = 0;
if (-1 < param_1) {
iVar3 = param_1;
}
}
CThreadEvent::Set();
while (g_NumReservedThreads != 0) {
ThreadSleep(0);
}
CThreadEvent::Reset();
piVar2 = _g_pThreadPool;
for (; _g_pThreadPool = piVar2, iVar3 != 0; iVar3 = iVar3 + -1) {
LOCK();
g_NumReservedThreads = g_NumReservedThreads + 1;
UNLOCK();
pcVar1 = *(code **)(*piVar2 + 0x54);
puVar4 = operator_new(0x14);
puVar4[3] = 1;
*puVar4 = &PTR_AddRef_002b4308;
puVar4[2] = &PTR__CFunctor0_002b4324;
puVar4[4] = ThreadPoolReserverFunction;
(*pcVar1)(piVar2,puVar4,local_20,0,8);
(**(code **)(*local_20[0] + 4))(local_20[0]);
piVar2 = _g_pThreadPool;
}
Msg("%d threads being reserved\n",g_NumReservedThreads);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.