CUGCFileRequestManager::PromoteRequestToTop
0x002230b0 · 233 bytes · __cdecl
_ZN22CUGCFileRequestManager19PromoteRequestToTopEy
Decompiled
undefined (1 param)
/* CUGCFileRequestManager::PromoteRequestToTop(unsigned long long) */
undefined4 CUGCFileRequestManager::PromoteRequestToTop(ulonglong param_1)
{
int iVar1;
UGCFileRequest_t *pUVar2;
UGCFileRequest_t *pUVar3;
int iVar4;
undefined4 uVar5;
UGCFileRequest_t *local_20 [4];
pUVar3 = (UGCFileRequest_t *)GetFileRequestByHandle(param_1);
if (pUVar3 == (UGCFileRequest_t *)0x0) {
LAB_0022310c:
uVar5 = 0;
}
else {
iVar1 = *(int *)((int)param_1 + 0x28);
uVar5 = 0;
if (iVar1 != 0) {
pUVar2 = (UGCFileRequest_t *)**(int **)((int)param_1 + 0x1c);
if (pUVar3 == pUVar2) {
return 1;
}
iVar4 = 0;
if (0 < iVar1) {
do {
iVar4 = iVar4 + 1;
if (iVar4 == iVar1) goto LAB_0022310c;
} while (pUVar3 != (UGCFileRequest_t *)(*(int **)((int)param_1 + 0x1c))[iVar4]);
*(int *)(pUVar3 + 800) = *(int *)(pUVar2 + 800) + 1;
CUtlPriorityQueue<UGCFileRequest_t*,CDefUtlPriorityQueueLessFunc<UGCFileRequest_t*>,CUtlMemory<UGCFileRequest_t*,int>>
::RemoveAt((CUtlPriorityQueue<UGCFileRequest_t*,CDefUtlPriorityQueueLessFunc<UGCFileRequest_t*>,CUtlMemory<UGCFileRequest_t*,int>>
*)((int)param_1 + 0x1c),iVar4);
local_20[0] = pUVar3;
CUtlPriorityQueue<UGCFileRequest_t*,CDefUtlPriorityQueueLessFunc<UGCFileRequest_t*>,CUtlMemory<UGCFileRequest_t*,int>>
::Insert((CUtlPriorityQueue<UGCFileRequest_t*,CDefUtlPriorityQueueLessFunc<UGCFileRequest_t*>,CUtlMemory<UGCFileRequest_t*,int>>
*)((int)param_1 + 0x1c),local_20);
uVar5 = LoggingSystem_IsChannelEnabled(LOG_WORKSHOP,0);
if ((char)uVar5 == '\0') {
return 1;
}
LoggingSystem_Log(LOG_WORKSHOP,0,"[CUGCFileRequestManager] Promoted %llu to top of queue\n",
*(undefined4 *)pUVar3,*(undefined4 *)(pUVar3 + 4));
}
}
}
return uVar5;
}
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.