{ "entries": [ { "name": "IDMap_Initialize", "addr": "0x008b9ad0", "convention": "thiscall", "prototype": "bool (IDMap* this, int numNodes, int localNode, int startId) // ret 0xc. THE SEEDING ENTRY POINT, and it names the save's three NM* tags. Calls FUN_008b8f80 (clear), then REFUSES numNodes > 0x10 ('IDMap: Cannot support %d nodes.') -- SIXTEEN is the hard cap, and it is the low nibble of IDMap_AllocateID's id. Refuses localNode outside [0, numNodes) ('IDMap: Node %d does not exist, valid nodes are 0-%d.'). On success: resize the 0x14-stride node vector at this->+0x08 via FUN_008b99d0, ZERO EVERY NODE'S COUNTER (the loop at 0x008b9b20 stores 0 to +eax+0x10, eax += 0x14), then write startId into nodes[localNode].counter ALONE (0x008b9b38), then this->+0x18 = localNode (0x008b9b3d). SO: exactly one node's counter is ever seeded; every other node starts at 0, and nothing else in the class ever restores one -- IDMap_Insert 0x008b9350 does NOT touch a counter. Four call sites: StrategyServer_Read +0x105 = Initialize(NMSz, NMLc, NMnx) on S+0x84 -- WHICH NAMES THE TAGS: NMSz = node count, NMLc = LOCAL NODE INDEX, NMnx = that node's counter; StrategyServer_LoadGame +0x107 = Initialize(16, 0, 0); StrategySim_OnCreateGame +0x45 = Initialize(msg->+4, msg->+8, msg->+0xc) on the CLIENT's map at +0x80; and FUN_008a9f80 +0x1ce = Initialize(1, 0, 0) on an unrelated Mars scene object's map at +0x68", "status": "verified", "source": "findings/subsystems/id-allocation.md" }, { "name": "IDMap_AllocateOnLocalNode", "addr": "0x008b8b70", "convention": "thiscall", "prototype": "int (IDMap* this) // 10 B: push [ecx+0x18] (the local node index); call IDMap_AllocateID; ret. The IDMap-relative form of the same thunk IDMap_AllocateLocalID 0x0080f710 wraps from the StrategySim side (that one is `ecx += 0x80` then jmp here). Five direct call sites, all StrategySim methods reached on BOTH the server and a client: StrategySim_CreateDesign +0xe0, FUN_008713a0 +0x3df, SystemBuildQueue_AttachBuiltShip 0x0088e7f0 +0x42, TradeManager_SpawnEncounterSquadron 0x0088f070 +0x216 and +0x28f", "status": "verified", "source": "findings/subsystems/id-allocation.md" }, { "name": "IDMap_GetNodeCounter", "addr": "0x008b8b80", "convention": "thiscall", "prototype": "int (IDMap* this, int nodeIndex) // 29 B, ret 4: node = IDMap_FindNode(nodeIndex); return node ? node->+0x10 : 0. A READ of a per-node counter with no side effect. Its only interesting caller is StrategyServer_InitGameForPlayer 0x007c8f05, which uses it to SEED a client: the CreateGame message carries the server's current counter for the node that client is about to own. Since a save restores only ONE node's counter (Initialize zeroes the rest), this returns 0 for every client node in a freshly loaded game", "status": "verified", "source": "findings/subsystems/id-allocation.md" }, { "name": "IDMap_FindNode", "addr": "0x008b8a70", "convention": "thiscall", "prototype": "void* (IDMap* this, int nodeIndex) // 101 B, ret 4. Bounds-checks nodeIndex against (this->+0x0c - this->+0x08)/0x14 -- the 0x66666667 / sar 3 divide-by-20 that pins the NodeEntry stride at 0x14 -- logs 'IDMap: Node %d does not exist, valid nodes are 0-%d.' and returns 0 when out of range; else returns _Myfirst + nodeIndex*0x14. Shared by IDMap_AllocateID and IDMap_GetNodeCounter", "status": "verified", "source": "findings/subsystems/id-allocation.md" }, { "name": "StrategySim_OnCreateGame", "addr": "0x00776f20", "convention": "thiscall", "prototype": "void (StrategySim* this, CreateGameMsg* msg) // ret 4. CASE 0 of StrategyClient::RaiseEvent 0x00783ee0's 0x2c-entry jump table at 0x00784200 (the handler body is at 0x00783f05). FIRST ACT: IDMap_Initialize(this+0x80, msg->+0x04 numNodes, msg->+0x08 localNode, msg->+0x0c startId) -- THIS IS WHERE A CLIENT'S ID SPACE IS SET UP, and the only path by which an IDMap ever gets a local node index other than 0. Then copies the rest of the message into the sim: +0x10 -> this->+0x08, +0x48 -> this->+0x10, +0x14 -> this->+0xb8, the two floats at +0x18/+0x1c -> this->+0xbc/+0xc0, the bools at +0x20/+0x21 -> this->+0xc4/+0xc5, +0x6c -> this->+0x154, +0x4c -> this->+0xf8, then the vectors from this+0x40 on", "status": "verified", "source": "findings/subsystems/id-allocation.md" }, { "name": "StrategyServer_InitGameForPlayer", "addr": "0x007c8d90", "convention": "thiscall", "prototype": "void (StrategyServer* this /*the S frame*/, int playerObjectId, int arg2) // THE NODE-INDEX ASSIGNMENT, in four instructions. Resolves the player through this->+0x84 (the id-to-object lookup FUN_008b9240) and takes esi = player->PlyrIdx(+0x28). Then at 0x007c8ecb: `cmp esi,-1 / je L / inc esi / jmp / L: xor esi,esi` -- localNode = (PlyrIdx == -1) ? 0 : PlyrIdx + 1. NODE 0 IS THE SERVER'S; PLAYER k GETS NODE k+1. It then fills the CreateGame message on the stack at [ebp-0x138]: +0x00 vtable 0x00a252c0, +0x04 numNodes = (server IDMap node vector length, the /20 divide at 0x007c8ee1 over ebx+0x8c/+0x90), +0x08 localNode = that esi, +0x0c startId = IDMap_GetNodeCounter(S+0x84, localNode). Sends it, and StrategySim_OnCreateGame is what receives it. See findings/subsystems/id-allocation.md section 3 for why startId is always 0 for a client after a save load", "status": "verified", "source": "findings/subsystems/id-allocation.md" }, { "name": "StrategyServer_LoadGame", "addr": "0x007dd530", "convention": "thiscall", "prototype": "void (StrategyServer* this, ...) // At +0x107 it calls IDMap_Initialize(this+0x84, 16, 0, 0) -- SIXTEEN NODES, LOCAL NODE 0, COUNTER 0. That is where the corpus's NMSz 16 / NMLc 0 come from, and it is why every id created by the host carries low nibble 0", "status": "verified", "source": "findings/subsystems/id-allocation.md" }, { "name": "StrategySim_CreateDesign", "addr": "0x008827e0", "convention": "thiscall", "prototype": "void (StrategySim* this, ServerPlayer* owner, void* params, int explicitId, char, char, char, char) // ret 0x18. THE CLIENT-ALLOCATES / SERVER-HONOURS SPLIT, in one branch. operator new(0x1a8) -> ctor FUN_00874c70 -> FUN_0057c6d0(params); design->+0x130 = owner, design->+0x134 = this->+0x08. Then at 0x008828b3: `if (explicitId != 0) use it; else id = IDMap_AllocateOnLocalNode(this+0x80)`, followed by IDMap_Insert(this+0x80, design+0xa0, id). BECAUSE StrategyClient AND StrategyServer BOTH DERIVE FROM StrategySim, this is the SAME code on both sides: the client runs it with explicitId 0 and mints an id on ITS node, puts that id in the turn command, and the server runs it again with explicitId set and mints nothing. A reimplementation that allocates on apply produces every AI-created id wrong", "status": "verified", "source": "findings/subsystems/id-allocation.md" }, { "name": "MasterTechTree_SortAndNumber", "addr": "0x0058b9df", "convention": "label", "status": "verified", "prototype": "THE techId -> NAME MAP, in eight instructions inside MasterTechTree_ctor 0x0058b870, immediately after the LoadTechFile loop. 0x0058b9df: vector::operator=(this+0x24, this+0x14) -- the sorted list at +0x24 is a COPY of the parse-order list at +0x14, which is why a parse-order dump does not match the ids. 0x0058b9ff: std::sort(first=[this+0x24], last=[this+0x28], ideal=(last-first)/4, pred) = FUN_00583b10, MSVC _Sort (the _ISORT_MAX 0x20 test and the _Ideal 3/4 halving are both there); the predicate is INLINED in FUN_00581130 at 0x00581190 and 0x005811b8 as `_stricmp(a->name, b->name) < 0` on TechDef+0x04 (a std::string, SSO-tested at +0x14 against 0x10) -- MSVCR100 _stricmp, so the order is CASE-INSENSITIVE, not byte-wise. 0x0058ba19..0x0058ba37: `for (i = 0; i < n; ++i) sortedList[i]->+0x00 = i;` -- THE WIRE techId IS LITERALLY THE 0-BASED INDEX INTO THE _stricmp-SORTED MASTER LIST. The same sorted vector is then the binary-search index: FUN_0057f120 (std::lower_bound) resolves every `requires`/`allows` name against it at 0x0058baed. NOT the 10000-based TechID enum, which is a separate 196-entry .rdata table", "source": "findings/subsystems/techid-name-map.md" }, { "name": "TechTree_IsResearchable", "addr": "0x0057e820", "convention": "thiscall", "prototype": "bool (TechTree* this /*per-player*/, int techId) // THE WIRE-SPACE BOUNDS CHECK, and it is what proves the space. Rejects techId < 0 and techId >= (this->+0x14 - this->+0x10)/4 -- the per-player node vector, 293 entries in stock data. Then esi = masterList[techId] from this->+0x04 -> +0x24/+0x28 (the SORTED vector, MasterTechTree_SortAndNumber) and edx = this->+0x10[techId] (the player's node). Reads the name as a std::string at masterEntry+0x04 with the SSO test at +0x18 -- so TechDef is {+0x00 int techId, +0x04 std::string name, ...}. Called by the research-target gate applier at 0x0088ff49 with the techId straight off the command payload ([block-0x28])", "status": "verified", "source": "findings/subsystems/techid-name-map.md" }, { "name": "MSVC_Sort", "addr": "0x00583b10", "convention": "cdecl", "prototype": "void (T** first, T** last, int ideal, Pred pred) // MSVC std::sort's _Sort: the `(last-first)/4 <= 0x20` insertion-sort cutoff at 0x00583b26, the `ideal -= ideal/2 + ideal/4` heap-sort fallback counter, and _Unguarded_partition FUN_00581130. Identified here because MasterTechTree_ctor uses it to build the tech id space; the same body will be reached from anywhere else that sorts a pointer vector", "status": "verified", "source": "findings/subsystems/techid-name-map.md" } ] }