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README.md
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README.md
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# Ray-Trace
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**Shared ray tracing interface for Metamod:Source & CounterStrikeSharp plugins**
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**Shared ray tracing interface for Metamod:Source & CounterStrikeSharp
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plugins**
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------------------------------------------------------------------------
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## Overview
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`Ray-Trace` is a lightweight **Metamod interface module** for
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`Ray-Trace` is a lightweight **Metamod interface module** for\
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**Counter-Strike 2** servers.
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It exposes a shared interface: `CRayTraceInterface001` which can be consumed from:
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It exposes a shared interface: `CRayTraceInterface001` which can be
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consumed from:
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- Native **Metamod C++ plugins**
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- Managed **CounterStrikeSharp C# plugins**
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The interface is implemented as a **C++ virtual class** and is accessed
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from C# by calling its **vtable functions directly** using a native handle.
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from C# by calling its **vtable functions directly** using a native
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handle.
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The goal is to provide a **single tracing backend** usable from both worlds
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The goal is to provide a **single tracing backend** usable from both
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worlds\
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without duplicating engine detours.
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------------------------------------------------------------------------
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@ -69,13 +73,14 @@ public:
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) = 0;
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};
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```
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**Return value:**
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- true → trace hit something, TraceResult is valid
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**Return value:** - true → trace hit something, TraceResult is valid\
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- false → no hit
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------------------------------------------------------------------------
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## Getting the interface
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**C++ (Metamod plugin)**
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``` cpp
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@ -102,6 +107,7 @@ bool LoadRayTrace()
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```
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**C# (CounterStrikeSharp plugin)**
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``` csharp
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private nint g_pRayTraceHandle = nint.Zero;
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private bool g_bRayTraceLoaded = false;
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@ -119,12 +125,16 @@ public override void Load(bool hotReload)
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g_bRayTraceLoaded = true;
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}
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```
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The returned handle is a pointer to the native CRayTraceInterface object.
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The returned handle is a pointer to the native CRayTraceInterface
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object.
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------------------------------------------------------------------------
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## Calling methods from C++ (Metamod)
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**TraceShape example**
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``` cpp
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Vector vecOrigin{};
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QAngle angView{};
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@ -156,6 +166,7 @@ if (g_pRayTrace && g_bRayTraceLoaded)
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```
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**TraceEndShape example**
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``` cpp
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TraceResult traceResult{};
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@ -169,6 +180,7 @@ bool bHit = g_pRayTrace->TraceEndShape(
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```
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**TraceShapeEx (low-level)**
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``` cpp
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Ray_t ray{};
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CTraceFilter filter(
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@ -191,6 +203,7 @@ bool bHit = g_pRayTrace->TraceShapeEx(
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------------------------------------------------------------------------
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## Calling methods from C# (CounterStrikeSharp plugin)
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``` csharp
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private delegate bool TraceShapeFn(
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nint pThis,
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@ -235,11 +248,79 @@ public bool TraceShape(
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------------------------------------------------------------------------
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## Memory allocation from C# (Important)
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When calling `TraceShape` or `TraceEndShape` from C#, the plugin **must
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allocate native memory** for the following structures:
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- `TraceOptions`
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- `TraceResult`
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These parameters are native pointers in C++ (`TraceOptions*` and
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`TraceResult*`) and must remain valid for the duration of the call.
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The recommended and safest approach is using **stackalloc** (or unsafe
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stack variables) to provide native memory on the stack.
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Failing to allocate valid memory for these parameters will result in
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crashes or undefined behavior.
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### Example (C# stackalloc)
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``` csharp
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[StructLayout(LayoutKind.Sequential, Pack = 8)]
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public struct TraceOptions
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{
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public ulong InteractsWith;
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public ulong InteractsExclude;
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public int DrawBeam;
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}
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[StructLayout(LayoutKind.Sequential, Pack = 8)]
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public struct TraceResult
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{
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public Vector EndPos;
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public nint HitEntity;
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public float Fraction;
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public int AllSolid;
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public Vector Normal;
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}
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unsafe
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{
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Vector origin = player.Position;
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QAngle angles = player.ViewAngles;
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TraceOptions* opts = stackalloc TraceOptions[1];
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opts->InteractsWith = (ulong)MASK_SHOT_FULL;
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opts->InteractsExclude = 0;
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opts->DrawBeam = 0;
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TraceResult* result = stackalloc TraceResult[1];
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bool hit = _traceShape!(
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g_pRayTraceHandle,
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(nint)&origin,
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(nint)&angles,
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nint.Zero,
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(nint)opts,
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(nint)result
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);
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if (hit)
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{
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Console.WriteLine($"Hit at: {result->EndPos}");
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}
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}
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```
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------------------------------------------------------------------------
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## Low-level usage from C# (Ray_t & CTraceFilter)
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When using the low-level method `TraceShapeEx` from a C# plugin, the plugin
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must provide its own native-compatible implementations of the following
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engine structures:
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When using the low-level method `TraceShapeEx` from a C# plugin, the
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plugin must provide its own native-compatible implementations of the
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following engine structures:
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- `Ray_t`
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- `CTraceFilter`
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@ -249,8 +330,8 @@ must be recreated in managed code with correct memory layout.
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### Ray_t (C#)
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The C# plugin must define a struct that matches the native `Ray_t` layout
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used by the engine.
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The C# plugin must define a struct that matches the native `Ray_t`
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layout used by the engine.
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Example (simplified):
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@ -264,18 +345,20 @@ public struct Ray_t
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public byte m_IsSwept;
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}
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```
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(Exact layout depends on the engine version and must match native memory.)
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**CTraceFilter (C#)**
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(Exact layout depends on the engine version and must match native
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memory.)
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**CTraceFilter (C#)**\
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For `CTraceFilter`, the plugin must:
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- Define a managed struct matching the native layout.
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- Resolve the CTraceFilter vtable pointer using a signature scan.
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- Assign the resolved vtable to the struct before calling TraceShapeEx.
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This is required because CTraceFilter is a polymorphic C++ class and its
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virtual table is not directly exposed to managed code.
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- Assign the resolved vtable to the struct before calling
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TraceShapeEx.
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Example concept:
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``` csharp
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[StructLayout(LayoutKind.Sequential)]
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public unsafe struct CTraceFilter
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@ -285,19 +368,18 @@ public unsafe struct CTraceFilter
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public T ...;
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}
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```
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The vtable pointer must be resolved at runtime using a signature scan
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against the game binary.
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**Important notes**
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- This setup is only required when using the low-level API:
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- TraceShapeEx(...)
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- High-level functions (TraceShape, TraceEndShape) do not require custom Ray_t or CTraceFilter handling from C#.
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- Incorrect structure layout or invalid vtable resolution will result in crashes or undefined behavior.
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- This is considered an advanced use case intended for engine-level plugins.
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**Important notes** - This setup is only required when using the
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low-level API: - TraceShapeEx(...) - High-level functions (TraceShape,
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TraceEndShape) do not require custom Ray_t or CTraceFilter handling from
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C#. - Incorrect structure layout or invalid vtable resolution will
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result in crashes or undefined behavior. - This is considered an
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advanced use case intended for engine-level plugins.
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------------------------------------------------------------------------
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## Notes about ABI & Destructor
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- CRayTraceInterface has a virtual destructor.
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- The object is owned by the Ray-Trace Metamod module.
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- Plugins must never call delete on the interface pointer.
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@ -305,10 +387,13 @@ against the game binary.
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- All parameters are passed as native pointers (nint).
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# Build
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## Requirements
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- HL2SDK-CS2
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- Metamod:Source
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- CMake
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``` bash
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git clone https://github.com/FUNPLAY-pro-CS2/Ray-Trace.git
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cd Ray-Trace
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------------------------------------------------------------------------
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## License
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GPLv3
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GPLv3\
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https://www.gnu.org/licenses/gpl-3.0.en.html
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## Author
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**Michal "Slynx" Přikryl**
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**Michal "Slynx" Přikryl**\
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https://slynxdev.cz
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