使用说明
CS2 VibeSignatures
CS2 VibeSignatures generates CS2 signatures and offsets, updates s2sdk C++ headers through Agent skills and MCP calls, and produces versioned downstream gamedata.
The s2sdk/ submodule uses the cs2 branch of HLND2T/s2sdk. Each source commit pins the exact SDK revision used by C++ validation and release archives.
The project is designed to update signatures, offsets, and C++ headers without manual intervention. It currently automates the signatures and offsets consumed by CounterStrikeSharp, CS2Fixes, and other supported projects.
Quick start
Install the requirements, then prepare and analyze one game version:
uv sync
uv run download_depot.py -tag 14156
uv run copy_depot_bin.py -gamever 14156 -platform all-platform
uv run ida_analyze_bin.py -gamever 14156 -oldgamever 14155
These commands populate the binary workspace under bin/<GAMEVER>/ and run the configured deterministic, LLM-assisted, and Agent-assisted analysis. Canonical per-symbol results belong in bin_artifacts/<GAMEVER>/ and must be committed with the source/config changes that produce them.
Documentation
- Requirements and environment setup
- Development checks: formatting and tests
- Binary acquisition and symbol analysis
- Process reporting, scheduling, and dashboard
- Reference YAML for
LLM_DECOMPILE - Snapshots, gamedata, and C++ validation
- Creating symbol-analysis skills
- Contributing symbol-analysis skills via a pull request
- CI/CD and Jenkins workflow reference
The only Git-tracked symbol truth is bin_artifacts/<GAMEVER>/<module>/*.yaml. Source-owned
binary_locks/<GAMEVER>.json binds the exact configured binary bytes to the corresponding immutable depot manifests;
bin/ remains a disposable binary/IDA workspace. Snapshots, metadata, gamedata, archives, and manifests are
Release-derived assets and are not tracked on main.
Supported gamedata
Versioned gamedata is generated for CounterStrikeSharp, CS2Fixes, CS2FOW, swiftlys2, plugify, cs2kz-metamod, modsharp, and CS2Surf/Timer. See supported gamedata paths and exceptions.
