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Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
#pragma once
/////////////////////////////////////////////////////////////////////////////
// Internals
BOOL IsBadReadPtrV2(void* ptr);
BOOL FileExists(const fs::path& svFilePath);
BOOL FileEmpty(ifstream& pFile);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
MODULEINFO GetModuleInfo(const char* szModule);
/////////////////////////////////////////////////////////////////////////////
// Debug
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
void DbgPrint(LPCSTR sFormat, ...);
2022-01-19 23:14:50 +01:00
void PrintLastError(void);
2022-04-24 19:32:47 +02:00
void HexDump(const char* szHeader, const char* szLogger, const void* pData, int nSize);
/////////////////////////////////////////////////////////////////////////////
// Char
char* StripTabsAndReturns(const char* pInBuffer, char* pOutBuffer, int nOutBufferSize);
char* StripQuotes(const char* pInBuffer, char* pOutBuffer, int nOutBufferSize);
/////////////////////////////////////////////////////////////////////////////
// String
bool HasPartial(const string& svInput, const string& svPartial);
bool HasExtension(const string& svInput, const string& svExtension);
string GetExtension(const string& svInput, bool bReturnOriginal = false, bool bKeepDelimiter = false);
2022-05-30 01:50:21 +02:00
string RemoveExtension(const string& svInput);
bool HasFileName(const string& svInput, const string& svFileName);
string GetFileName(const string& svInput, bool bRemoveExtension = false, bool bWindows = false);
string RemoveFileName(const string& svInput, bool bWindows = false);
2022-05-30 01:50:21 +02:00
Proper VPK repacking Initial proper implementation pending cleanup. The new system builds a manifest file when a VPK is unpacked. The manifest files contains data such as the entry flags and texture flags. It also contains a field determining whether the file should be compressed or not. When a user repacks a pack, the system attempts to load this manifest file and does a lookup to the object to retrieve the flags (most of these flags are unknown, but they are used by the engine and are necessary for stuff like cubemaps and texture files to work correctly. Cubemaps won't work with proper flags, and textures (decals, particle system components, etc..) will look washed out without them. I think some also determine whether a file within the VPK should be cached or not, so simply marking everything as 0x101 will probably end up in more CPU time and higher filesystem cache usage (depot/ is only 0x1, I don't think anything there is getting cached ever without the 0x100 flag). User could also repack a VPK while excluding anything that is not in the manifest file. So you could unpack all VPK's into a single directory (each VPK has its own manifest file tied to its level name), and rebuild all the VPK's with only the files that where originally in them. fs_pack_vpk command usage: <locale> <context> <level_name> <manifest_only> locale determines the pak language (default english), context determines whether is a server/client vpk, level_name determines the BSP name of the pak, manifest_only determines whether the pack system should only include files within the manifest (leaving this arg out will build all files into the vpk). The VPK workspace path is determined with ConVar 'fs_packedstore_workspace'.
2022-06-04 01:08:23 +02:00
string CreateDirectories(string svInput, bool bWindows = false);
string ConvertToWinPath(const string& svInput);
string ConvertToUnixPath(const string& svInput);
bool IsValidBase64(string& svInput);
string Base64Encode(const string& svInput);
string Base64Decode(const string& svInput);
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string UTF8Encode(const wstring& wsvInput);
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string UTF8Decode(const string& svInput);
size_t UTF8CharLength(const uint8_t cInput);
bool IsValidUTF8(char* pszString);
2022-05-30 01:50:21 +02:00
bool StringIsDigit(const string& svInput);
bool CompareStringAlphabetically(const string& svA, const string& svB);
bool CompareStringLexicographically(const string& svA, const string& svB);
bool StringReplace(string& svInput, const string& svFrom, const string& svTo);
string StringReplaceC(const string& svInput, const string& svFrom, const string& svTo);
string StringEscape(const string& svInput);
string StringUnescape(const string& svInput);
size_t StringCount(const string& svInput, char cDelim);
vector<string> StringSplit(string svInput, char cDelim, size_t nMax = SIZE_MAX);
2022-05-10 23:32:44 +02:00
string& StringLTrim(string& svInput, const char* pszToTrim, bool bTrimBefore = false);
string& StringRTrim(string& svInput, const char* pszToTrim, bool bTrimAfter = false);
string& StringTrim(string& svInput, const char* pszToTrim, bool bTrimAll = false);
2022-12-22 21:44:38 +00:00
string FourCCToString(int n);
2022-06-27 14:48:03 +02:00
/////////////////////////////////////////////////////////////////////////////
// Bytes
vector<int> StringToBytes(const string& svInput, bool bNullTerminator);
pair<vector<uint8_t>, string> StringToMaskedBytes(const string& svInput, bool bNullTerminator);
vector<int> PatternToBytes(const string& svInput);
pair<vector<uint8_t>, string> PatternToMaskedBytes(const string& svInput);
2022-05-30 01:50:21 +02:00
vector<int> IntToDigits(int iValue);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
/////////////////////////////////////////////////////////////////////////////
// Print
void PrintM128i8(__m128i in);
void PrintM128i16(__m128i in);
void PrintM128i32(__m128i in);
void PrintM128i64(__m128i in);
void AppendPrintf(char* pBuffer, size_t nBufSize, char const* pFormat, ...);
2022-05-10 23:32:44 +02:00
string PrintPercentageEscape(const string& svInput);
Code base refactor + major performance and readability improvement. Read description for details. * Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable. * Document most functions with valve style 'Purpose' blocks. * Rename variables to match the rest of the codebase and Valve's naming convention. * Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK. * Obtain globals or pointers directly instead of waiting for runtime initialized data. * Dynamically search for all functions and globals (this doesn't count for dedicated yet!). * Initialize most in-SDK variables. * Move certain prints and other utilities under ConVars to reduce verbosity and increase performance. * Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future. * Type global var pointers appropriately if class or type is known and implemented. * Forward declare 'CClient' class to avoid having 2 'g_pClient' copies. * Add IDA's pseudo definitions for easier prototyping with decompiled assembly code. * RPAK decompress Command callback implementation. * Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\'). * VPK decompress Command callback implementation. * Move CRC32 ands Adler32 to implementation files. * Server will print out more details about the connecting client. * Upgrade ImGui lib to v1.86. * Don't compile id3dx.h for dedicated. * Don't compile id3dx.cpp for dedicated * Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console * Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors. * Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up. * Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00
/////////////////////////////////////////////////////////////////////////////
// Time
std::chrono::nanoseconds IntervalToDuration(const float flInterval);
/////////////////////////////////////////////////////////////////////////////