r5sdk/r5dev/sdklauncher/sdklauncher.cpp

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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!).
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#include "core/stdafx.h"
#include "basepanel.h"
#include "sdklauncher_const.h"
#include "sdklauncher.h"
///////////////////////////////////////////////////////////////////////////////
// Purpose: initializes the user interface
///////////////////////////////////////////////////////////////////////////////
void CLauncher::InitSurface()
{
Forms::Application::EnableVisualStyles();
UIX::UIXTheme::InitializeRenderer(new Themes::KoreTheme());
g_pLauncher->m_pSurface = new CUIBaseSurface();
Forms::Application::Run(g_pLauncher->m_pSurface);
UIX::UIXTheme::ShutdownRenderer();
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: initializes the console (development only)
///////////////////////////////////////////////////////////////////////////////
void CLauncher::InitConsole()
{
AllocConsole();
freopen("conin$", "r", stdin);
freopen("conout$", "w", stdout);
freopen("conout$", "w", stderr);
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: initializes the logger
///////////////////////////////////////////////////////////////////////////////
void CLauncher::InitLogger()
{
m_pLogger->set_pattern("[%^%l%$] %v");
m_pLogger->set_level(spdlog::level::trace);
spdlog::set_default_logger(m_pLogger); // Set as default.
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: handles user input pre-init
// Input : argc -
// *argv -
// Output : exit_code (-1 if EntryPoint should continue to HandleInput)
///////////////////////////////////////////////////////////////////////////////
int CLauncher::HandleCmdLine(int argc, char* argv[])
{
for (int i = 1; i < __argc; ++i)
{
std::string arg = __argv[i];
if ((arg == "-developer") || (arg == "-dev"))
{
if (g_pLauncher->Setup(eLaunchMode::LM_HOST_DEV, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
if ((arg == "-retail") || (arg == "-prod"))
{
if (g_pLauncher->Setup(eLaunchMode::LM_HOST, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
if ((arg == "-dedicated_dev") || (arg == "-dedid"))
{
if (g_pLauncher->Setup(eLaunchMode::LM_SERVER_DEV, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
if ((arg == "-dedicated") || (arg == "-dedi"))
{
if (g_pLauncher->Setup(eLaunchMode::LM_SERVER, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
if ((arg == "-client_dev") || (arg == "-cld"))
{
if (g_pLauncher->Setup(eLaunchMode::LM_CLIENT_DEV, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
if ((arg == "-client") || (arg == "-cl"))
{
if (g_pLauncher->Setup(eLaunchMode::LM_CLIENT, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
}
return -1;
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: handles user input post-init
// Output : exit_code
///////////////////////////////////////////////////////////////////////////////
int CLauncher::HandleInput()
{
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
g_pLauncher->AddLog(spdlog::level::level_enum::warn, "If a DEV option has been chosen as launch parameter, do not broadcast servers to the Server Browser!\n");
g_pLauncher->AddLog(spdlog::level::level_enum::warn, "All FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY ConVar's/ConCommand's will be enabled.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::warn, "Connected clients will be able to set and execute anything marked FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY.\n");
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
g_pLauncher->AddLog(spdlog::level::level_enum::warn, "Use DEV HOST [0] for research and development purposes.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::warn, "Use RETAIL HOST [1] for playing the game and creating servers.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::warn, "Use DEV SERVER [2] for research and development purposes.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::warn, "Use RETAIL SERVER [3] for running and hosting dedicated servers.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::warn, "Use DEV CLIENT [4] for research and development purposes.\n");
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g_pLauncher->AddLog(spdlog::level::level_enum::warn, "Use RETAIL CLIENT [5] for running the client only game.\n");
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
g_pLauncher->AddLog(spdlog::level::level_enum::info, "Enter '0' for 'DEV HOST'.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::info, "Enter '1' for 'RETAIL HOST'.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::info, "Enter '2' for 'DEV SERVER'.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::info, "Enter '3' for 'RETAIL SERVER'.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::info, "Enter '4' for 'DEV CLIENT'.\n");
g_pLauncher->AddLog(spdlog::level::level_enum::info, "Enter '5' for 'RETAIL CLIENT'.\n");
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
std::cout << "User input: ";
std::string input = std::string();
if (std::cin >> input)
{
try
{
eLaunchMode mode = static_cast<eLaunchMode>(std::stoi(input));
switch (mode)
{
case eLaunchMode::LM_HOST_DEV:
{
if (g_pLauncher->Setup(mode, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
case eLaunchMode::LM_HOST:
{
if (g_pLauncher->Setup(mode, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
case eLaunchMode::LM_SERVER_DEV:
{
if (g_pLauncher->Setup(mode, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
case eLaunchMode::LM_SERVER:
{
if (g_pLauncher->Setup(mode, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
case eLaunchMode::LM_CLIENT_DEV:
{
if (g_pLauncher->Setup(mode, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
case eLaunchMode::LM_CLIENT:
{
if (g_pLauncher->Setup(mode, eLaunchState::LS_CHEATS))
{
if (g_pLauncher->Launch())
{
Sleep(2000);
return EXIT_SUCCESS;
}
}
Sleep(2000);
return EXIT_FAILURE;
}
default:
{
g_pLauncher->AddLog(spdlog::level::level_enum::err, "Invalid mode (range 0-5).\n");
Sleep(2000);
return EXIT_FAILURE;
}
}
}
catch (std::exception& e)
{
g_pLauncher->AddLog(spdlog::level::level_enum::err, "SDK Launcher only takes numerical input; error: {:s}.\n", e.what());
Sleep(2000);
return EXIT_FAILURE;
}
}
g_pLauncher->AddLog(spdlog::level::level_enum::err, "SDK Launcher requires numerical input.\n");
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Sleep(2000);
return EXIT_FAILURE;
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: setup for game dll's and configurations
// Input : lMode -
// lState -
// Output : true on success, false otherwise
///////////////////////////////////////////////////////////////////////////////
bool CLauncher::Setup(eLaunchMode lMode, eLaunchState lState)
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{
///////////////////////////////////////////////////////////////////////////
std::string svCmdLineArgs;
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///////////////////////////////////////////////////////////////////////////
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switch (lMode)
{
case eLaunchMode::LM_HOST_DEV:
{
fs::path cfgPath = fs::current_path() /= "platform\\cfg\\startup_dev.cfg";
std::ifstream cfgFile(cfgPath);
if (cfgFile.good() && cfgFile)
{
std::stringstream ss;
ss << cfgFile.rdbuf();
svCmdLineArgs = ss.str() + "-launcher";
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}
else
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{
AddLog(spdlog::level::level_enum::err, "File 'platform\\cfg\\startup_dev.cfg' does not exist!\n");
return false;
}
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m_svWorkerDll = m_svCurrentDir + "\\gamesdk.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex.exe " + svCmdLineArgs;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING GAME [DEV] ***\n");
break;
}
case eLaunchMode::LM_HOST:
{
fs::path cfgPath = fs::current_path() /= "platform\\cfg\\startup_retail.cfg";
std::ifstream cfgFile(cfgPath);
if (cfgFile.good() && cfgFile)
{
std::stringstream ss;
ss << cfgFile.rdbuf();
svCmdLineArgs = ss.str() + "-launcher";
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}
else
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{
AddLog(spdlog::level::level_enum::err, "File 'platform\\cfg\\startup_retail.cfg' does not exist!\n");
return false;
}
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m_svWorkerDll = m_svCurrentDir + "\\gamesdk.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex.exe " + svCmdLineArgs;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING GAME [RETAIL] ***\n");
break;
}
case eLaunchMode::LM_SERVER_DEV:
{
fs::path cfgPath = fs::current_path() /= "platform\\cfg\\startup_dedi_dev.cfg";
std::ifstream cfgFile(cfgPath);
if (cfgFile.good() && cfgFile)
{
std::stringstream ss;
ss << cfgFile.rdbuf();
svCmdLineArgs = ss.str() + "-launcher";
}
else
{
AddLog(spdlog::level::level_enum::err, "File 'platform\\cfg\\startup_dedi_dev.cfg' does not exist!\n");
return false;
}
m_svWorkerDll = m_svCurrentDir + "\\dedicated.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex_ds.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex_ds.exe " + svCmdLineArgs;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING DEDICATED [DEV] ***\n");
break;
}
case eLaunchMode::LM_SERVER:
{
fs::path cfgPath = fs::current_path() /= "platform\\cfg\\startup_dedi_retail.cfg";
std::ifstream cfgFile(cfgPath);
if (cfgFile.good() && cfgFile)
{
std::stringstream ss;
ss << cfgFile.rdbuf();
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svCmdLineArgs = ss.str() + "-launcher";
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}
else
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{
AddLog(spdlog::level::level_enum::err, "File 'platform\\cfg\\startup_dedi_retail.cfg' does not exist!\n");
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return false;
}
m_svWorkerDll = m_svCurrentDir + "\\dedicated.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex_ds.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex_ds.exe " + svCmdLineArgs;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING DEDICATED [RETAIL] ***\n");
break;
}
case eLaunchMode::LM_CLIENT_DEV:
{
fs::path cfgPath = fs::current_path() /= "platform\\cfg\\startup_client_dev.cfg";
std::ifstream cfgFile(cfgPath);
if (cfgFile.good() && cfgFile)
{
std::stringstream ss;
ss << cfgFile.rdbuf();
svCmdLineArgs = ss.str() + "-launcher" + "-noworkerdll";
}
else
{
AddLog(spdlog::level::level_enum::err, "File 'platform\\cfg\\startup_client_dev.cfg' does not exist!\n");
return false;
}
m_svWorkerDll = m_svCurrentDir + "\\bin\\x64_retail\\client.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex.exe " + svCmdLineArgs;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING CLIENT [DEV] ***\n");
break;
}
case eLaunchMode::LM_CLIENT:
{
fs::path cfgPath = fs::current_path() /= "platform\\cfg\\startup_client_retail.cfg";
std::ifstream cfgFile(cfgPath);
if (cfgFile.good() && cfgFile)
{
std::stringstream ss;
ss << cfgFile.rdbuf();
svCmdLineArgs = ss.str() + "-launcher" + "-noworkerdll";
}
else
{
AddLog(spdlog::level::level_enum::err, "File 'platform\\cfg\\startup_client_retail.cfg' does not exist!\n");
return false;
}
m_svWorkerDll = m_svCurrentDir + "\\bin\\x64_retail\\client.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex.exe " + svCmdLineArgs;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHING CLIENT [RETAIL] ***\n");
break;
}
default:
{
AddLog(spdlog::level::level_enum::err, "*** NO LAUNCH MODE SPECIFIED ***\n");
return false;
}
}
///////////////////////////////////////////////////////////////////////////
// Print the file paths and arguments.
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
g_pLauncher->AddLog(spdlog::level::level_enum::debug, "- CWD: {:s}\n", m_svCurrentDir);
g_pLauncher->AddLog(spdlog::level::level_enum::debug, "- EXE: {:s}\n", m_svGameExe);
g_pLauncher->AddLog(spdlog::level::level_enum::debug, "- DLL: {:s}\n", m_svWorkerDll);
g_pLauncher->AddLog(spdlog::level::level_enum::debug, "- CLI: {:s}\n", svCmdLineArgs);
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
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return true;
}
///////////////////////////////////////////////////////////////////////////////
// Purpose: setup for game dll's and configurations
// Input : lMode -
// &svCommandLine -
// Output : true on success, false otherwise
///////////////////////////////////////////////////////////////////////////////
bool CLauncher::Setup(eLaunchMode lMode, const string& svCommandLine)
{
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
switch (lMode)
{
case eLaunchMode::LM_HOST_DEV:
{
m_svWorkerDll = m_svCurrentDir + "\\gamesdk.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex.exe " + svCommandLine;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHER SETUP FOR HOST [DEV] ***\n");
break;
}
case eLaunchMode::LM_HOST:
{
m_svWorkerDll = m_svCurrentDir + "\\gamesdk.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex.exe " + svCommandLine;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHER SETUP FOR HOST [RETAIL] ***\n");
break;
}
case eLaunchMode::LM_SERVER_DEV:
{
m_svWorkerDll = m_svCurrentDir + "\\dedicated.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex_ds.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex_ds.exe " + svCommandLine;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHER SETUP FOR DEDICATED [DEV] ***\n");
break;
}
case eLaunchMode::LM_SERVER:
{
m_svWorkerDll = m_svCurrentDir + "\\dedicated.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex_ds.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex_ds.exe " + svCommandLine;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHER SETUP FOR DEDICATED [RETAIL] ***\n");
break;
}
case eLaunchMode::LM_CLIENT_DEV:
{
m_svWorkerDll = m_svCurrentDir + "\\bin\\x64_retail\\client.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex.exe " + svCommandLine;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHER SETUP FOR CLIENT [DEV] ***\n");
break;
}
case eLaunchMode::LM_CLIENT:
{
m_svWorkerDll = m_svCurrentDir + "\\bin\\x64_retail\\client.dll";
m_svGameExe = m_svCurrentDir + "\\r5apex.exe";
m_svCmdLine = m_svCurrentDir + "\\r5apex.exe " + svCommandLine;
AddLog(spdlog::level::level_enum::info, "*** LAUNCHER SETUP FOR CLIENT [RETAIL] ***\n");
break;
}
default:
{
AddLog(spdlog::level::level_enum::err, "*** INVALID LAUNCH MODE SPECIFIED ***\n");
return false;
}
}
///////////////////////////////////////////////////////////////////////////
// Print the file paths and arguments.
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
g_pLauncher->AddLog(spdlog::level::level_enum::debug, "- CWD: {:s}\n", m_svCurrentDir);
g_pLauncher->AddLog(spdlog::level::level_enum::debug, "- EXE: {:s}\n", m_svGameExe);
g_pLauncher->AddLog(spdlog::level::level_enum::debug, "- DLL: {:s}\n", m_svWorkerDll);
g_pLauncher->AddLog(spdlog::level::level_enum::debug, "- CLI: {:s}\n", svCommandLine);
std::cout << "----------------------------------------------------------------------------------------------------------------------" << std::endl;
return true;
}
///////////////////////////////////////////////////////////////////////////////
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// Purpose: launches the game with results from the setup
// Output : true on success, false otherwise
///////////////////////////////////////////////////////////////////////////////
bool CLauncher::Launch() const
{
///////////////////////////////////////////////////////////////////////////
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// Build our list of dlls to inject.
LPCSTR DllsToInject[1] =
{
m_svWorkerDll.c_str()
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};
STARTUPINFOA StartupInfo = { 0 };
PROCESS_INFORMATION ProcInfo = { 0 };
// Initialize startup info struct.
StartupInfo.cb = sizeof(STARTUPINFOA);
///////////////////////////////////////////////////////////////////////////
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// Create the game process in a suspended state with our dll.
BOOL result = DetourCreateProcessWithDllsA
(
m_svGameExe.c_str(), // lpApplicationName
(LPSTR)m_svCmdLine.c_str(), // lpCommandLine
NULL, // lpProcessAttributes
NULL, // lpThreadAttributes
FALSE, // bInheritHandles
CREATE_SUSPENDED, // dwCreationFlags
NULL, // lpEnvironment
m_svCurrentDir.c_str(), // lpCurrentDirectory
&StartupInfo, // lpStartupInfo
&ProcInfo, // lpProcessInformation
sizeof(DllsToInject) / sizeof(LPCSTR), // nDlls
DllsToInject, // rlpDlls
NULL // pfCreateProcessA
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);
///////////////////////////////////////////////////////////////////////////
// Failed to create the process.
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if (!result)
{
PrintLastError();
return false;
}
///////////////////////////////////////////////////////////////////////////
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// Resume the process.
ResumeThread(ProcInfo.hThread);
///////////////////////////////////////////////////////////////////////////
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// Close the process and thread handles.
CloseHandle(ProcInfo.hProcess);
CloseHandle(ProcInfo.hThread);
return true;
}
///////////////////////////////////////////////////////////////////////////////
// EntryPoint.
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///////////////////////////////////////////////////////////////////////////////
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int main(int argc, char* argv[], char* envp[])
{
g_pLauncher->InitLogger();
if (__argc < 2)
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{
FreeConsole();
g_pLauncher->InitSurface();
}
else
Merge indev into master. (#44) * Added separate function to resolve relative addresses in address.h * Added new patterns to the print function. * Updated IsFlagSet hooks. * Cleaned up code to properly mask off Dev and Cheat flags. * Added separate define from _DEBUG so you can define it in release builds for people without C++ Debug Restributeables. * Removed un-used define in hooks.h * Fixed potential crashes in r5net and added debug prints. * Potential crashes were when in certain post functions the returned status wasn't 200. * Changed map-select drop down menu, now it displays 'Map Name + Season' instead of file-name. (#41) * Host Server shows normal map names * Changed a few stuff... * redid some stuff that isn't crucial * Update CCompanion.cpp * Update CCompanion.cpp * Updated mapname displaying. * Moved "ServerMap" as a static object into CCompanion::HostServerSection(). Co-authored-by: IcePixelx <41352111+PixieCore@users.noreply.github.com> * prevent squirrel compiler errors from killing game process (#43) * Read description for all changes. * Added ability to register custom ConVar. * Added 2 custom ConVars to open the CGameConsole and CCompanion Windows. * Changed ResolveRelativeAddress. * Added Config System for the Gui. * Added ImGui::Hotkey. * Added the ability to change 2 hotkeys for opening the window for CGameConsole and CCompanion. * Changed pattern for Squirrel_CompilerError to use a String. * Added IMemAlloc::AllocWrapper to patterns.h * Changes in description. * Added icon to launcher.exe * Launcher.exe gets remnamed to Run R5 Reloaded.exe in launcher release compilation configuration. * Extended argument buffer for starting the game in launcher.exe. * Added exception printing if in the custom ConVars an invalid value gets passed. * Wrong return. * Added shortcut with launch params. * Fixed prints. Co-authored-by: Marcii0 <58266292+Marcii0@users.noreply.github.com> Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
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{
int results = g_pLauncher->HandleCmdLine(__argc, __argv);
if (results != -1)
return results;
Merge indev into master. (#44) * Added separate function to resolve relative addresses in address.h * Added new patterns to the print function. * Updated IsFlagSet hooks. * Cleaned up code to properly mask off Dev and Cheat flags. * Added separate define from _DEBUG so you can define it in release builds for people without C++ Debug Restributeables. * Removed un-used define in hooks.h * Fixed potential crashes in r5net and added debug prints. * Potential crashes were when in certain post functions the returned status wasn't 200. * Changed map-select drop down menu, now it displays 'Map Name + Season' instead of file-name. (#41) * Host Server shows normal map names * Changed a few stuff... * redid some stuff that isn't crucial * Update CCompanion.cpp * Update CCompanion.cpp * Updated mapname displaying. * Moved "ServerMap" as a static object into CCompanion::HostServerSection(). Co-authored-by: IcePixelx <41352111+PixieCore@users.noreply.github.com> * prevent squirrel compiler errors from killing game process (#43) * Read description for all changes. * Added ability to register custom ConVar. * Added 2 custom ConVars to open the CGameConsole and CCompanion Windows. * Changed ResolveRelativeAddress. * Added Config System for the Gui. * Added ImGui::Hotkey. * Added the ability to change 2 hotkeys for opening the window for CGameConsole and CCompanion. * Changed pattern for Squirrel_CompilerError to use a String. * Added IMemAlloc::AllocWrapper to patterns.h * Changes in description. * Added icon to launcher.exe * Launcher.exe gets remnamed to Run R5 Reloaded.exe in launcher release compilation configuration. * Extended argument buffer for starting the game in launcher.exe. * Added exception printing if in the custom ConVars an invalid value gets passed. * Wrong return. * Added shortcut with launch params. * Fixed prints. Co-authored-by: Marcii0 <58266292+Marcii0@users.noreply.github.com> Co-authored-by: BobTheBob <32057864+BobTheBob9@users.noreply.github.com>
2021-08-19 15:26:44 +02:00
return g_pLauncher->HandleInput();
}
return EXIT_SUCCESS;
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
}
///////////////////////////////////////////////////////////////////////////////
// Singleton Launcher.
///////////////////////////////////////////////////////////////////////////////
CLauncher* g_pLauncher(new CLauncher("win_console"));