r5sdk/r5dev/core/stdafx.h

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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
#include "shared_pch.h"
#if !defined(DEDICATED) && !defined(PLUGINSDK)
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
#include <d3d11.h>
#endif // !DEDICATED && !PLUGINSDK
// Must be included before any third party lib!
// this header replaces the standard new/delete
// operators with our own, along with the standard
// malloc/free functions.
#include "tier0/memstd.h"
2022-05-03 17:28:17 +02:00
// Thirdparty includes.
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
#include "thirdparty/detours/include/detours.h"
#include "thirdparty/detours/include/idetour.h"
#include "thirdparty/lzham/include/lzham_assert.h"
#include "thirdparty/lzham/include/lzham_types.h"
#include "thirdparty/lzham/include/lzham.h"
#include "thirdparty/zstd/zstd.h"
#include "thirdparty/zstd/decompress/zstd_decompress_internal.h"
#include "thirdparty/lz4/lz4.h"
#include "thirdparty/curl/include/curl/curl.h"
#include "rapidjson/document.h"
#include "rapidjson/writer.h"
#include "rapidjson/stringbuffer.h"
#include "rapidjson/prettywriter.h"
#include "rapidjson/error/en.h"
#if !defined(DEDICATED) && !defined(PLUGINSDK)
#include "thirdparty/imgui/imgui.h"
#include "thirdparty/imgui/imgui_internal.h"
#include "thirdparty/imgui/misc/imgui_logger.h"
#include "thirdparty/imgui/misc/imgui_editor.h"
#include "thirdparty/imgui/misc/imgui_utility.h"
#include "thirdparty/imgui/misc/cpp/imgui_stdlib.h"
#include "thirdparty/imgui/backends/imgui_impl_dx11.h"
#include "thirdparty/imgui/backends/imgui_impl_win32.h"
#include "thirdparty/nvapi/pclstats.h"
#include "thirdparty/nvapi/nvapi.h"
#include "thirdparty/nvapi/nvapi_lite_common.h"
#endif // !DEDICATED && !PLUGINSDK
#pragma warning(push)
#pragma warning( disable : 4505 )
#include "thirdparty/spdlog/spdlog.h"
#include "thirdparty/spdlog/async.h"
#include "thirdparty/spdlog/sinks/ostream_sink.h"
#include "thirdparty/spdlog/sinks/basic_file_sink.h"
#include "thirdparty/spdlog/sinks/stdout_sinks.h"
#include "thirdparty/spdlog/sinks/stdout_color_sinks.h"
#include "thirdparty/spdlog/sinks/ansicolor_sink.h"
#include "thirdparty/spdlog/sinks/rotating_file_sink.h"
#pragma warning(pop)
2022-01-14 15:38:48 +01:00
// Tier0 includes.
#include "tier0/memaddr.h"
#include "tier0/utility.h"
#include "tier0/module.h"
#include "tier0/basetypes.h"
#include "tier0/platform.h"
2024-04-05 16:53:51 +02:00
#include "tier0/platwindow.h"
#include "tier0/annotations.h"
#include "tier0/commonmacros.h"
#include "tier0/memalloc.h"
#include "tier0/tier0_iface.h"
#include "tier0/dbg.h"
// Tier1 includes.
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#include "tier1/tier1.h"
#include "tier1/cvar.h"
#include "tier1/cmd.h"
#include "common/global.h"