Add missing types to fully mapped out PakGlobals_s struct, which is a 13MiB+ structure! This covers the vast majority of the pakfile system which is why we had to change a bunch of stuff for this patch. This patch also comes with:
- Reversed 'JobFifoLock_s' structure
- Reversed 'PakTracker_s' structure
- Reversed 'PakAssetTracker_s' structure
Many globals have been dropped as they were covered by the large PakGlobals_s singleton.
The pak decoder logic has been changed up as well, we now use a decode mode enumerant which will make it easier to add in more decoders for the pak files in the future.
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
Add a proper class for dealing with fallback models and the warnings thereof. Also reverted the 'old_gather_props' removal, as otherwise fallback models won't draw (new gather props solution doesn't call CMDLCache::GetHardwareData()).
Rebuild 'CMDLCache::GetPhysicsGeometry()' and properly handle missing cache pointers. Also cleaned up various methods in CMDLCache and renamed 'studiophysicscache_t' to 'studiophysicsref_t'. The changes made the 'old_gather_props' convar hack redundant and has thus been removed.
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
In rare occasions (depending on the installation path), the regex might fail to extract the level name from the VPK file name. If the path has a similar pattern, or certain characters, it will capture the wrong string. This fix has been tested, and confirmed to fix the bug.
- Set character set to multi-byte (this is because the game is also build with it).
- Utility function 'FileExists' now takes a raw string pointer, this avoids having to construct a fs::path each time its getting called (which is quite a lot!).
- Performed overall cleanup to code containing logic to override load paths. Mostly removing unnecessary copy constructions.
* Reset 'old_gather_props' cvar, so that we can re-evaluate on the next level load, and use the new one instead if no errors were found that time around.
* Removed extraneous operators.
Properly fix the aligned memalloc singleton in the SDK; the implementation now uses a callback based approach for calling the allocator and deallocator.
Removed all checks for 'ui.rpak' and 'ui_mp.rpak'. None of these are useful for dedicated server. 'bUnconnected' has been changed to true (should had been in the first place). Promoted some integers to 64bit types to suppress compiler warnings, output code remained the same.
* Rename some pakload api vars.
* Removed 2 duplicate pointers from (g_ClientState_Shifted and g_pakLoadJobID).
* Removed unnecessary signonstate check in 'Mod_ProcessPakQueue' for dedicated.
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.
TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
We used the hoststate levelname string, but this only applies to the host. Keep the levelname that was passed to 'Mod_LoadPakForMap()', and set the init bool after we ran 'Mod_GetLevelSettings()'.
Fix bug where 'Mod_LevelHasChanged(...)' returns false even though it had changed. The static var was set in a different function which worked with the old system. The static var is now set within 'Mod_GetLevelSettings()', if 'Mod_LevelHasChanged()' returns true.
Previously we used Json, however the rest of the game features KeyValues. I changed the system to feature KeyValues instead, to maintain consistency. Also improved the logic behind loading/parsing so we don't reparse the same level settings file if the pointer is still valid and we are on the same level.
Relies on the engine's implementation of 'KeyValues::RecursiveSaveToFile'. The IFileSystem methods have been fixed up with the CUtlBuffer class rebuild in which we could call these to write a KV memory structure as a file to the disk.
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.
When fatal is set, the function will show a error dialogue, which will halt the process and close when the message is dismissed. Else we will end up in a crash.
* Fix all compiler error for GameSDK on S0 and S1.
* Remove some unused patterns and globals (launch performance gains of 100ms).
* Remove most duplicate patterns.
* Relocate globals from engine to a more appropriate location.
* Renamed some unknown vars to a more appropriate name (most of these where obtained a while back, but as we reversed more parts of the engine, some of these vars become known).
* Renamed some vars to fit the naming convention used in the SDK.
* Fixed pattern debug logging using the wrong pointer, thus displaying the wrong address.
* Removed some unused signatures.
* Named 2 CBaseFileSystem methods, and applied them to 'MOD_ProcessPakQueue()'.
* Renamed 'qword_1671061C8' to 'g_pMTVFTaskItem'.
* Renamed 'g_pMapVPKCache' to 'g_szMTVFItemName'.
* Only set first byte to 0 in 'g_szMTVFItemName' (actual size is 0x100, not 0x40).