194 Commits

Author SHA1 Message Date
Kawe Mazidjatari
06e995f17b Server: fix incorrect calculation of player timebase on bot instances
- Member CPlayer::m_lastUCmdSimulationRemainderTime is set and checked as an int in compiled code, change type from float to int.
- Simulation time was calculated incorrectly; brough expression 'CPlayer::m_lastUCmdSimulationRemainderTime * TICK_INTERVAL' into parentheses.
- Call to CPlayer::SetTotalExtraClientCmdTimeAttempted() took incorrect parameter value if flSimulationTime < 0.0f, it was supposed to be clamped to 0.0f, but instead, took the value of 'TIME_TO_TICKS( flTimeBase )'.
2024-06-01 11:52:54 +02:00
Kawe Mazidjatari
12aa0f8ded Game: add game dll flags to "script(_*)" command
The flags were originally removed in commit 1bdc3b893e59f208dbeadd78b978096dcdd8e8f9, but this caused a regression in the dev menu. Restored flags (this also doesn't cause security issues as these commands are flagged devonly and cheats anyways).
2024-06-01 11:52:54 +02:00
Kawe Mazidjatari
bdc4112c55 Game: remove game dll flag from "script" cmd
Prevent remote execution, should be done through RCON instead for security.
2024-06-01 11:52:52 +02:00
Kawe Mazidjatari
8cfcc00bc5 PluginSystem: add callback for chatroom receiver
Allow plugins to block chat msg's based on their text.
2024-06-01 11:49:15 +02:00
Kawe Mazidjatari
699469f7b6 Server: add getter for net name in CBaseCombatCharacter 2024-06-01 11:49:15 +02:00
Kawe Mazidjatari
06a71903f5 Server: add getter for Nucleus ID in CPlayer 2024-06-01 11:49:14 +02:00
Kawe Mazidjatari
101962f5ce Engine: simplify "script" command callback for server
Code actually doesn't need to be ran in the server frame thread. All the code really does is preparation work. Run it in the main thread but do join the server frame thread (FCVAR_SERVER_FRAME_THREAD) as we can't do concurrent work on the server VM.
2024-06-01 11:49:14 +02:00
Kawe Mazidjatari
0cea07ab8f VScript: properly implement script command callback
Previously we did sq_pushroottable() and a subsequent sq_call() after compiling the text buffer, but this didn't work for code that was threaded, or using Get/SetNetVar* functions.

The second issue was that the callback for the "script" command was ran in the main thread. Server script should always run in the server frame thread, the Set/GetNetVar* functions check thread id to retrieve the correct VM context, so running server script from the main thread ended up with Set/GetNetVar* functions retrieving the client VM context rather than server's, causing undefined behavior.

Script commands are now queued to the server frame thread, ultimately fixing this bug.

Also fixed a small bug with function 'sq_compilebuffer()'; it takes an extra argument but this wasn't taken into account in the SDK.
2024-06-01 11:49:13 +02:00
Kawe Mazidjatari
8ffb647686 Server: use correct type for hull data used for AI Network
System uses a CVarBitVec for this hull block data.
2024-06-01 11:43:09 +02:00
Kawe Mazidjatari
59d4affebe Server: removed unreferenced local variable
Unused variable as current time calculation ended up being unnecessary, removed to suppress compiler warning.
2024-06-01 11:43:09 +02:00
Kawe Mazidjatari
1fe74fe727 Server: simplify lagcomp clamping code and add technical notes
Clamp to +- sv_maxunlag delta from server time base. Also added notes to possibly rework the system in the future.
2024-06-01 11:43:08 +02:00
Kawe Mazidjatari
c3f66e748f Server: add script function 'GetServerID()'
Allows one to get the current session uuid (will be used for LiveAPI's Init event for session identification).
2024-06-01 11:43:08 +02:00
Kawe Mazidjatari
5a2dfaf03a Server: add option to respect game state when performing auto reload
Can be toggled with the new cvar 'host_autoReloadRespectGameState', and used in combination with the new server script func 'SetAutoReloadState( bool state )'. This makes sure that even when the timer reaches 'host_autoReloadRate', it would wait with the reload until the game itself is finished (which is when SetAutoReloadState( true ) is being called from scripts).
2024-06-01 11:30:35 +02:00
Kawe Mazidjatari
42e02b4569 UserCmd: limit command backlog to prevent exploitation
Implement UserCmd command backlog limiting (the new convar 'sv_maxUserCmdProcessTicks' dictates how many ticks can be processed per second). Defaulted to 10, which is (default tick interval (0.05) * default cvar val (10) = 0.5ms window), which is equal to the default of cvar 'sv_maxunlag'.

Before this patch, you could stuff several seconds worth of usercmd's in one second and achieve speed hacking.
2024-06-01 11:29:29 +02:00
Kawe Mazidjatari
824b5098b3 Game: add CBaseEntity::GetFlags() and FL_FAKECLIENT constant 2024-06-01 11:25:59 +02:00
Kawe Mazidjatari
d1b2fe805f RTech: use SQString's '_stringval' macro for LiveAPI
Light code cleanup, no logic has been modified.
2024-04-05 18:42:30 +02:00
Kawe Mazidjatari
873e20c121 RTech: implement Nucleus ID hashing for LiveAPI events
The field was supposed to be hashed, added cheap hashing logic and an option to truncate it to reduce overhead.
2024-04-05 18:42:29 +02:00
Kawe Mazidjatari
250fd504af VScript: properly implement 'sq_getstring' and 'sq_getinteger' + more
sq_getstring and sq_getinteger are now properly implemented (code matches squirrel code, and generated assembly matches that of the game). Adjusted call sites to accommodate the new implementation and added a few extra checks. Also added:
* sq_getfloat
* sq_getbool
* sq_getthread
2024-04-05 18:40:37 +02:00
Kawe Mazidjatari
ce64cc57a0 Server: fix NavMesh hotswap crash + add codecallbacks
Fix double destruction (calling delete instead of free, the 'v_Detour_FreeNavMesh' call is the destructor, but we don't have the destructor fully rebuilt yet in the SDK). Also added codecallbacks for scripts.
2024-04-05 18:40:36 +02:00
Kawe Mazidjatari
92edc4a252 RTech: improve LiveAPI error msg's 2024-04-05 18:40:36 +02:00
Kawe Mazidjatari
1e8dd63e4c Tier0: move GetUnixTimeStamp() to utility code 2024-04-05 18:40:36 +02:00
Kawe Mazidjatari
e91b8cfcec RTech: implement custom events and slight adjustments/improvements
Implemented CustomEvent in code, which supports:
- bool|int|float|string|vector|array|table
- nested arrays and tables, up to a depth of 64

Also improved foundation code for LiveAPI:
- added ability to log liveapi events to a file on the disk (rotates between each match or round, depending on how the abstracted functions are called in scripts)
- when the system is enabled through cvars, code will be invoked on the fly
- when the system is disabled through cvars, the system will be shutdown properly on the fly (properly handling socket closing, log file finishing, etc)
- if the socket system is enabled/disabled on the fly using cvars, related code will be called to initiate or shutdown the connections.

The generated proto.cpp/h file has been moved to the protoc project as it was causing some compiler warnings that we suppress on the thirdparty (vendored) code.
2024-04-05 18:39:36 +02:00
Kawe Mazidjatari
999ce009a8 Engine: properly deal with server frame thread commands/convars
Marked convars/concommands as FCVAR_SERVER_FRAME_THREAD and removed main thread dispatching code and comments that are no longer in effect. In the RCONServer execute handler, a ThreadJoinServerJob() is placed if the commandbase is flagged FCVAR_SERVER_FRAME_THREAD since RCON dispatches the command, or sets the convar directly.
2024-04-05 18:35:06 +02:00
Kawe Mazidjatari
381da23f44 VScript: properly handle internal errors during return
Must always check for internal error before returning out of a script function. The macro SCRIPT_CHECK_AND_RETURN will deal with this. Replaced all returns in each script func.
2024-04-05 18:35:05 +02:00
Kawe Mazidjatari
de06d51ef0 Server: upgrade live_api events.proto
Upgraded to "R5pc_r5-201_J29_CL6350311_EX6402312_6403685_2024_03_22".
2024-04-05 18:35:05 +02:00
Kawe Mazidjatari
44d7a252de Server: implement LiveAPI into the game
Full implementation of all LiveAPI events into the game server.

NOTE: The only event left to be implemented in code is CustomEvent.

NOTE: ObserverSwitched and WeaponSwitched events are implemented in code, but they need a proper CodeCallback to hook them up properly in scripts.

The events.proto file is from build "R5pc_r5-200_J33_CL6243000_2024_02_27_14_53" with some slight modifications:

- PlayerStatChanged.newValue is now a oneof field, which can be either int, float or bool as Season 3 Apex still handles stats in one of those 3 types while retail was only int (which is most likely why they kept it just int only int he proto file).

- PlayerRespawnTeam.respawned is now a repeated Player field instead of a string. Initially the respawned field contained a comma separated list of player names that were respawned in the team, it now contains the actual Player data that is respawned as this was much easier to get from scripts, and also makes a bunch more sense than just string names.

- New CustomEvent event: since R5Reloaded is a modding platform, and we can't make new events for literally all gamemodes that modders create, we added another event "CustomEvent" which allows modders to sent their own data to their own tracker or anything while still remaining compatibility with the protocol.
2024-04-05 18:33:33 +02:00
Kawe Mazidjatari
b8178e9299 NetworkSystem: fix numerous issues
This patch splits host logic from CServerListManager. CServerListManager is actually meant for the client to manage the server list to which the client could connect to. The hosting logic has been moved to the new CServerHostManager class.

Previously, we stored all the hosting details in CServerListManager, with connection criteria in CPylon, this data has been moved over to CServerHostManager as well.

Previously, we also needed a mutex to access the server host data, function HostState_KeepAlive() has been refactored to the point this mutex is no longer necessary as the only threaded process is the actual request, the rest is being applied in the main thread. We also now only construct a NetGameServer_t struct if we actually plan to host.

Access to CPylon::m_Language is now also protected by a mutex, as the change callback of cvar 'language' and the threaded method 'CPylon::QueryServer()' are competing for access.
2024-04-05 18:24:36 +02:00
Kawe Mazidjatari
609d705a0c Tier1: static construction of ConVar objects during link time
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.

This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).

Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
2024-04-05 18:13:32 +02:00
Kawe Mazidjatari
d6b14fa12c Statically construct all ConCommand
Properly implement the ConCommandBase and ConCommand classes so we could statically construct all ConCommand objects in the global scope of each translation unit, this way we don't need to put them in a global file and deal with preprocessor directives to compile then in/out for certain projects.
2024-04-05 18:13:31 +02:00
Kawe Mazidjatari
dbec4be848 NetworkSystem: rename NetGameServer_t member vars 2024-04-05 17:52:58 +02:00
Kawe Mazidjatari
fcf3a09418 Make singletons use static memory
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
edc52ad669 IDetour: remove extraneous pointer assignments
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.
2024-04-05 17:19:32 +02:00
Kawe Mazidjatari
144d5f62e1 IDetour: code refactor
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.
2024-04-05 16:41:09 +02:00
Kawe Mazidjatari
6bc15b50b5 Put lag compensation clamping in a separate method, under a cvar that is disabled for now
There have been reports of hit registration issues, this is most likely caused by the clamping system to mitigate an exploit. Put behind a convar and disabled for now until debugged.
2024-04-05 16:34:29 +02:00
Kawe Mazidjatari
2e03139c39 Recover AIN runtime checksum validation
The runtime checksum is now also written to the file, as any changes to the info node entities will cause this checksum to change, and therefore we should warn the user that the file needs to be rebuilt. The NavMesh CRC is now written at the END of the AIN file, and only checked if a NavMesh is present for that particular level. The same warning gets printed if this checksum mismatches as the user should rebuilt it.

NOTE: the NavMesh checks are custom and are not part of the official AIN file structure of this game. This is added as the NavMeshes are frequently rebuilt.
2023-08-29 23:48:41 +02:00
Kawe Mazidjatari
a9b1d950e5 Read data from memory buffer instead of loading it from disk
Safe resources and potential failures.
2023-08-29 00:33:12 +02:00
Kawe Mazidjatari
f081fe6f67 Dump hull data blocks as well
The AIN dumper is now finished. Giving it a valid r1 AIN will make it spit out an identical AIN (minus the CRC header, but this is intended).
2023-08-28 23:17:03 +02:00
Kawe Mazidjatari
25e5ea0c83 CAI_NetworkBuilder::SaveNetworkGraph() rewrite
- Use CUtlBuffer instead to construct the data.
- Dump traverse ex nodes as well (CAI_TraverseNode).
2023-08-28 20:01:45 +02:00
Kawe Mazidjatari
51ac0bf353 Cleanup 2023-08-28 02:44:39 +02:00
Kawe Mazidjatari
5397ba4481 Fix return types
They are voids.
2023-08-27 12:13:07 +02:00
Kawe Mazidjatari
909a08a80b Remove testing code
No longer of use.
2023-08-27 11:38:44 +02:00
Kawe Mazidjatari
f22e7890b0 CAI_NetworkBuilder::SaveNetworkGraph: Fix bug
Iterated over the wrong vector, dumped AIN's from r2 are now 100% identical, the function has been debugged and is complete.
2023-08-27 11:38:02 +02:00
Kawe Mazidjatari
9d2801929a Map out 'CAI_NetworkManager' 2023-08-27 11:36:58 +02:00
Kawe Mazidjatari
3d0d8c7081 Get rid of disk structures
Less maintenance work; write the fields out directly from memory structures.
2023-08-27 00:56:38 +02:00
Kawe Mazidjatari
7e3f812a97 Rename fields
These are vtable pointers.
2023-08-27 00:29:31 +02:00
Kawe Mazidjatari
ea2c71242e Map out entity structures more
More types and improvements for base entity classes.
2023-08-27 00:20:23 +02:00
Amos
5ddc9d1884 Write each field individually
Cluster links were written with an additional padding as the struct is 11 in size, so it gets padded to 12. Cluster links now get correctly written to the disk.
2023-08-25 08:47:12 +02:00
Kawe Mazidjatari
52bc73abb0 Fix AIN building bugs
Fixed writing of:
- Path nodes
- Node links
- Path clusters
- Cluster links

The previous globals 'g_pppAiNodeClusters' and 'g_pppAiNodeClusterLinks' were of type CUtlVector. These have been retyped and renamed accordingly.

Also mapped the CAI_Cluster class out slightly more.
Rebuild of path clusters and cluster links are still not correct; parsing a file in from r2, results in a different file on the disk, at the very offset the clusters are being written in (one field is off, this will be investigated soon).
2023-08-24 23:44:57 +02:00
Kawe Mazidjatari
c21747c4c6 CAI_NetworkBuilder::SaveNetworkGraph() improvements
Always create safe path, cache index pointer and make heavy prints non-cert only.
2023-08-24 10:35:54 +02:00
Kawe Mazidjatari
c8752420a0 Use new Dev* logger functions
These get compiled in if IsCert() returns false.
2023-08-21 20:38:07 +02:00