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.
This patch removes a lot of old code. Context is now exclusively grabbed from the CSquirrelVM instance. This patch also comes with a few new types: SQArray and SQTable!
The implementation also allows pushing Vector3D's on the stack, but these are handled slightly differently.. The largest field in tagSQObjectValue is 8 bytes, Vector3D is 12 bytes unaligned, but the tagSQObjectValue field in the tagSQObject struct is aligned to a 8 byte boundary while the field prior is only 4 bytes, Vector3D starts right after the type field in the tagSQObject (at the padding) to keep the whole structure the same size, therefore a new field has been added in between the padding (_pad) with a simple Vector3D accessor.
Also added a hook to allow registering proper script enums.
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.
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.
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.
The min spec is SSSE3, using SSE4.1 instructions (_mm_extract_epi64) will break compatibility. The code containing the defect is debug only, and %90+ of the user base uses an SSE4.1 capable processor.
Work in progress; does not compile!
Moved script registration function to static gamedll libs instead, and used a pointer callback approach for calling them to avoid duplicate symbols during linkage.
Find regex pattern:
inline auto ([a-zA-Z0-9_]+) = ([a-zA-Z0-9_]+)\.RCast<([a-zA-Z0-9_:<>*]+) *\(\*\)\(([^)]*)\)>\(\);
Replace regex pattern:
inline $3(*$1)($4);
This commit also removes the unnecessary initialization (which was required to type the auto variables),
and therefore removed 6kb of unnecessary dynamic initialization code.
Reason parameters are optional. For scripts, to use the default message, pass in an empty string. The function for the script system should be centralized soon to avoid more duplicate code.
Fix several exploitable bugs in the CUserCmd class. Some of these have been used to exploit/cheat in-game. Fixes contain:
- Camera position clamping (the only patch that hasn't been tested yet!)
- Weapon activity exploit, allowing player to infinitely throw ordnances, and perform other 'cheats'.
- Akimbo exploit + server crasher, allowing client to set multiple inventory weapons as active. The active weapon index bounds were also not checked, a properly crafter CUserCmd message would therefore be able to crash the server.
Note that this does not fix all issues related to the UserCmd class; further reversing and testing revealed there is more to be fixed, these fixes will get implemented with a future commit.
Check if the actual message type is 'TextMsg' before printing, since other data is binary and could be read as 'HUD_PRINTCONSOLE', 'HUD_PRINTCENTER', etc.. resulting in printing binary data. This fix permanently solves that problem. The check has also been applied to the 'ShouldReplayMessage' function.
Must be normalized, bad values (NAN or FLT_MAX) will crash the game. There is more that needs to be clamped, but before we can do this CUserCmd has to be reversed more.
The frame time send from CL_Move is not sanitized on the server; clamp it to the same cvars the client is clamping them to so players busting out the clamps cannot speed hack. The values are replicated between the server and client, so if someone wants to tweak the values, it won't mess up on either the server or client.
The function 'FireWeaponBolt' calls 'CreateWeaponBolt' to create a bolt entity, but it can return NULL. 'FireWeaponBolt' does NOT check for NULL and derefs the pointer regardless. This rarely happens though; in all cases, it was caused by a defect in scripts. Code has been hooked to throw an engine error instead of crashing.
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.