101 Commits

Author SHA1 Message Date
Kawe Mazidjatari
6f2d271ce1 Tier1: only set overflow flag if it hasn't been set already
Only set overflow flag in 'CBitRead::GrabNextDWord()' if it hasn't been set already, code now matches the assembly of the game executable.
2024-06-01 11:52:55 +02:00
Kawe Mazidjatari
30c514110f Tier1: fix ctor bug in class bf_read
Parameter 'nBytes' was unused while it should've been, causing invalid buffer sizes being set. Bug was found after careful inspection of generation assembly code.
2024-06-01 11:52:53 +02:00
Kawe Mazidjatari
df363414df Engine: fix numerous exploitable bugs in voice protocol
- Fixed stack smash in CClient:ProcessVoiceData (oob read on bitbuf).
- Fixed stack smash in CClient:ProcessDurangoVoiceData (oob read on bitbuf).
- Fixed ability to bypass team check on Durango voice packets if forced as reliable from the sender (client).
- Incorporated the following missing checks in the durango version of voice broadcasting:
  - Enforce chat between multiple teams using cvar 'sv_alltalk'.
  - Ability to also disable Durango voice data with cvar 'sv_voiceenable'.
  - Ability to echo voice with Durango voice data using cvar 'sv_voiceEcho'.
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
d80268492a Tier1: fix typo in byteswap.h 2024-06-01 11:43:09 +02:00
Kawe Mazidjatari
7a24371f64 Tier1: add utlhash
Core SourceSDK type.
2024-04-05 18:40:37 +02:00
Kawe Mazidjatari
80fecfa228 Tier1: create simple depth manager class
Will be used to manage depths of nested arrays
2024-04-05 18:35:06 +02:00
Kawe Mazidjatari
e02f8f36fe Tier2: create modular WebSocket system
This code was actually part of the LiveAPI system, but there were many opportunities to make this particular code modular, so it has been decoupled and moved to Tier2. The LiveAPI system will soon use this class instead. The implementation has also been improved by adding dedicated routines for updating socket parameters, disconnecting/reconnecting and destroying sockets.

This commit also removes legacy workaround code in UtlVector which was used for before we had early enough access to the game's memalloc singleton. This code was no longer used.

This commit also implements the CUtlStringList class, which is now used for the new websocket class to split each socket connection up by a comma delimiter.
2024-04-05 18:31:58 +02:00
Kawe Mazidjatari
8c593f666f Miles: add global type and prevent non-existent banks from loading
This patch adds miles globals and additional code to prevent banks from loading that don't exist. It falls back to "english" if requested language isn't installed.
2024-04-05 18:28:26 +02:00
Kawe Mazidjatari
f67d8e87b1 Tier1: use template index type for memory allocation
For CUtl* classes: use the index type rather than just ssize_t, this will throw compile warnings for code that constructs a CUtl* object allocating more memory than the index type allows (e.g. allocating UINT16_MAX while the index type has been set to UINT8_MAX).
2024-04-05 18:27:09 +02:00
Kawe Mazidjatari
582ec3791e Tier1: fully implement CUtlSymbol(*)
The class has been modified to match the implementation of the engine, the only modifications done were changing size types, so they compile to the correct size based on the platform (in case of the GameSDK project, this will be 64 bits).
2024-04-05 18:26:04 +02:00
Kawe Mazidjatari
6cf88dc16c Engine: render ImGui in main thread and fix many threading bugs
ImGui drawing code now takes place in the main thread, a snapshot of the render data is created in CMaterialSystem::SwapBuffers(), and is being rendered in the render thread right before SpinPresent().

The reason why this was necessary, is because ConVar::GetString() isn't thread safe if its not marked FCVAR_MATERIAL_SYSTEM_THREAD or FCVAR_ACCESSIBLE_FROM_THREADS, and we used it for the console suggestions window, which iterates over every ConVar, accessible from threads or not.
2024-04-05 18:17:12 +02:00
Kawe Mazidjatari
a89ab882af Tier1: fix ConCommand::Dispatch()
Fix incorrect function prototype and add additional logic implemented in the engine. The code was crashing as the first parameter is the command target, but appears unused, the second parameter was actually the parameter that contained a pointer to the CCommand object which we needed.
2024-04-05 18:13:32 +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
2baa80d253 Engine: improve CClient::Authenticate performance
- Removed 2 std::string copy constructions
- Removed 32 sprintf calls per token auth request.
- Fixed a bug where we format the NucleusID as s64 instead of u64.
- Added additional hardening for when token/sessionId stitching fails, this will now always reject the connection.
- Improved the macro to make sure we always free the JWT claims if it has been allocated.
2024-04-05 18:07:38 +02:00
Kawe Mazidjatari
99af2877a6 Tier1: fully implement bitbuf classes
All routines are now fully implemented. This was delayed on purpose as some bit buffer functions have changed due to the use of 64bit integers for sizes, and also the coord types. The porting of this has to be done carefully; all
reimplemented functions have been changed to feature 64bit integers (where necessary) for syze types, and all values in coordsize.h have been tweaked to reflect the changes in the R5 engine 1:1, allowing us to properly implement the coord bit buffer functions as well.
2024-04-05 18:02:39 +02:00
Kawe Mazidjatari
48a12e17b6 Tier1: assert on LZSS window size being a power of 2 2024-04-05 18:02:39 +02:00
Kawe Mazidjatari
12485342ae Tier1: optimize V_GetFileExtension()
If we are going to do a strlen to do a reverse check, then just check from the start and avoid another loop.
2024-04-05 18:02:39 +02:00
Kawe Mazidjatari
2bed5d4437 Tier1: add CUtlHashTable 2024-04-05 18:01:23 +02:00
Kawe Mazidjatari
373b18ddb8 Tier1: use signed size types for buffer size field 2024-04-05 17:56:54 +02:00
Kawe Mazidjatari
20dd5783a3 Tier1: use correct format specifier CCountedStringPoolBase 2024-04-05 17:56:54 +02:00
Kawe Mazidjatari
b883cd6807 Tier1: make utlbuffer flags clear
Use 'FLAGS_NONE' as default.
2024-04-05 17:56:54 +02:00
Kawe Mazidjatari
c42ebe2cfc Tier1: use correct index types for template classes
This ensures that we can never allocate more memory than the maximum value that type could hold, without triggering a compile warning. There was a mention about shorts being slow on PowerPC platforms for utllinkedlist, but the index local type could be overridden (defaults to index storage type). In case it gets used for PowerPC, use 32bit ints as index local types; as the local type gets used for arithmetic operations while storage type is what's getting cached off in memory. This patch had no effect on generated output code, it was mostly implemented to avoid future problems.
2024-04-05 17:56:54 +02:00
Kawe Mazidjatari
b27769fdb5 Tier1: use the Max defined in platform headers
This one is the preferred Max as per Valve Source.
2024-04-05 17:56:54 +02:00
Kawe Mazidjatari
1378a5e5f4 Tier1: use SSIZE_MAX for default str slice buf end
Will be INT_MAX on 32bit platform and INT64_MAX on 64bit.
2024-04-05 17:56:54 +02:00
Kawe Mazidjatari
e59c6c88c9 Tier1: add V_IsAllDigit()
This function checks if a string consists of only numeric characters.
2024-04-05 17:56:52 +02:00
Kawe Mazidjatari
a2ceab52da Tier1: fix type demotion warning
Promote type to signed size type.
2024-04-05 17:56:51 +02:00
Kawe Mazidjatari
6766f5be62 Tier1: map out CCvar completely and get the ptr to the actual class instance
Previously we had a ptr to just its vtable; get the ptr to the actual class instance.
2024-04-05 17:46:56 +02:00
Kawe Mazidjatari
8e0e42cdab Tier1: add assert in CCommand::Arg()
This code path shouldn't be hit.
2024-04-05 17:46:56 +02:00
Kawe Mazidjatari
ff7c3b1435 Tier1: feature proper size types for CFmtStrN
Promote to 64bit for target platform.
2024-04-05 17:46:53 +02:00
Kawe Mazidjatari
ee82d5d8e0 Tier1: move KeyValues class to Tier1
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.
2024-04-05 17:42:05 +02:00
Kawe Mazidjatari
07cc5420bc Tier1: enable CUtlBuffer char conversion
Changed types to const char* instead of char*.
2024-04-05 17:31:35 +02:00
Kawe Mazidjatari
654da2c816 Tier1: fix CUtlMemoryPool::CBlob structure
Only contains the 'previous' pointer, freeing memory now works.
2024-04-05 17:31:35 +02:00
Kawe Mazidjatari
5721ffd22b Tier1: reimplement CUtlMemoryPool
Class is slightly modified; it uses 2 CBlob pointers instead of a single CBlob member. CUtlMemoryPool::m_pHeadOfFreeList is also replaced with the new CUtlMemoryPool::m_pPrev pointer. Code has been modified to accommodate this change and aligns with the assembly code of r5.
2024-04-05 17:29:12 +02:00
Kawe Mazidjatari
2b53c32e1d Tier1: add refcount class 2024-04-05 17:21:08 +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
05352d9d17 Tier1: temporarily comment
Unused and causes errors due to unimplemented mutex class (needs to be reversed still).
2024-04-05 17:12:51 +02:00
Kawe Mazidjatari
94d01c39b3 Tier1: make CTier1AppSystem iface public 2024-04-05 17:10:58 +02:00
Kawe Mazidjatari
bd35ec6525 Create utlstringmap.h 2024-04-05 17:04:53 +02:00
Kawe Mazidjatari
7d0b2d7450 Add/update core headers 2024-04-05 16:53:51 +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
699a4ce464 Implement CCommandBuffer
Code is based on Valve's implementation, with the following changes:
- Usage of 64bit signed size types.
- Usage of const where possible.
- Removal of field 'CCommandBuffer::m_nLastUsedArgSSize'.
2024-04-05 16:39:22 +02:00
Kawe Mazidjatari
ea8074dff9 Fix bug in utllinkedlist
Should return template type (default 'unsigned short') instead of int as Count.
2024-04-05 16:34:30 +02:00
Kawe Mazidjatari
a8312517f4 CCommand adjustments
Moved inlines to header; made ArgC return 32bit integer instead.
2024-04-05 16:34:30 +02:00
Kawe Mazidjatari
45bbf1f14b Remove extraneous getter
Not used.
2023-08-31 00:19:11 +02:00
Kawe Mazidjatari
4b7ca6b439 Use size types
Make code more portable and modern.
2023-08-29 22:05:20 +02:00
Kawe Mazidjatari
8b45e1a4e5 Also throw asserts 2023-08-26 01:28:30 +02:00
Kawe Mazidjatari
befd38bf51 Interface factory system rewrite
Removed all extraneous copies by adding the class 'InterfaceReg' which will construct a new interface, and link it to the engine's static register. The Source Engine macro 'EXPOSE_INTERFACE_FN' will help utilizing this. The game module from the plugin is not obtained through the process environment block, so the executable is no longer sensitive to names.
2023-08-22 01:11:49 +02:00
Kawe Mazidjatari
71b0781715 Utilize 'DevMsg()' for uncertain builds only
Only uncertain builds will contain DevMsg()/DevWarning() prints. For retail, Msg() and Warning() should be used instead.
2023-08-21 19:12:29 +02:00