113 Commits

Author SHA1 Message Date
Kawe Mazidjatari
5d680c89d9 Windows: fix prototype mismatch
Mismatched since commit acaf3fdfad319cea142ba58ce9214aec14715ff0.
2024-06-01 11:43:10 +02:00
Kawe Mazidjatari
dc8a22c05e Windows: move console color init code to separate function
Reserve Console_Init() for actual console init, if code only needs colors (e.g. a console application that already has a console), then they should call Console_ColorInit().
2024-06-01 11:43:10 +02:00
Kawe Mazidjatari
cb72778a25 Core: allow launching dedicated server without terminal window
The terminal window isn't always necessary, especially on Linux systems. In fact, it causes issues on some Wine environments. Allow user to disable it with -noconsole. This option only exists on the dedicated server. The client builds have the console disabled by default, and can enable them with -wconsole.
2024-06-01 11:43:09 +02:00
Kawe Mazidjatari
8f7b86ec8d Windows: improve console init/shutdown error messages 2024-04-05 18:42:31 +02:00
Kawe Mazidjatari
bf5dd318a7 Core: fix several initialization bugs
- Don't free console if the process is being closed from the console, this will cause the process to freeze within the FreeConsole() call
- Properly check for CPU features in order, and moved all checks to a single function utilizing the CPUInformation struct.
- Made SDK_Init() and SDK_Shutdown() more resilient against mistakes with new checks and error messages (added since they are exported now).
2024-04-05 18:42:30 +02:00
Kawe Mazidjatari
44d663bf1c ImGui: cleanup and improvement to surface implementation
* Properly run fade in-out animations
* Make common methods/members shared
* Remove extraneous SDK thread
2024-04-05 18:22:56 +02:00
Kawe Mazidjatari
85c7db410d ImguiSystem: properly implement ImGui and fix several bugs
Moved implementation to dedicated class 'CImguiSystem' with the following changes:

* Added mutex for ImGui_ImplWin32_WndProcHandler(), the window proc is ran from a different thread than CImguiSystem::SampleFrame() is being called from. Needs a mutex as both functions interact with the input queue list.

* Added init stages for debugging and preventing the system from running certain parts of the code if a certain stage hasn't been reached yet.

* NULL out ImGuiContext::ConfigNavWindowingKeyNext , we don't need any nav window shortcuts as users don't need then in-game, and it also interferes with certain key binds some users have.

* CImguiSystem::SampleFrame() (previously ImguiSystem_SampleFrame()), is now being called from CMaterialSystem::SwapBuffers(), as that function is called from the main thread while also getting updated during level loads/etc, so instead of switching between 2 static buffers for as long as the levels are being loaded, we imgui updates properly too and directly swap afterwards.

* Removed hack in CGame::WindowProc() where we would only run windowproc if we aren't shutting the game down. This was needed as there was a chance of a crash at some rare cases, but this was simply due to a missing mutex which has been addressed and fixed as of this commit.

* Lock mutex during init and shutdown.
2024-04-05 18:19:39 +02:00
Kawe Mazidjatari
b9c7cabda9 ImGui: move initialization code to DX hook setups
Also removed unused global declaration 'g_bImGuiInitialized'.
2024-04-05 18:19:38 +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
1ac38516d8 Upgrade Dear ImGui to 1.90.4 2024-04-05 18:13:33 +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
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
43d771e3cd System: handle other close events as well
Give the engine and SDK time to shutdown properly.
2024-04-05 17:46:55 +02:00
Kawe Mazidjatari
abbed191c2 Tools: check CPU for SSE2
SSE and SSE2 instructions are being used, check for them instead of crashing somewhere in the program.
2024-04-05 17:46:52 +02:00
Kawe Mazidjatari
b2ce189ba1 Tools: rename NETCONSOLE define to _TOOLS
Rename since this would actually be used for all tools. Also moved 'plat_time.cpp' to tier0 so anything could compile it.
2024-04-05 17:35:10 +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
365448b8c7 MaterialSystem: fix console not drawing in the 4:3/5:4 aspect ratio modes
DrawImGui should be called BEFORE ID3D11DeviceContext::ClearRenderTargetView() or ID3D11DeviceContext::End(). Moved drawing code to SpinPresent which is just before the clear/end calls are being made. Console now draws in the 4:3/5:4 aspect ratio video modes.
2024-04-05 17:19:28 +02:00
Kawe Mazidjatari
77a20f4d9e NVIDIA: move markers to actual IDXGISwapChain::Present runtime call
Testing revealed better latency reduction when moved directly here as we also take into account the additional buffy copy's the game does in SpinPresent, our new render thread frame limiter and and ImGui. The difference is very large when the render thread frame limiter is used. The code still passes NVIDIA's reflex testing utility after this patch.
2024-04-05 17:19:28 +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
506134fffb Only run ImGui code if we aren't quitting
Should fix a very rare crash where this still gets called while imgui has already been destroyed.
2024-04-05 16:24:47 +02:00
Kawe Mazidjatari
907e582f55 Remove latency markers
Some parts of the engine have to be rebuild in order to implement this correctly, therefore, it has been removed for now to avoid potential performance problems.

fps_max_rt and fps_max_gfx have been limited to 295 to avoid a contest with the engine's hard limit causing huge performance hits.
2023-09-13 17:37:09 +02:00
Kawe Mazidjatari
ea6c15df4c Initial implementation of NVIDIA Reflex Low Latency timing
Propagated latency markers in an attempt to further reduce input latency. Code is pending rigorous testing on several systems, including systems powered by an AMD GPU to make sure we are not impacting performance on systems that does NOT support NVIDIA Reflex.
2023-09-12 11:06:16 +02:00
Kawe Mazidjatari
07dade5d5d Implement high precision frame limiter
Limits frames at a much higher level of precision than 'fps_max' and 'fps_max_gfx', probably ideal to reduce input latency even more. Also changed the logic of the NVIDIA Reflex frame limiter, to which it would use the desktop's refresh rate if set to '-1'. The new render thread frame limiter has a similar behavior. Using desktop refresh rates on the render thread or NVIDIA Reflex frame limiter requires 'fps_max' to be set to 0 (unlimited), as it would otherwise result in a major performance drop due to a contest if fps_max_(gfx/rt) is set to a similar number as fps_max.
2023-09-11 22:20:24 +02:00
Kawe Mazidjatari
fdb4a4d429 Reverse CGame class
Class structure reversed.
2023-09-11 20:38:18 +02:00
Kawe Mazidjatari
0306d7788b More reversed TEB64 structure 2023-09-11 01:32:11 +02:00
Kawe Mazidjatari
0fe7b40506 Add inline DX device getters 2023-09-11 01:28:17 +02:00
Kawe Mazidjatari
c059ec65ac Add 'ForceForegroundWindow' windows utility
Forces the window handle to be on top.
2023-07-31 23:43:00 +02:00
Kawe Mazidjatari
86ac910e5e Full fix for the console shrinking problem
The lower right bound should be incremented as well.
2023-07-04 21:07:56 +02:00
Amos
6ae47b744e Fix console window shrinking with 1 unit
This commit fixes an issue where the console window would shrink with 1 unit when calling 'SetConsoleBackgroundColor'. The bottom should be incremented by 1 each time its getting called, as it appears to be decremented again in WINAPI 'SetConsoleScreenBufferInfoEx'.
2023-07-04 18:32:35 +02:00
Kawe Mazidjatari
87f9420889 Globally reduce the use of auto for function pointer declarations
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.
2023-07-02 23:01:29 +02:00
Kawe Mazidjatari
9e6b0e567f Port everything to CCommandLine
Before, we had to do a hack of capturing the command line using GetCommandLineA, and then checking if a certain argument is present. This was required due to how early the GameSDK dll was loaded (the g_CmdLine object was far from initialized in the engine). Due to the loader refactor, the commandline can be used directly after creation in the game's entry point (which is the time the SDK is getting loaded). Therefore, no copies of the command line are required anymore.
This commit contains the following changes:

- Correctly ordered the initialization, and deinitialization of systems (first init = last shutdown).
- Factored out command line string copy in favor of game's implementation.
- Factored the R5Reloaded emblem print into its own function.
- Removed 'SpdLog_PostInit()', we can now directly call DevMsg() once SpdLog_Init() has been called, the logger callback sink deals with the formatting of the output.
- Fixed a bug where the logger did not print the correct color for 'SYSTEM_WARNING' and 'SYSTEM_ERROR' in the external console.
- Fixed a bug where the command line did not work when the game wasn't launched with the '-launcher' parameter.
- Logs now equally appear on the external, and in-game console windows.
2023-07-01 01:20:47 +02:00
Kawe Mazidjatari
f31788c6c2 Add missing include guards
Causes compile errors.
2023-06-25 08:57:10 +02:00
Kawe Mazidjatari
a9338455aa Fix ImGui window procedure handler crash on shutdown
When and after 'Host_Shutdown()' is called, the window handle is still valid, thus the handler still gets called. This gets destroyed in 'OnShutdown()' called from 'CEngineAPI::RunListenServer()'. But we do shutdown the ImGui implementation in 'Host_Shutdown()'... Therefore, we should check if the implementation is initialized or not before running the window procedure handler.
2023-06-19 14:03:23 +02:00
Kawe Mazidjatari
165d80c541 Fix rare ImGui crash on shutdown
The 'DirectX_Init()' call was performed late in code, shortly after the window has been created (at this point all device objects and window handles are valid), but the 'DirectX_Shutdown()' call was performed on DLL_DETACH, which was way too late, as the objects were already destroyed at this point. This wasn't an issue before, as we created our own objects in the old DX code. But due to optimizations, we were using the same pointers as the game (noticeable performance boost), but did not adjust the shutdown to accommodate the changes. The shutdown is now performed while the device objects and window handles are valid. Code has been tested on Nvidia and AMD systems, and has confirmed to fix the aforementioned issues.
2023-06-18 22:16:43 +02:00
Kawe Mazidjatari
b7cf2c6f64 Cleanup ImGui shutdown
Move to separate function.
2023-06-18 17:50:11 +02:00
Kawe Mazidjatari
c6f25432fd Undo ImGui shutdown patch, and add missing/reorder shutdown calls
The shutdown patch from commit '48c2401c' created another bug where all inputs get collated, and once drawn, emitted to the ImGui interfaces. The patch has been undone, and the 'ImGui_ImplDX11_Shutdown()' call has been placed before 'ImGui_ImplWin32_Shutdown()', as this was how it was performed according to the official documentation and examples provided by Dear ImGui. The call 'ImGui::DestroyContext()' has also been added (taken from the examples). Removed redundant static global bool.
2023-06-16 23:16:02 +02:00
Kawe Mazidjatari
48c2401cf9 Fix rare crash on Dear ImGui shutdown
Fix a rare crash that occurs in AMD driver code, when ImGui shutdown was called. The crash did not occur if the library was shutdown after having rendered one of the ImGui panels for one frame. The fix is to just never call 'ImGui_ImplDX11_NewFrame()', 'ImGui_ImplWin32_NewFrame()' and 'ImGui::NewFrame()', 'ImGui::EndFrame()', 'ImGui::Render()' if none of the windows are visible. code has been tested on a system that would trigger the crash, and after the patch, the crash no longer happened.
2023-06-15 21:33:37 +02:00
Kawe Mazidjatari
975c40876a CModule and CMemory class improvements
This commit significantly reduces output code size, and a noticeable increase in performance. Changes are:
- Removed all extraneous std::string and std::vector copy constructions; use raw pointers instead to boost performance.
- Marked simple getters in CModule inline.
- Marked several functions in CModule const.
- Slightly reordered CModule class.
- 'CMemory::CheckOpCodes' and 'CMemory::Patch' now take a const reference.
2023-06-12 18:40:16 +02:00
Kawe Mazidjatari
e468fa1065 Fix build errors caused by 'CreateTextureResource'
Moved declarations to source file; this is currently only used by the engine.
2023-05-13 19:40:41 +02:00
Kawe Mazidjatari
8d38de1ce0 Move client only code from rtech libraries
Moved, and renamed to 'CreateTextureResource'. Reason for move was that the rtech libraries is used by server and client, and using this on dedicated requires linking directx libraries, as it has to be hooked (even when not used). Moved to client only code to avoid having to hook it. Material system is no longer linked to the dedicated server module, as nothing from it was getting used.
2023-05-13 18:03:48 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00
Kawe Mazidjatari
0aa62890bb /W4: Remove unreferenced local variables
Removed additional dead code.
2023-04-02 10:50:59 +02:00
Kawe Mazidjatari
5aea2f4261 RCON system upgrade
RCON upgrade with additional logging system improvements:
* Netconsole's can now log received messages in color, even when the RCON server has ANSI colors disabled; logs are fully composed locally.
* RCON server now also sends the log type over the wire, along with the (already existing) context.
* SDK logging code is now shared with the standalone netconsole application.
* Improved logging readability for the standalone netconsole application.
2023-03-27 02:01:48 +02:00
Kawe Mazidjatari
62be540702 Properly shutdown SpdLog
Shutdown SpdLog on SDK shutdown or crash, this makes sure the buffers gets flushed.
2023-03-18 14:10:29 +01:00
Kawe Mazidjatari
fc5aa2aafe Cleanup console.cpp 2023-03-15 21:32:08 +01:00
Kawe Mazidjatari
cac2c6a917 Make 'sig_getadr' a console command
Changed to hidden ConCommand.
2023-03-15 21:11:20 +01:00
Kawe Mazidjatari
19d21300a3 Use cached ImGui IO reference 2023-02-18 15:50:12 +01:00
Kawe Mazidjatari
c253fd8b44 Update console code
'SetConsoleBackgroundColor' takes a DWORD.
2023-02-18 15:49:04 +01:00
Kawe Mazidjatari
b7dd5e11c1 Fix bug causing init errors not getting logged
Initialize console and spdlog before anything else that is using the console to log errors to (in this case, winsock init errors were never getting logged).
2023-01-31 17:09:56 +01:00
Kawe Mazidjatari
e783309d76 Add hook error detection in system hooking 2023-01-30 22:09:15 +01:00