22 Commits

Author SHA1 Message Date
Kawe Mazidjatari
81182f078b Fix missing deref in launcher.cpp
Pointer should be dereferenced.
2023-05-13 19:39:53 +02:00
Kawe Mazidjatari
04ed774c46 Swap preprocessor directive with global
Since launcher does not get compiled with the engine, the dedicated check has to be performed using the global instead.
2023-05-13 18:07:05 +02:00
Kawe Mazidjatari
aa332bad8a Format the function name out instead 2023-03-20 00:21:41 +01:00
Kawe Mazidjatari
a67de5bc58 Fix init crash on builds compiled with MSVC14
The MSVC14 (Visual Studio 2017) compiler doesn't support creating threads during dll entry. SDK fixed frame thread init has been moved to 'CModAppSystemGroup::Main'. SpdLog buffer flush worker init has been moved to 'SpdLog_PostInit', and 'SpdLog_PostInit' has been moved to 'LauncherMain'.
2023-03-18 21:42:30 +01:00
Kawe Mazidjatari
34f69a5b1e Move crashhandler implementation to tier0 2023-01-31 22:13:40 +01:00
Kawe Mazidjatari
a618990937 Detour code refactor
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.
2023-01-25 02:26:52 +01:00
Kawe Mazidjatari
08ed169cf3 Only run game's exception filter if ours didn't handle it
This is required as otherwise the game's exception filter will be called after ours. If we didn't handle the exception, the game's implementation, or an exception handler associated to the exception raised by address will take care of it. Unlike the game's implementation, our exception handler does not handle unknown exceptions. We only do the low level stuff reliably.
2022-12-28 21:44:51 +01:00
Kawe Mazidjatari
c4299cb758 Remove unnecessary launch params 2022-09-25 20:20:25 +02:00
Kawe Mazidjatari
af5c513ecd Remove useless parameters
'-lv' forces "low violence" which overrides the GAME path with _lv.
2022-09-25 15:33:28 +02:00
Kawe Mazidjatari
34a06147d7 Fix spelling errors
Overall spelling improvements and cleanup..
2022-09-09 19:47:31 +02:00
Kawe Mazidjatari
5284e8987f Use abstract class for CCommandLine 2022-08-20 03:15:51 +02:00
Kawe Mazidjatari
515487c63a Changed behavior of ConCommandBase::IsFlagSet (read description)
This commit breaks the indev branch for the time being (this will be solved very soon).
We no longer mask off dev flags from every commandbase, we only mask them off from the essential ones (map, connect, give, etc..), unless the SDK is launched as dev, then we mask everything off like usual, but this time at initialization and not whenever we encounter a var with this flag.
2022-08-13 20:21:32 +02:00
Kawe Mazidjatari
88b3336758 Many small code improvements and optimizations
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
2022-08-11 11:07:45 +02:00
Kawe Mazidjatari
8463811bb0 Remove unnecessary cast for string format 2022-06-17 18:29:17 +02:00
Kawe Mazidjatari
326b751934 Light optimizations 2022-06-07 13:46:18 +02:00
Kawe Mazidjatari
ddfdb4ffd8 See description
Add '-nodiscord' and '-nobakedparticles' to launch params for dedicated.
Add hook for 'MemAlloc_Internal()'.
Rename loggers to be more consistent with naming.
Revert omitting frame pointers.
2022-05-17 23:00:30 +02:00
Amos
e12469bcbe Update launcher.cpp 2022-05-11 10:30:08 +02:00
Kawe Mazidjatari
b421a17d2b Dedicated server optimizations
Removed all ui.rpak/ui.dll assets loading on the dedicated server.
Moved AsyncLoad to CPakFile class.
Moved g_pMallocPool to tslist.h.
2022-04-19 03:55:20 +02:00
Kawe Mazidjatari
3d32346b39 Fix patterns for S1 and removed redundant code 2022-04-19 00:00:45 +02:00
Kawe Mazidjatari
e1a76e3e28 Fix small formatting mistake 2022-04-16 23:51:37 +02:00
Kawe Mazidjatari
d4aa300942 Update launcher.cpp
Small mistake
2022-04-16 12:51:28 +02:00
Kawe Mazidjatari
f2a5c8ac68 See description
* Renamed 'r5apexsdkd64.dll' to 'gamesdk.dll'.
* Added required dedicated parameters to code instead.
* Bug fixes around CCommandLine class (fixed misaligned VTable indexes).
* SDK now supports being directly launched by the game executable.

The SDK launcher will pass '-launcher' to the game, which indicated its being launched by the launcher. If the game does not receive '-launcher', it assumes its being launched directly from the game executable, which will instead load 'startup_(dedi_)default.cfg'.

The sdk dll's are now added to the game's IAT by their dummy exports allowing for them to be loaded when the exe is loaded (the dll's do everything on init).
2022-04-16 00:30:46 +02:00