4743 Commits

Author SHA1 Message Date
Kawe Mazidjatari
ab0ec34e80 Engine: fix underflow vulnerability in CL_CopyNewEntity
Code only checked upper bounds, this patch adds an additional lower bounds check.
2024-11-24 12:05:49 +01:00
Kawe Mazidjatari
2128b0ad04 Engine: properly handle under/overflows in CL_CopyExistingEntity
The engine expects the pbError parameter to be set when there is an error. Also call Host_Error to let the user know why we errored out.
2024-11-24 12:03:08 +01:00
Kawe Mazidjatari
10b466bde7 Engine: use new reverse engineered types for CL_CopyExistingEntity 2024-11-24 11:59:55 +01:00
Kawe Mazidjatari
ffbbbfc483 Engine: fully reverse engineer CEntityInfo & CEntityReadInfo 2024-11-24 11:55:53 +01:00
Kawe Mazidjatari
1fd4c25cd0 Engine: fix imgui regression causing inputs to be stuck
Holding a key while closing the panel will keep the message in the event queue, the next time one of the windows are opened, the message will be spammed. Send a null msg to clear it properly.
2024-11-24 00:40:44 +01:00
Kawe Mazidjatari
bae7df37ae MaterialSystem: don't sample imgui frames if window is occluded
Check if the window is occluded first before sampling. Massive runtime load reduction when application minimized in full-screen mode.

This also fixes the issue where the console would scroll all the way to the top when the application is minimized in full screen mode, as we can't calculate the window sizes properly causing SetScrollPos to set the pos to a large negative value.
2024-11-23 01:22:32 +01:00
Kawe Mazidjatari
7febdde3d4 GameUI: light console code cleanup and optimizations
Use static functions instead of an std::function for stuff that could've easily been a static or inline. This imposes less overhead to the runtime.
2024-11-23 01:09:21 +01:00
Kawe Mazidjatari
e05d137acd GameUI: developer console UX improvements
A common request was to make the tab key select the highlighted item in the autocomplete suggest window, much like the enter key. This key however could also be used to instantly select the first item in the autocomplete suggest window without having to move the cursor there.
2024-11-23 01:05:04 +01:00
Kawe Mazidjatari
bd06ddcb74 GameUI: improve comment regarding parked autocomplete suggest position
Make sure this doesn't get confused with out of screen while still indexing into the list.
2024-11-23 01:03:29 +01:00
Kawe Mazidjatari
8c7bb52673 GameUI: enforce consistency in file 2024-11-23 01:01:45 +01:00
Kawe Mazidjatari
6f534e9811 ImGui: readjust and fix imgui keybind configuration
In commit f5f14c153f0115af7a0ac5fe3b4be98b3816be84, a change was made to switch the default keys to pgup and pgdown. It appears however that these keys were used for the chat window.

The defaults have been adjusted to (backtick and f10) for console, and (insert and f11) for the browser.

There was also a bug in ImGuiConfig::Save() where it double nested the keyvalues, this has also been fixed. The keyvalue file now parser properly.

The option panel in the console has been slightly reworked to also show the secondary binding options for both the console als browser allowing the user to change both the primary and secondary for both windows without having to manually edit the files.
2024-11-23 00:09:21 +01:00
Kawe Mazidjatari
6ed6711426 Core: use fallback session UUID if CreateUUID fails
Instead of a hard application failure, use a fallback UUID.
2024-11-22 15:07:41 +01:00
Kawe Mazidjatari
a003e21f6e Tier0: return empty if UuidToStringA fails
UuidToStringA could fail, return an empty in this case.
2024-11-22 15:05:35 +01:00
Kawe Mazidjatari
59bdc55d15 Tier0: utility cleanup
Cleanup by qualifying anything const that isn't or shouldn't be modified. Also made an optimization StringReplaceC (String Replace Copied), to only start copying if the substring to replace even exists in the given input.
2024-11-22 15:04:05 +01:00
Kawe Mazidjatari
a6a0226481 ImguiSystem: use initializer list for constructor 2024-11-20 17:26:53 +01:00
Kawe Mazidjatari
2f618bbe04 Miles: use stack buffer for stream file path
Stack buffer of MAX_PATH is more then enough for this, avoid allocating the string to heap. Also made the return value of v_Miles_Initialize const.
2024-11-20 17:24:56 +01:00
Kawe Mazidjatari
f78a842744 Resource: update cleanup automation script
These files are no longer used and could cause problems, added them to list of files to cleanup after an update is installed.
2024-11-20 17:22:49 +01:00
Kawe Mazidjatari
f212e96a96 Engine: decouple imgui window procedure from main
Light cleanup.
2024-11-20 17:12:42 +01:00
Kawe Mazidjatari
e4dafa240e Windows: do not run DX hook when DXGI_PRESENT_TEST is set
Present only returns the status when DXGI_PRESENT_TEST is set, no data will be renderer and displayed. We should not run the frame rate limiting logic, and NVIDIA reflex on this!
2024-11-20 15:15:54 +01:00
Kawe Mazidjatari
745024d198 LiveAPI: always set POD stack var if loop has ran, don't check it
No point checking on this, removes an extra instruction.
v2.5_r5
2024-11-18 01:36:32 +01:00
Kawe Mazidjatari
9b2034d897 LiveAPI: make code compatible with coroutines
The script engine supports running coroutines, which means we cannot use statics for each message as 2 coroutines could fight for a event mesage

I.e. we have 2 coroutines handling a player damaged event, the message could be populated with a mix of data between the 2 coroutines.

Therefore, we cannot optimize this by statically allocating it and must allocate it for each coroutine separately. The extra memory and cpu overhead caused by this is still very low.
2024-11-18 01:32:32 +01:00
Kawe Mazidjatari
e5b6e3eb6e ModSystem: fix unwanted double-nesting when writing status list
The keyvalues file is written incorrectly as we double nest the mod list by calling FindKey on "ModList" with the create parameter set. The constructor of KeyValues already creates the root object called "ModList" in which the list should be stored.

The list is now properly parsed, making the enable/disable feature for individual mods work again.
2024-11-17 21:54:24 +01:00
Kawe Mazidjatari
eb374b4328 Tier0: bump game sdk version to 013
Force new version on master server.
2024-11-17 16:48:38 +01:00
Kawe Mazidjatari
d276a8c850 RTech: rework pak load command API
- renamed pak_swap to pak_requestswap.
- Installed autocompletion callback for pak_requestswap.
- use const where possible.
- improved logging on success/failures.
- use new reversed types and fields to determine when to skip an asset in Pak_ListTypes_f.
- only allow unloading or swapping of a specific pak file if its status is PAK_STATUS_LOADED.
2024-11-17 14:04:29 +01:00
Kawe Mazidjatari
64393f6e5f RTech: constify parameter for Pak_UnloadAsync
Unmodified, should be const.
2024-11-17 14:01:04 +01:00
Kawe Mazidjatari
77637019d1 RTech: make warning for non-certain builds only
This warning should be for non-cert builds only, all command code calling this function is already warning on their own, and in actual runtime code, silent failure is prefered as there are other warning/error routines there. The non-string version of this function should always be prevered however as its much faster.
2024-11-17 13:58:30 +01:00
Kawe Mazidjatari
953bdf5d5f RTech: rename PakLoadedInfo_s member variable
Follow the naming convention of the rest of the structure.
2024-11-17 13:56:07 +01:00
Kawe Mazidjatari
874314ee1c Core: fix linker error for dedicated server builds
ImguiSystem should not be compiled for dedicated server builds.
2024-11-17 13:54:57 +01:00
Kawe Mazidjatari
72c71fac8b RTech: use Pak_UnloadAsyncAndWait for pak swap
Use the actual api as this allows for helping other jobs as well rather than burning all cpu in our own thread.
2024-11-17 11:51:45 +01:00
Kawe Mazidjatari
ba83bd9ae9 MaterialSystem: fix compile error for no-dx builds
PakLoadFuncs_s::WaitAsync was renamed to PakLoadFuncs_s::WaitForAsyncLoad.
2024-11-17 11:50:41 +01:00
Kawe Mazidjatari
d655ae8b4d Tier0: bump sig cache version to 0x2F
Force full rebuild of RVA cache.
2024-11-17 03:17:28 +01:00
Kawe Mazidjatari
d444900b9a ImguiSystem: fix regression causing initial logs to not render
Since directx initialized a lot later then when we first start logging, and since we no longer lock and log when the system isn't initialized as per commit 0dde788aa737d2bdb85a8493b4f8f1e549c44ecb, initial logs will not be stored for rendering.

The imgui console will now instead check if the system has been explicitly disabled, or has been disabled due to an error. If an error occurs, the buffer will also be cleared. This way we still avoid locking and logging anything at all times when -noimgui was passed in.
2024-11-17 03:15:31 +01:00
Kawe Mazidjatari
f5f14c153f ImguiSystem: change default keys
The home key should be reserved for console input as this is useful when running script code through the console, and needing to switch cursor positions to fix a typo or copy something. Page Up and Page Down weren't used and are less likely to be used by something in the game, remapped the defaults' secondary to these keys.
2024-11-17 03:09:03 +01:00
Kawe Mazidjatari
7a40db4d85 RTech: reverse engineer and document most of pak load api
Most of the pak load functions are now reverse engineered, documented and ready to be used from the API handle. Structure is confirmed to align with the engine.
2024-11-17 02:20:40 +01:00
Kawe Mazidjatari
3eea52b199 RTech: rename pak fifo lock state pointer
Should be called g_bPakFifoLockAcquiredInMainThread, as the system has to account for the lock depth if the lock was acquired in the main thread.
2024-11-17 02:19:54 +01:00
Kawe Mazidjatari
35c6655e20 RTech: change async handle status struct name suffix
Changed suffix from '_t' to '_s' to maintain consistency throughout the rest of the RTech project.
2024-11-17 02:03:31 +01:00
Kawe Mazidjatari
1c36dfa484 RTech: rename member variables
The streaming asset counter only counts for optional assets. PakMemoryData_s::guidDescriptors should also be pageDescriptors.
2024-11-17 02:01:51 +01:00
Kawe Mazidjatari
3d56934cc0 RTech: reverse more fields for pak load system
Reversed more fields and cleaned up rebuilded routines. This will make debugging the system a lot easier.
2024-11-16 21:35:09 +01:00
Kawe Mazidjatari
19896857e2 RTech: disable assertion for log channels in FS_CloseAsyncFile
FS_OpenAsyncFile is inline in StreamDB_Init, and in our implementation, FS_OpenAsyncFile is the only place channel id's get mapped to file slots, so it will be null for stbsp's. Commented assert out as there isn't anything we could do about this besides rebuilding StreamDB_Init which is a large task.
2024-11-16 21:33:00 +01:00
Kawe Mazidjatari
add4037504 Tier0: add enum for job priorities
32 bit enum, enumerants unknown and pending reversal.
2024-11-16 21:30:58 +01:00
Kawe Mazidjatari
1ec3df5874 RTech: add note for improvements in Pak_Swap_f
Should use the wait version of unload as that allows for helping other jobs and speeding up the process.
2024-11-16 15:41:06 +01:00
Kawe Mazidjatari
3f3b69e2bb RTech: use log channel of to-swap pak file
Reuse the channel id.
2024-11-16 15:40:19 +01:00
Kawe Mazidjatari
5d20256f10 RTech: user or script requested paks should use channel 8 2024-11-16 15:39:55 +01:00
Kawe Mazidjatari
03d19344fe RTech: implement pak and async read logging per channel
The engine assigns channel ID's to paks, which it then uses to determine whether to error out or warn when a certain pak file failed to load.

Paks loaded with a higher channel ID, such as the load screens or gladiator cards, won't call Error() in the engine if the loading thereof failed, where paks with a lower channel ID, such as common.rpak will.

Paks with a higher channel ID are quite verbose in the console, as the game often switches between gladiator card rpaks from scripts to update the banners in the world dynamically. User can now explicitly set the channel ID, with the default being 4 which only logs core engine and sdk paks, along with preloaded and level paks.

The async file read system uses a similar concept, this was confirmed when reversing Pak_SetupBuffersAndLoad as this calls FS_OpenAsyncFile for its patch files with the log channel that was assigned during Pak_LoadAsync. This code already had logging, but has been adjusted to follow the design of the system. Async file reads however are disabled by default as these are very verbose and will degrade performance of the game.
2024-11-16 15:28:53 +01:00
Kawe Mazidjatari
0dde788aa7 GameUI: only log to ImGui console if ImguiSystem is initialized
If disabled, there is no point in logging to the imgui console, so save on memory and avoid locking a mutex.
2024-11-16 14:09:23 +01:00
Kawe Mazidjatari
e2b931d6d8 ImguiSystem: perform atomic exchange before acquiring snapshot lock
Significantly improves performance when none of the imgui surfaces are being drawn.
2024-11-15 20:33:57 +01:00
Kawe Mazidjatari
4d2ac77ac7 ImguiSystem: fix compile error
Small typo; vector template arguments cannot be const pointers.
2024-11-15 20:10:02 +01:00
Kawe Mazidjatari
8de652b4c9 ImguiSystem: improve API and performance
Instead of manually calling each surface instance directly from CImguiSystem::SampleFrame(), allow the caller to install their own surfaces. Also, only lock the buffer mutex if we are going to take a snapshot of the draw data. The system now also only renders to the backend if there's draw data to be rendered. Slightly reworked and reordered the control flow of the system to make it easier to catch bugs. The system can now also be disabled using the -noimgui command line option.
2024-11-15 19:48:03 +01:00
Kawe Mazidjatari
68b7c25a10 InputSystem: fully implement CInputStackSystem in the SDK
The implementation currently only servers as reference, but if we ever have to replace the engine's implementation with the SDK's one, it should now be fully compatible and working.
2024-11-15 15:59:37 +01:00
Kawe Mazidjatari
3dcb058774 Tier0: implement DLL_EXT_STRING macro
This will be used to construct AppSystemInfo_t objects.
2024-11-15 15:40:12 +01:00