Rebuild 'CMDLCache::GetPhysicsGeometry()' and properly handle missing cache pointers. Also cleaned up various methods in CMDLCache and renamed 'studiophysicscache_t' to 'studiophysicsref_t'. The changes made the 'old_gather_props' convar hack redundant and has thus been removed.
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.
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.
Slightly mapped out the CMDLCache class, to the point the pointers to its members are no longer needed. Also fixed a bug were the studiodata pointer was dereferenced before checking if its not null, this check did exist, but was performed too late. Fully implemented the CUtlDict class for m_MDLDict. Slightly optimized the initialization of the error model handles.
The destruction of these crashed due to dereferencing an invalid pointer. Not making them inline fixes the problem. This problem only occurred on debug builds, other build configurations were not affected.
* Use unordered_set for mdl handles, and use insertion logic in 'CMDLCache::IsKnownBadModel' to determine if it already exists or not.
* Only set 'old_gather_props' to true if its false instead of forcing it every time 'mdl/error.rmdl' is obtained (this has to be properly fixed still in the future!).
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.
Slightly mapped out the structure more.
The function should now be compatible with earlier game dll's.
CStudioHWDataRef::SetFlags has to be rebuild as these are declared inline for earlier game dll's.
Note: this does not work reliably still.
The only way we could make this work 100% reliable would be to fully rebuild '0x140341D40' in the SDK and load our pak files among with the pre-existing g_pakLoadApi->AsyncLoad() call in this function, as this will ensure everything will be ran synchronously.
The current approach by taking some JT fifolock wrapper will only work reliably between one level change, unsure why the second and up fail.
Fixed rare crash in CMDLCache when buffer itteration returns invalid pointer (not null!) for handle.
Made all variables and functions used by BuildPropStaticFrustumCullMap searched dynamically (these should also work on s0, s1 and s2, they are compared but at the moment untested).
TODO: Fix deref crash properly (see bsplib.cpp l291).
Only works for prop_static (for the time being)
Only works for the S3 game_dll.
In order to get this to work: you must set 'old_gather_props' to nun-null and (for certain maps) perform the patch to prevent the frustum culling code to deref a bad pointer (see command 'opcodes test').
In 'datacache/mdlcache.cpp' the function 'CMDLCache::FindMDL' attempts to find 'mdl/error.rmdl' and assigns the studiohdr and handle to the members of CMDLFallback.
In 'CMDLCache::FindUncachedMDL' we check if a model exists, if a model does not exist, we replace the studiohdr with the one of error.rmdl we stored in the CMDLFallback structure.
This does actually work (on the dedicated server it doesn't crash at all!), but on the client it crashes when trying to gather props (right before rendering), setting the ConVar* 'old_gather_props' does interesting things (check IDA around this ConVar*). setting this to 1 causes it to crash in another CMDLCache method when trying to deref something in the global cache pool.
This method is easy to rebuild. I will do this soon and attempt to return error.rmdl parts from here as well if results are null (this might actually just work).
Leaving 'old_gather_props' to 0 causes it to crash in the middle of the function which is supposed to gather the props the 'new' way.
The gather props functions are kind of daunting
NOTE: Currently only confirmed to work somewhat properly on the dedicated server for prop_static. prop_dynamic is unconfirmed. And (almost?) works on the client.