8 Commits

Author SHA1 Message Date
Amos
5d60324a2e Add more color logging + RCON color logging 2022-02-17 18:00:29 +01:00
Amos
976e8d9a41 Use SHA256 for password comparison
Put debug logging under cvar to avoid abusing by attempting to slow down server.
2022-02-14 03:02:38 +01:00
Amos
c187bed4c5 RCON implementation (see description)
* Fully rewritten protocol agnostic CNetAdr class
* Fully rebuilded legacy CNetAdr class
* Fully rebuilded dual-stack CSocketCreator class
* New project "netconsole" added (lightweight netconsole for RCON)

RCON is still work in progress
2022-02-06 16:48:52 +01:00
Amos
c292d8ad46 Implement new ConVar features
Slight cleanup with new ConVar features to be used throughout the SDK
2022-01-09 16:18:35 +01:00
Amos
0177c17da9 Draw simulation stats and GPU stats to debug text overlay 2022-01-09 16:14:41 +01:00
Amos
84e7729ca0 Add client and debug utilities + cleanup 2022-01-04 11:56:31 +01:00
IcePixelx
c7987f8f6b Abit of Vector3 class. 2021-12-26 23:58:06 +01:00
Amos
d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.

* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.

* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.

* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').

* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.

* Server will print out more details about the connecting client.

* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console

* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00