Unregister gamesdk's crash handler if -noworkerdll is passed. This is required as both crashhandlers will be called during an exception, and on one, the whitelist wouldn't work.
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).
Refactored code to only feature game pointers, this avoids the unnecessary overhead that was previously caused by creating our own device pointers, swapchain, etc.. This commit also fixes the classic 'black screen' problem when the aspect ratio is set to 4:3 - 5:4, however, a similar bug returned for this causing Dear ImGui to not draw at all when the aspect ratio is set to 4:3 - 5:4. This commit also moves the old HwndProc hook to 'CGame::WindowProc'.
* Use game's CNetAdr RCON and socket creator.
* Add support for constructing host from [ip]:port format in the netconsole client.
* Pass 'netadr_t' parameter by reference to 'CSocketCreator::OnSocketAccepted'.
Huge cleanup for dedicated. All patches in 'opcodes.cpp' are now directly applied to the executable, and kept as reference in the source file. The patch logic is commented. Any other patches for the dedicated server executable should be documented in the patch file found in 'r5dev/resource/patch'.
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.
Initial implementation of server movehelper. IMoveHelper interface class is fully reversed and aligns with implementation in engine. CMoveHelperServer is also reversed, excect for CGameTrace, though this isn't necessary for now.
Kept in for dedicated as the main executable imports the same DLL used for 'EnumDisplayDevices'. No GPU will be displayed if there is none installed or set as primary.
* CCrashHandler now calls the crashmsg executable to display the error to the user.
* Logs are now placed into directories named to the current time to avoid overwriting them or having 2 instances of the game writing to the same logs.
In Respawn's engine, the '-forceborder' command line parameter does the same thing as '-noborder'. '-forceborder' should remove the flags (nand) while '-noborder' should append the borderless flag. This code is an attempt to mitigate the problem. There was not enough bytes to assemble the nand operation for this code path without involving code caves or shifting.
* Add '-nosmap' command line parameter to disable signature caching.
* Invalidate the cache map after initialization.
* Add const qualifiers where possible.
* Fixed bug where the system still added entries after we are initialized (file has already been written to the disk).
* Moved loading logic to CSigCache class.
* Dedicated and Host/Client now have their own cache files.
Miles Sound System sets a pointer to a logger function in the exported function "MilesStartup", which can be set by passing a pointer to your logging function in the first parameter. Since this call is inline, we just hook the function that Respawn used for the audio logger instead, which has the actual print within the function stripped.
Only add to detour if the VFTable pointer didn't exist yet. Not declaring these in the anonymous namespace significantly reduces code size and unnecessary memory allocations. We might want to consider refactoring this, although it will probably require a big change.
Only check if FCVAR_DEVELOPMENTONLY or FCVAR_CHEAT is set and return a blue/red colored checkered texture. Return a rainbow checkered if 3 or more flags are encountered which are not indexed. Return half texture if 2 flags are encountered, but the second bit is not indexed.
Full rebuild of assembled function "CEngineAPI::SetStartupInfo". The assembly seems to match original function after rebuild. Does NOT support S1 yet, because TRACEINIT is inline in S1.
This allows for loading the game with the client.dll without loading the main worker/sdk dll. gamesdk.dll is imported by the game executable, so we cannot circumvent its loading without some hacks, so instead, we just check if -noworkerdll is passed and not perform any init if its present.
the parameter check for '-novid' has been removed from S2 onwards, but later added back in. Our S3 build doesn't have it as well. This commit adds it back in and allows user to launch the game without the startup video's by adding '-novid' to the launch arguments. ('-dev' also works, but this enables developer and sv_cheats..).
Implement bounds check for non-sanitized value of u.m_nNewEntity.
Debug builds of the engine have an assertion, however in release these are stripped.
This fixes a full chain client RCE exploit, for more information, see: https://ctf.re/source-engine/exploitation/2021/05/01/source-engine-2/
Implement net message process budget (channel gets removed if value is exceeded).
Use 'net_processLimit' to enable the implementation on the server. It will get enabled by default after testing and some cleanup. This helps against people trying to slow the server down by spamming net messages with a higher rate, e.g. using 'bind "mousewheel_up" "status"'.
Check for SSE 3, SSSE 3 and POPCNT in CheckCPU(), and SSE, SSE2 in MathLib_Init().
This should fix all crash cases caused by launching the game on unsupported CPU's.