18 Commits

Author SHA1 Message Date
Marvin D
10b87b3bbc PluginSDK init and PluginSystem improvements
* Plugins can be loaded now (commented)
2022-08-21 00:59:55 +02:00
Marvin D
60b2db9eaa create abstract class for PluginSystem, refactor Factory System 2022-08-20 12:42:19 +02:00
Kawe Mazidjatari
aa72579656 Heavy FileSystem upgrades
Implement VFTable's to interface with engine (for the most part mapped out, only the new VPK methods needs further reversing).
This exposes a good majority of the FileSystem implementation of the engine, to the SDK.
2022-08-13 11:24:55 +02:00
Kawe Mazidjatari
8c6ee8a834 Remove 'm' prefix from dll globals
Large commit.
2022-08-09 03:02:00 +02:00
PixieCore
a2cb0b62c8 Macro for ArraySizes and CFactory Methods are virtual now for later usage. 2022-06-29 18:25:44 +02:00
Kawe Mazidjatari
daa931ef64 Use appropriate type for CFactory::GetVersionIndex
svInterfaceName.length() is size_t, and substr takes size_t.
2022-06-18 17:52:32 +02:00
Kawe Mazidjatari
3144227ec8 Update GetAdr implementations to feature spdlog
Fixed all alignments and reduced code verbosity
2022-05-13 14:53:25 +02:00
PixieCore
daf1cfe14d Added CreateInterface typedef to new interaces.h 2022-04-26 16:14:39 +02:00
Kawe Mazidjatari
e32cc6ae6a Code overhaul
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).

Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
2022-04-18 03:35:08 +02:00
Kawe Mazidjatari
092b7e9d43 Start of migration to IDetour interface
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).

Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
2022-04-11 01:44:30 +02:00
Kawe Mazidjatari
8c1dfb50f4 Address class cleanup/improvements
* Move most definitions to implementation file to avoid recompiling whole program for small changes
* Pass strings by reference for where possible.
* Split Module class to dedicated file.
* Add const qualifiers to all eligible methods for address/module class
* Some renaming
2022-04-10 19:59:34 +02:00
Kawe Mazidjatari
e2f06a8a68 Massive performance improvements
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
2022-04-09 02:18:57 +02:00
Kawe Mazidjatari
6a46486e99 See description
* Added 2 new FileSystem pointers with new features in their classes.
* Register all factory instances created by the GameDLL in the SDK.
* Added new command 'fs_mount_vpk' to mount a specified VPK file.
* Renamed 'fs_decompress_pak' to 'fs_unpack_vpk'.
* Some renaming of Factory and VPK types.
* Some light optimizations/cleanup.
2022-04-09 00:59:42 +02:00
Amos
0509fb0358 Cleanup all redundant empty control statements 2022-02-28 01:05:55 +01:00
Amos
4b29892304 's_pInterfacesRegs' Pattern works for all supported builds 2022-01-18 01:21:24 +01:00
IcePixelx
e55ef3b510 Implemented Factories/Interface Classes. 2022-01-17 03:28:16 +01:00
IcePixelx
70057aca05 Fixed types of InterfaceGlobals_t 2022-01-17 02:51:22 +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