The pak_decompress callback has been fully moved to a dedicated buffered pak decoder function, also added descriptive error to the buffered pak encode function. Fixed a bug in the streamed pak decoder where the next required streamed buffer size would always be below actually required on any subsequent patch rpaks that are getting loaded. Also fixed assert in Pak_ZStreamDecode, as the inbuf position can equal total streamed size, but shall never exceed it!
* Pak_InitDecoder() now takes the output buf and mask as parameters.
* Pak_InitDecoder() checks if provided masks are a power of 2 (required).
* Pak_ComputeRingBufferFrame() now uses the bit mask instead of modulo to determine # bytes used.
* Fixed a bug where PakDecoder_t::bufferSizeNeeded could be bigger than the file stream, causing a deadlock.
The new decoder can now decode patched and custom rpaks files, all issues so far have been fixed. The code still needs some testing and bench marking to make sure
Must not include pak header size since we parse compressed frame header and determine actual frame size from there, else we get 2 equal number that somehow don't equal (Pak_InitDecoder returns frame size + pak header size)
Allows paks compressed with ZSTD, to be stream decoded at run time. Currently seems to work pretty good, but needs to be further battle tested + cleaned up still.
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system