163 Commits

Author SHA1 Message Date
Kawe Mazidjatari
23a3c8fc00 Engine: make task queue singleton static
Compile it as static object & renamed to more correct names. Also made the integral type for frame delay an unsigned int instead
2024-04-05 18:19:39 +02:00
Kawe Mazidjatari
6e7f9d2ae2 Engine: reject connection is session ID hashing failed
If hashing failed, the other checks will fail regardless, return out early.
2024-04-05 18:13:33 +02:00
Kawe Mazidjatari
609d705a0c Tier1: static construction of ConVar objects during link time
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.

This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).

Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
2024-04-05 18:13:32 +02:00
Kawe Mazidjatari
d6b14fa12c Statically construct all ConCommand
Properly implement the ConCommandBase and ConCommand classes so we could statically construct all ConCommand objects in the global scope of each translation unit, this way we don't need to put them in a global file and deal with preprocessor directives to compile then in/out for certain projects.
2024-04-05 18:13:31 +02:00
Kawe Mazidjatari
a4a1d6fc68 Engine: reduce reason buffer stack size
64 chars will cover all reasons returned by l8w8jwt_get_validation_result_desc.
2024-04-05 18:13:31 +02:00
Kawe Mazidjatari
ff484c3f52 Engine: fix RCON bugs and improve security
- Upgraded hashing algorithm to SHA-512, and store the raw hash instead of a string copy, which is way cheaper to compute and compare.
- Only ever close sockets once in CRConServer::SetPassword().
- Made the game server & game client RCON singletons static.
- Added calls to gracefully shutdown RCON server and RCON client on Engine/SDK shutdown.
- Added more prints so RCON user knows when its shutdown, or when their password change is in effect, etc.
- Fixed bug where we could tokenize an empty string when we dispatch a console command.
2024-04-05 18:07:38 +02:00
Kawe Mazidjatari
2baa80d253 Engine: improve CClient::Authenticate performance
- Removed 2 std::string copy constructions
- Removed 32 sprintf calls per token auth request.
- Fixed a bug where we format the NucleusID as s64 instead of u64.
- Added additional hardening for when token/sessionId stitching fails, this will now always reject the connection.
- Improved the macro to make sure we always free the JWT claims if it has been allocated.
2024-04-05 18:07:38 +02:00
Kawe Mazidjatari
715cb53157 Engine: remove deprecated cvar 'cl_move_use_dt'
No longer used, the vftable call made when this was false is stubbed and thus will cause movement to bug when unset; removed.
2024-04-05 18:07:38 +02:00
Kawe Mazidjatari
74da5c7c20 Engine: cleanup data block sender/receiver and add types
* Move member vars to correct place, to match it with the engine.
* Added out-of-band network message ID's for the R5 engine.

Also implemented 'ServerDataBlockSender::SendDataBlock()' and 'ClientDataBlockReceiver::AcknowledgeTransmission()'. NOTE that these are currently not tested, and also not in use! The code uses the version stored in the vftable which is what the engine itself provides. These have been implemented for reference only. If they need to be used, they need to be thoroughly tested first!
2024-04-05 18:06:36 +02:00
Kawe Mazidjatari
f18a4c17a4 Engine: rebuild CClientState::ProcessCreateStringTable()
Rebuild CClientState::ProcessCreateStringTable() and add notes for multiple 'potential' exploit vectors that are currently in place. Also add wrappers for compressing/decompressing net packets.
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
0d390955fd Engine: partial rebuild for data block sender/receiver
This patch partially rebuilds the data block sender/receiver. The receiver leaks memory if the sender sends a bogus LZ4 packet, it would allocate memory to copy the encoded data into, from which it would decode it to the scratch buffer, but it would never deallocate this temporary buffer is the LZ4 decoder failed. This has been fixed. The second reason to rebuild these was to look into potential compression optimization. The data block rebuild now also features the latest LZ4 codec.
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
8b53027264 Engine: fix bug in networking code caused by incorrect constants
Mixed MAX_BACKUP_COMMANDS with MAX_NEW_COMMANDS, added proper (confirmed) defines. Also fixed MAX_BACKUP_COMMANDS_PROCESS, which was 60 but was supposed to be 64, so we were 4 backup commands short in CPlayer::ProcessUsercmds().
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
b094040c64 Engine: revert server tick msg rebuild to old behavior
Only update statistics, this code was mainly added for testing, but testing revealed no additional performance or smoothness improvements, even during >6 hour sessions. The clock drift already gets corrected each frame from Host_RunFrame(). Only update statistics to update CPU and frame times on the client's debug panels if enabled.
2024-04-05 17:56:53 +02:00
Kawe Mazidjatari
8feffd2487 Engine: add missing include
Needed for NucleusID_t.
2024-04-05 17:56:53 +02:00
Kawe Mazidjatari
dd20e9f4aa Engine: use NucleusID_t type for CClient 2024-04-05 17:56:51 +02:00
Kawe Mazidjatari
fcf3a09418 Make singletons use static memory
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
ee82d5d8e0 Tier1: move KeyValues class to Tier1
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
2024-04-05 17:42:05 +02:00
Kawe Mazidjatari
edc52ad669 IDetour: remove extraneous pointer assignments
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.
2024-04-05 17:19:32 +02:00
Kawe Mazidjatari
e2b508748d Server: improve extended client class
Use setters/getters and make members private and only accessible from CClient or CClientExtended.
2024-04-05 17:19:30 +02:00
Kawe Mazidjatari
8ae53d8336 CL_MoveEx: const correctness 2024-04-05 17:19:30 +02:00
Kawe Mazidjatari
e551e58a7d Server: rename 'ServerPlayer_t' to 'CClientExtended'
A more correct name + comments as to why this structure exists.
2024-04-05 17:19:30 +02:00
Amos
35bec64a5f Fix dedicated compile errors 2024-04-05 17:19:29 +02:00
Kawe Mazidjatari
735a9e0489 NVIDIA: properly enqueue frame ID
Sync Frame ID between main thread and render thread, this changes makes the integration PASS the reflex test utility.
2024-04-05 17:12:52 +02:00
Kawe Mazidjatari
59e0bfa10b NVIDIA: initial implementation of latency markers 2024-04-05 16:45:05 +02:00
Kawe Mazidjatari
144d5f62e1 IDetour: code refactor
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.
2024-04-05 16:41:09 +02:00
Kawe Mazidjatari
c86f0c5c6a Check if we have enough room for new execution markers
Make sure we always have enough room for new execution markers. Engine normally truncates the head of the vector if out of room; we want to avoid it as this will cause the cookies to shift, and thus cause them to misalign with their respective commands.
2024-04-05 16:41:08 +02:00
Kawe Mazidjatari
b24e5815bc Fix memory leak in token authentication system
Must free claims after creating them!
2024-04-05 16:34:29 +02:00
Kawe Mazidjatari
c6f2c99619 Improve client-side online authentication error handling and UX
Display the error to the user without having to open the developer console or terminal window. This patch also adds printing to COM_ExplainDisconnection (which has been stripped out of the retail binary).
2024-04-05 16:34:28 +02:00
Kawe Mazidjatari
5e53a75571 Drop a warning when someone fails authentication 2024-04-05 16:34:28 +02:00
Kawe Mazidjatari
b37a3bdeba Add comments on newly added code 2024-04-05 16:28:59 +02:00
Kawe Mazidjatari
cbf370019d Don't query JWT token if we connect to localhost
Localhost in many cases implies usage of listen server; these don't require auth on loopback connections.
2024-04-05 16:24:47 +02:00
Kawe Mazidjatari
cd2d47b959 Add configurable server cvars for auth system
The command execute is now guarded off on the client with the cvar 'sv_allowClientSideCfgExec' instead of 'sv_cheats'.
2024-04-05 16:24:46 +02:00
Kawe Mazidjatari
909977452e Client token authentication implementation
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
2024-04-05 16:24:45 +02:00
Kawe Mazidjatari
48256955af Null console commands past the 512th byte
A mistake has been made, certain area's of the engine actually do allow strings larger than 128 bytes, just one routine that doesn't (console commands). Tokenizer only tokenizes it up to 512 bytes, so null all the other bytes past this. This still fixes the flaw mentioned in the comment at the place where the nulling happens.
2024-04-05 15:57:33 +02:00
Kawe Mazidjatari
71d0332dca Add CCommonHostState to SDK
The previous 'interval_per_tick' global belongs to the 'g_pCommonHostState' singleton.
2023-09-17 16:44:18 +02:00
Kawe Mazidjatari
228b9222b3 Fix compiler error
Define this out for client dll.
2023-09-16 22:02:04 +02:00
Kawe Mazidjatari
00e79268d7 Fix infinite memalloc exploit in NET_SetConVar
Reported by Wanderer. Don't allow the creation of new ConVar entries in CClient::m_ConVars after the initial creation.
2023-09-16 16:18:18 +02:00
Kawe Mazidjatari
5bab1bc6af Move CClient pointer adjuster to separate function
All process methods have a shifted CClient pointer, so this will be used more often.
2023-09-16 12:18:32 +02:00
Kawe Mazidjatari
907e582f55 Remove latency markers
Some parts of the engine have to be rebuild in order to implement this correctly, therefore, it has been removed for now to avoid potential performance problems.

fps_max_rt and fps_max_gfx have been limited to 295 to avoid a contest with the engine's hard limit causing huge performance hits.
2023-09-13 17:37:09 +02:00
Kawe Mazidjatari
b87d7bf1c3 More improvements to the comment
Make a bit more sense.
2023-09-12 17:13:12 +02:00
Kawe Mazidjatari
bf29365e04 Fix typo
Should be tick as its possible to run more frames per simulation tick.
2023-09-12 17:09:19 +02:00
Kawe Mazidjatari
ea6c15df4c Initial implementation of NVIDIA Reflex Low Latency timing
Propagated latency markers in an attempt to further reduce input latency. Code is pending rigorous testing on several systems, including systems powered by an AMD GPU to make sure we are not impacting performance on systems that does NOT support NVIDIA Reflex.
2023-09-12 11:06:16 +02:00
Kawe Mazidjatari
d7448be952 Improve CClientState fields 2023-08-27 00:20:35 +02:00
Kawe Mazidjatari
4e1d99bf9d CClientState adjustments
Mapped out and aligned slightly more.
2023-08-26 01:25:07 +02:00
Kawe Mazidjatari
20cc4b1439 Rename CClientState field
Renamed to 'm_bUseLocalSendTableFile'. If set, the 'CClientState::ProcessSendTable()' method drops the SVC_SendTable message, and keeps using the local file instead.
2023-08-21 20:43:36 +02:00
Kawe Mazidjatari
71b0781715 Utilize 'DevMsg()' for uncertain builds only
Only uncertain builds will contain DevMsg()/DevWarning() prints. For retail, Msg() and Warning() should be used instead.
2023-08-21 19:12:29 +02:00
Kawe Mazidjatari
545ccac064 Improve CClient class
Added:
 - m_nDisconnectTick
 - m_nSendtableCRC
- m_nMmDev

Fixed incorrect placement for:
- m_LastMovementTick
2023-08-21 16:33:45 +02:00
Amos
00f7415380 Fixup CClient types 2023-08-14 00:30:20 +02:00
Kawe Mazidjatari
30031e3275 Don't allow stringcmd's if client isn't active
Potential exploit vector, executing stringcmd's during signon states where it shouldn't be used.
2023-08-08 19:25:12 +02:00
Kawe Mazidjatari
9a9d6b290a Fix typo 2023-08-08 19:05:12 +02:00