58 Commits

Author SHA1 Message Date
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
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
2e03139c39 Recover AIN runtime checksum validation
The runtime checksum is now also written to the file, as any changes to the info node entities will cause this checksum to change, and therefore we should warn the user that the file needs to be rebuilt. The NavMesh CRC is now written at the END of the AIN file, and only checked if a NavMesh is present for that particular level. The same warning gets printed if this checksum mismatches as the user should rebuilt it.

NOTE: the NavMesh checks are custom and are not part of the official AIN file structure of this game. This is added as the NavMeshes are frequently rebuilt.
2023-08-29 23:48:41 +02:00
Kawe Mazidjatari
a9b1d950e5 Read data from memory buffer instead of loading it from disk
Safe resources and potential failures.
2023-08-29 00:33:12 +02:00
Kawe Mazidjatari
f081fe6f67 Dump hull data blocks as well
The AIN dumper is now finished. Giving it a valid r1 AIN will make it spit out an identical AIN (minus the CRC header, but this is intended).
2023-08-28 23:17:03 +02:00
Kawe Mazidjatari
25e5ea0c83 CAI_NetworkBuilder::SaveNetworkGraph() rewrite
- Use CUtlBuffer instead to construct the data.
- Dump traverse ex nodes as well (CAI_TraverseNode).
2023-08-28 20:01:45 +02:00
Kawe Mazidjatari
51ac0bf353 Cleanup 2023-08-28 02:44:39 +02:00
Kawe Mazidjatari
909a08a80b Remove testing code
No longer of use.
2023-08-27 11:38:44 +02:00
Kawe Mazidjatari
f22e7890b0 CAI_NetworkBuilder::SaveNetworkGraph: Fix bug
Iterated over the wrong vector, dumped AIN's from r2 are now 100% identical, the function has been debugged and is complete.
2023-08-27 11:38:02 +02:00
Kawe Mazidjatari
9d2801929a Map out 'CAI_NetworkManager' 2023-08-27 11:36:58 +02:00
Kawe Mazidjatari
3d0d8c7081 Get rid of disk structures
Less maintenance work; write the fields out directly from memory structures.
2023-08-27 00:56:38 +02:00
Amos
5ddc9d1884 Write each field individually
Cluster links were written with an additional padding as the struct is 11 in size, so it gets padded to 12. Cluster links now get correctly written to the disk.
2023-08-25 08:47:12 +02:00
Kawe Mazidjatari
52bc73abb0 Fix AIN building bugs
Fixed writing of:
- Path nodes
- Node links
- Path clusters
- Cluster links

The previous globals 'g_pppAiNodeClusters' and 'g_pppAiNodeClusterLinks' were of type CUtlVector. These have been retyped and renamed accordingly.

Also mapped the CAI_Cluster class out slightly more.
Rebuild of path clusters and cluster links are still not correct; parsing a file in from r2, results in a different file on the disk, at the very offset the clusters are being written in (one field is off, this will be investigated soon).
2023-08-24 23:44:57 +02:00
Kawe Mazidjatari
c21747c4c6 CAI_NetworkBuilder::SaveNetworkGraph() improvements
Always create safe path, cache index pointer and make heavy prints non-cert only.
2023-08-24 10:35:54 +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
5f64cd83d8 Fix FileSystem size integer truncation
The implementation in the engine always took/returned signed 64bit size types, but I made a mistake when reversing the virtual function table. All types have been changed to what they should be (mostly signed 64bit, very few unsigned), and usage in-SDK has been adjusted accordingly.
2023-08-09 14:43:54 +02:00
Kawe Mazidjatari
ef69611435 Replace memalloc calls throughout entire SDK
Global 'direct' usage of 'MemAllocSingleton()' has been jettisoned. Where possible, smart pointers were used instead. During the refactor, the following bugs were addressed and fixed:
- The virtual destructor of 'CCVarIteratorInternal' was NOT called on destruction.
- Class function 'KeyValues::MakeCopy' did NOT calculate the buffer size of the wide string correctly, the original calculation was 'len+1*sizeof(wchar_t)', but should've been '(len+1)*sizeof(wchar_t)'.

Some other code changes include:
- Tier0 include 'memstd.h' has been moved above all thirdparty includes, to make sure the memalloc functions get shadowed with ours in third party libraries as well.
- RPak file paths string literals are now defines.
- 'DestroyOverlay' has been refactored to match the assembly of the game.
2023-06-26 22:34:24 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00
Kawe Mazidjatari
359820615f Move low level code to tier0/tier1
Moved to tier0/tier1 so it could be compiled into a static library in the future.
2023-05-06 22:59:01 +02:00
Kawe Mazidjatari
016e6c35fe Light formatting improvements in 'CAI_NetworkBuilder' 2023-05-01 22:51:31 +02:00
Kawe Mazidjatari
a618990937 Detour code refactor
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.
2023-01-25 02:26:52 +01:00
Kawe Mazidjatari
3b5d6ec910 Use more consistent types
* Use more consistent types in the AI network manager.
* Use the server global to obtain level name.
2022-11-14 01:01:28 +01:00
Kawe Mazidjatari
4bd164a535 NavMesh hot swap system improvements
* Check if server is active in command callback before attempting to hot swap.
* Hook 'v_Detour_LevelInit', and log NavMeshes that failed to load.
* Split free/destroy logic into separate function.
* Created constants for NavMesh and AI Network paths/extensions.
* Added performance profiler for hot swap logic in command callback.
* Renamed "navmesh_reload" to "navmesh_hotswap".
* "navmesh_hotswap" is now development only.
2022-11-03 17:12:22 +01:00
Kawe Mazidjatari
f27ff874c2 Add hexadecimal prefix to NavMesh checksum debug 2022-11-03 02:24:04 +01:00
Kawe Mazidjatari
ad844269b8 Update ai_networkmanager.cpp 2022-10-20 12:29:49 +02:00
Kawe Mazidjatari
729475c74c Light cleanup
Use NO_ERROR instead of NULL for error code parameter passed to Error(..).
2022-09-14 01:14:51 +02:00
Kawe Mazidjatari
3d6d6644bd Logging bug fix and error handling improvements
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.
2022-09-14 00:39:38 +02:00
Kawe Mazidjatari
34a06147d7 Fix spelling errors
Overall spelling improvements and cleanup..
2022-09-09 19:47:31 +02:00
Kawe Mazidjatari
1f41f3c9d0 Update ai_networkmanager.cpp 2022-08-31 12:49:48 +02:00
Kawe Mazidjatari
8dd7b70d61 Fixed small bug in DevMsg log from 'CAI_NetworkManager::LoadNetworkGraph()'
'(checksum: '0x%X' expected: '0x%X')': checksum was NavMesh, and expected is the nodegraph.
'checksum' should be the nodegraph crc (what we obtain from the AINet header), and expected should be the computed NavMesh crc, since we consider the AIN 'out of date' when its checksum doesn't match the NavMesh one.
2022-08-31 03:00:50 +02:00
Kawe Mazidjatari
cf5ab260da Improve spelling 2022-08-24 00:42:59 +02:00
Kawe Mazidjatari
6af5c7cdcf Use internal FileSystem for loading and handling
AIN files are now written to GAME dir, and the engine attempts to load the AI files from any GAME dir (search includes the VPK's).
2022-08-23 21:32:12 +02:00
Kawe Mazidjatari
52ee409f5f Use CIOStream for reading NavMesh and AIN files 2022-08-11 12:09:38 +02:00
Kawe Mazidjatari
88b3336758 Many small code improvements and optimizations
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
2022-08-11 11:07:45 +02:00
Kawe Mazidjatari
329621c6ad Move all public headers into root of 'public' 2022-08-09 17:18:07 +02:00
Kawe Mazidjatari
e92b5d1300 General cleanup
Use c++ methods, remove unnecessary casts, unnecessary use of auto, etc..
2022-08-09 15:19:12 +02:00
Kawe Mazidjatari
be42e98197 CAI_NetworkBuilder::SaveNetworkGraph improvements 2022-07-20 21:06:19 +02:00
Kawe Mazidjatari
5486923f47 Improve CAI_NetworkBuilder::SaveNetworkGraph
* Use proper format specifier for short.
* Remove redundant IsBadReadPtrV2 call when writing script nodes (this was initially for debugging but hasn't been removed after development finished).
2022-07-20 16:22:03 +02:00
Kawe Mazidjatari
2dd66662b2 Add g_pNavMesh to SDK
Add g_pNavMesh to SDK and a simple wrapper for obtaining NavMesh from array.
2022-07-13 11:42:07 +02:00
Kawe Mazidjatari
fbcee16f97 CAI_NetworkBuilder::SaveNetworkGraph improvements
Use CIOStream class.
Use proper type for CAI_Network::m_iNumNodes.
Improved CIOStream to take std::filesystem::path instead of std::string.
2022-06-24 16:56:28 +02:00
Kawe Mazidjatari
49be7e4e96 Update ai_networkmanager.cpp 2022-05-26 01:44:54 +02:00
Kawe Mazidjatari
4b72afb74f Light refactor for logging
Moved logging functions to dbg.h (tier0) and export them from the dll.
Added additional functions for checking bad pointers (debug only!).
Reduced output code size.
2022-05-25 14:18:29 +02:00
Kawe Mazidjatari
611ea6447a Console performance improvements and bug fixes
* Heavily reduced string compares for coloring logs (the left overs require a dedicated hook, this is for the future)
The new method uses a ImVec 4 constant containing the color obtained via a switch case by context, this is then out into the new CConLog structure where the loop in the console will now gather the colors directly from.
Error/Warning use a single constant.

* Fixed bugs in several log locations where the ostringstream was cleared before the emission causing double logs.

* Added global log mutex to log wrappers that lacked those.
2022-05-09 02:20:07 +02:00
Kawe Mazidjatari
c1da90db33 Update ai_networkmanager.cpp 2022-05-08 19:09:31 +02:00
Kawe Mazidjatari
34fddf723a Use uppercase for hex 2022-05-06 16:28:13 +02:00
Kawe Mazidjatari
d0974f7317 Validate AI Network during load
Compares AINet version, map version and NavMesh (large) checksum, warns and logs to console if conditions aren't satisfied.
2022-05-06 16:20:51 +02:00
Kawe Mazidjatari
2dcbf59041 Move ConVar/ConCommand stuff to tier1 instead and cleanup KeyValues/KeyValuesSystem 2022-04-09 16:16:40 +02:00
Kawe Mazidjatari
7258a35ff5 Add AI Network methods and add hook for AIN connection debug 2022-04-03 03:10:48 +02:00
Amos
378df25d4c Fix struct padding for AIN
Small fixes
2022-03-24 16:31:53 +01:00
Kawe Mazidjatari
05b37bf111 Fix 2 crash cases during AIN build 2022-03-24 02:08:27 +01:00