On some compile runs, the 'LoadTextureBuffer' call is getting optimized out as 'ret' is only used for the assert statement, but on release, the assert statements does nothing and thus the compiler got rid of the call. This code should not be fired in this function, but rather in the initialization routine anyways. The code has been moved to 'CBrowser::Init', and the issue has been fixed.
* 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!
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.
The 'private' server icon did not load in release builds due to the call to 'LoadTextureBuffer' getting optimized away by the use of the const qualifier. Removing the qualifier fixed the bug.
Use 'GetNumClients' instead of iterating over the client array twice. Also fixed a bug causing the status bar only to display real clients, buts were never counted.
* Added missing mutex lock in 'CBrowser::UpdateHostingStatus' when host status is 'NOT_HOSTING'.
* Use server's remote checksum to test whether or not the checksum is valid, as this is the one that will be used for hosting.
* Construct 'NetGameServer_t' from the main thread instead, and dispatch back into separate thread for remote query.
* Immediately display the "Stop Server" and "Change Level" buttons when hoststate indicated there is an active game, since stopping the server or switching levels is still valid when the server is not simulating.
* Only display the AINetwork/NavMesh rebuild/reload and Settings Reparse buttons when the server is simulating.
Only activate the command panel in the host section of the Server Browser when the server is actually simulating. Else we can crash the server by submitting commands when its in an uninitialized state.
Client AI Settings reparse is also only executed when the client is simulating from now on.
* Added "Rebuild AI Network" (rebuilds the AIN file).
* Added "NavMesh Hot Swap" (hot reloads the navmesh files).
* Added "AI Settings Reparse" (reparses ai settings on the server and client).
The console draws focus as it does SetKeyboardFocusHere(-1) (on the previous widget, which is the input text field). We don't do this in the server browser, so we must explicitly claim focus by calling SetNextWindowFocus() once before the next frame gets renderer.
* Fix history duplication by removing trailing white space characters from submitted commands in console.
* Fix out of range exception caused by caching svConVar.size() in CConsole::BuildSummary while we are modifying it.
* Fixed memory leak caused by extraneous Strdup calls in CConsole.
* Renamed variables and structure members, static vars in id3dx.cpp are not prefixed with s_, IBrowser_Config is now m_BrowserConfig.
* Performed code cleanup in id3dx.cpp.
Previously we enabled/disabled the input system each frame, depending on the state of the ImGui windows. This commit changes the behavior into only enabling/disabling when the menu's are closed (either through the keyboard or the close button).
I added a simple callback to ImGui::Begin which will be called when the close button on the ImGui panel is pressed and the callback pointer isn't nullptr, this was required as there was otherwise no way to determine when the close button was clicked.
* Removed extraneous text line for hosting, combined error and hosting into 1.
* Removed extraneous 'Force Start' button. The server will now 'Force Start' when the visibility is offline, else require the user to fill out the required fields in order to host the server.
* Only clear the request message when the color is green and we are no longer hosting. All errors will remain until the server is restarted through the browser panel.
* Use proper method of obtaining content regions for buttons.
* Set min and default size to (928 - 524), this improves the anti-aliasing effect even more.
* Significantly decrease the size of the private server modal.
* Removed extraneous min window size constraint set by 'ImGuiConfig::InitStyle()'.