257 Commits

Author SHA1 Message Date
Kawe Mazidjatari
708a249507 Internal memalloc replacement
This commit replaces the standard memalloc system with that of the game. This means we can share the same allocated memory objects between the game and SDK without having to use 'MemAllocSingleton()' and manually call the constructors/destructors. This also means we can create ConVar's and ConCommands in the global scope, and a bunch more cool stuff. The explanation in 'r5dev\loader\loader.cpp' documents the new loading system.
2023-06-25 11:37:52 +02:00
Kawe Mazidjatari
884decd090 Set default debugger parameters
The debugger can now be immediately invoked on all runtime projects after generating the solution without having to set anything up.
2023-06-24 15:46:56 +02:00
Kawe Mazidjatari
f2615b10de Improve CClient class structure
* Added structure for send/recv datablocks vtable.
* Mapped out CClient structure more.
* Fixed incorrect tick member offsets for CClient.
2023-06-22 00:33:00 +02:00
Kawe Mazidjatari
91ec38645c Formatting improvements in init.cpp
Make it easier to read on a vertical monitor.
2023-06-19 15:12:46 +02:00
Kawe Mazidjatari
0f9d12d506 Always pad 'build_id' field by 10
This is to maintain alignment, may it ever change.
2023-06-19 14:18:30 +02:00
Kawe Mazidjatari
a68a0c511a Log the SDK's 'build_id' under the emblem 2023-06-19 10:58:12 +02:00
Kawe Mazidjatari
acb68a559a Light optimization in engine logger sink
Only copy the string buffer our once.
2023-06-19 01:51:25 +02:00
Kawe Mazidjatari
f87fb2b2d6 Fix shutdown crash on debug builds
The destruction of these crashed due to dereferencing an invalid pointer. Not making them inline fixes the problem. This problem only occurred on debug builds, other build configurations were not affected.
2023-06-18 23:55:58 +02:00
Kawe Mazidjatari
165d80c541 Fix rare ImGui crash on shutdown
The 'DirectX_Init()' call was performed late in code, shortly after the window has been created (at this point all device objects and window handles are valid), but the 'DirectX_Shutdown()' call was performed on DLL_DETACH, which was way too late, as the objects were already destroyed at this point. This wasn't an issue before, as we created our own objects in the old DX code. But due to optimizations, we were using the same pointers as the game (noticeable performance boost), but did not adjust the shutdown to accommodate the changes. The shutdown is now performed while the device objects and window handles are valid. Code has been tested on Nvidia and AMD systems, and has confirmed to fix the aforementioned issues.
2023-06-18 22:16:43 +02:00
Kawe Mazidjatari
32c0e20e76 Init cURL with custom memory callbacks 2023-06-18 01:16:58 +02:00
Kawe Mazidjatari
3f8baf6f68 Allow setting compile options for specific targets
Previously, it was all controlled from the global init (applied to all projects), but some projects need different options. With these changes, you can disable the common options applied in the 'add_module' macro, and set your own if desired.
2023-06-17 00:45:27 +02:00
Kawe Mazidjatari
51ea9c7c4f CUserCmd hardening
Fix several exploitable bugs in the CUserCmd class. Some of these have been used to exploit/cheat in-game. Fixes contain:
- Camera position clamping (the only patch that hasn't been tested yet!)
- Weapon activity exploit, allowing player to infinitely throw ordnances, and perform other 'cheats'.
- Akimbo exploit + server crasher, allowing client to set multiple inventory weapons as active. The active weapon index bounds were also not checked, a properly crafter CUserCmd message would therefore be able to crash the server.

Note that this does not fix all issues related to the UserCmd class; further reversing and testing revealed there is more to be fixed, these fixes will get implemented with a future commit.
2023-06-13 17:43:32 +02:00
Kawe Mazidjatari
3d18be9ebb Add splitscreen types to SDK
R5 'MAX_SPLITSCREEN_CLIENTS' appears to be max 1.
2023-06-03 18:10:32 +02:00
Kawe Mazidjatari
a8f7336d78 Fix default CFG file loading
After the CMake refactor, this became broken as the 'DEDICATED' define does not work in tier0 headers. These were the last ones; moved to the DLL project instead. This commit also fixes a bug where the command line file gets parsed twice, while there was already a global containing the args (initialized on DLL init).
2023-06-01 23:44:55 +02:00
Kawe Mazidjatari
8e379457bf Fix server code crasher in 'FireWeaponBolt'
The function 'FireWeaponBolt' calls 'CreateWeaponBolt' to create a bolt entity, but it can return NULL. 'FireWeaponBolt' does NOT check for NULL and derefs the pointer regardless. This rarely happens though; in all cases, it was caused by a defect in scripts. Code has been hooked to throw an engine error instead of crashing.
2023-05-31 23:58:10 +02:00
Kawe Mazidjatari
4c40114106 Fix incorrect format for error message box
Should use the formatted text, not the text with the context and colors concatenated to it.
2023-05-31 23:52:19 +02:00
Kawe Mazidjatari
e2338d8231 Disable client project
Disabled for now due to errors.
2023-05-29 21:11:36 +02:00
Kawe Mazidjatari
b4cc52c3d9 Rename protocol projects
Renamed
2023-05-29 21:11:17 +02:00
Kawe Mazidjatari
11f20348ac Move GdiPlus header to launcher PCH
Only used by the SDK launcher for the dashboard.
2023-05-26 21:53:25 +02:00
rexx
14e19f38ef fix compiling
compiling was broken due to some spdlog warnings being treated as errors incorrectly
2023-05-15 20:16:58 +01:00
Kawe Mazidjatari
552f5f750c Fix crash in 'CClient::ActivatePlayer'
Set the persistence fields to 'ready' in 'CClient::ActivatePlayer', before executing the rest of the function. Previously, it was set in 'CVEngineServer::PersistenceAvailable', but this is too late. The function 'FairFight_Init' was actually 'CClient::ActivatePlayer', and thus it has been moved to the correct file, and the old file defining it previously has been removed.
2023-05-15 17:19:18 +02:00
Kawe Mazidjatari
11864f8902 Add all public headers to CMake projects
Added all public headers to CMake projects, also moved some files around in the public directory. Translation units have been moved to the libraries that were responsible for implementing them, as this game is monolithic.
2023-05-15 14:47:03 +02:00
Kawe Mazidjatari
9f44bcc818 Treat compiler warnings as errors
Treat them as errors globally. Most of the time a warning is a bug, or problem in code that could be solved in a different (better) manner. Thirdparty code have this disabled. The warnings as errors option can be globally disabled through the CMake GUI, but this is not recommended.
2023-05-15 09:44:26 +02:00
Kawe Mazidjatari
6a86ae2606 Cleanup CMakeLists files
Light cleanup in CMakeLists files. Split protocols and improve filter names.
2023-05-14 17:36:08 +02:00
Kawe Mazidjatari
d8ac2852ba Regenerate 'build.txt' after DLL project builds
This post build event function regenerates the 'build.txt' file after compiling the engine projects. It takes the branch name, commit hash (short), current time and time designator.
2023-05-14 12:03:16 +02:00
Kawe Mazidjatari
b57eb0c0c3 Set runtime directories for projects
Adjust the runtime directories, so they are identical to pre-cmake port.
2023-05-14 01:27:51 +02:00
Kawe Mazidjatari
59d8f970da Cleanup PCH files
Decoupled them to improve compile times.
2023-05-14 01:24:33 +02:00
Kawe Mazidjatari
67fb566dfb Compile launcher as separate library again 2023-05-13 20:03:42 +02:00
Kawe Mazidjatari
934819574b Fix missing lib in GameSDK and ClientDLL
Lib was commented, but should be part of the client only libs; moved.
2023-05-13 19:39:17 +02:00
Kawe Mazidjatari
8d38de1ce0 Move client only code from rtech libraries
Moved, and renamed to 'CreateTextureResource'. Reason for move was that the rtech libraries is used by server and client, and using this on dedicated requires linking directx libraries, as it has to be hooked (even when not used). Moved to client only code to avoid having to hook it. Material system is no longer linked to the dedicated server module, as nothing from it was getting used.
2023-05-13 18:03:48 +02:00
Kawe Mazidjatari
d9cc37914a Add server and client DLL to CMake projects 2023-05-13 17:48:19 +02:00
Kawe Mazidjatari
08384346bf Setup log callback sink for netconsole 2023-05-13 14:04:13 +02:00
Kawe Mazidjatari
5ba0beab40 Set stack reserve size for GameSDK project
Should match that of the game executable.
2023-05-13 10:46:54 +02:00
Kawe Mazidjatari
1ef573a9b2 Fix compile errors on Visual Studio 2017
Error: ''std::isdigit': no matching overloaded function found'.
2023-05-13 10:35:05 +02:00
Kawe Mazidjatari
d7ef449e15 Split RTech libraries 2023-05-13 10:34:23 +02:00
Kawe Mazidjatari
dcb22a5a13 Fix code crash caused by missing resource file
Crashes when the developer console gets invoked due to missing textures.
2023-05-13 01:49:31 +02:00
Kawe Mazidjatari
8dbc2024c6 CMake code improvements
Use the 'add_module' macro to add modules without creating duplicate code. This macro also takes a reuse PCH as parameter, so modules that need a precompiled header, could reuse those from different targets that compile them. This commit also restructures the group order of the generated solution files for easier code navigation.
2023-05-13 00:14:53 +02:00
Kawe Mazidjatari
af21798a12 Fix crash caused by NULL Cbuf function pointers
Register was missing (code was moved elsewhere).
2023-05-11 21:05:09 +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
75ccebb4b6 Squirrel system restructure
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.
2023-05-06 16:23:56 +02:00
rexx
bcc51460bc
new new modsystem pr (#96)
* modsystem v2 initial commit

* call CModSystem::Init

* clean up custom cvar value handling

* add mod script compiling support

* add error check to script rson loading

yes this error is a duplicate but this one exits the game

* fix typo

* fix compile error
2023-05-02 19:26:49 +01:00
Kawe Mazidjatari
39af321b54 Enable LZHAM fail exceptions 2023-04-30 21:48:31 +02:00
Kawe Mazidjatari
d46061a55a Don't log GPU device on dedicated 2023-04-29 12:16:09 +02:00
rexx
f520cab44b fix static prop exceptions
This fixes the exceptions that were caused by loading ported bsps with replaced models
CStaticProp::Init was using static prop lump data to request non-existent skins due to the replaced models, causing invalid material pointers to be fetched.
When encountered, these skins will be forced to 0 and an error will be printed.
Ideally these issues are fixed from within the bsp file before they are shipped.
2023-04-18 16:56:35 +01:00
Kawe Mazidjatari
99ff9492a8 Fix SDK initialization order bug
Fix initialization order bug; 'CheckCPU()' and 'MathLib_Init()' have to be initialized before any other function is called. 'strstr(...)' also uses intrinsics not supported on some processors.
2023-04-09 23:38:55 +02:00
Kawe Mazidjatari
1d04f837f8 Fix many high level compiler warnings
* Put initializer values inside brackets.
* Put logical AND conditions within parentheses.
* Put assignments within conditional statements within parentheses.
* Mark unused variables as such to suppress compiler warnings.
* Fix vftable shadow warnings caused by ConVar::CreateInternal (does not implement, only interface. Renamed to yield desired behavior).
* Fix 'never' initialized class members for 'CCVarIteratorInternal'.
* Return values in interface vftables that cannot be pure virtual.
2023-04-08 19:00:28 +02:00
Kawe Mazidjatari
f5a86f7087 Make global timestamp const
Should never change once initialized.
2023-04-08 16:11:25 +02:00
Kawe Mazidjatari
d49f252f4d Write minidump and slight code improvements
* Write minidumps to disk when the game crashes.
* Initialize global process timestamp as early as possible and separate from log dir.
2023-04-08 16:09:23 +02:00
Kawe Mazidjatari
ae431c6ac2 /W4: Fix unreferenced symbol warnings
Fix verbose unreferenced symbol warnings.
2023-04-02 17:02:04 +02:00