82 Commits

Author SHA1 Message Date
Amos
3683a9d108 Optimizations
Remove extraneous 'c_str()' calls
2022-06-09 11:38:31 +02:00
Kawe Mazidjatari
f1f0ca35f8 Merge branch 'master' into indev 2022-06-02 02:02:36 +02:00
rexx
5e58b7a5d3 fix access violation on script command
running "script_client" from main menu would cause an access violation when attempting to access m_hVM from the CSquirrelVM instance for the client vm, which has not been created by this point
2022-06-01 19:57:39 +01:00
Kawe Mazidjatari
148a6f424c Update sqscript.cpp 2022-05-30 01:45:06 +02:00
Kawe Mazidjatari
86c1322aa0 Update sqinit.cpp 2022-05-29 02:08:07 +02:00
Kawe Mazidjatari
377b5dc262 Fix dereference crash if pointer exceeds int32 size
The crash only happened when the game executable had the ASLR flag set, because only then the pointer value overflowed the int32 type due to my bad cast
2022-05-29 00:39:13 +02:00
Kawe Mazidjatari
9aa665b374 Remove extraneous deref
Caused crash when calling sq_getstring/sq_getinteger.
Forgot to remove this after derefing it from the VM pointer.
2022-05-29 00:02:03 +02:00
Kawe Mazidjatari
61c7dbf5c1 Fix memory leaks 2022-05-28 23:05:10 +02:00
Kawe Mazidjatari
f2cc3ea379 Set the native name field for squirrel functions 2022-05-28 22:28:18 +02:00
Kawe Mazidjatari
e735683940 SquirrelVM refactor
The game uses 2 types, CSquirrelVM (mostly exposed to the VScript API of the engine) and HSQUIRRELVM (mostly used for internal squirrel functions like sq_pushbool etc..).

This refactor properly splits the CSquirrelVM* functions from the HSQUIRRELVM (SQVM*) ones. The functions have also been renamed accordingly and the prototypes have been adjusted to use the correct pointer type.
2022-05-28 22:02:00 +02:00
Kawe Mazidjatari
5adaf48d33 Add 'ShutdownHostGame()' to all VM's
Calling this before connecting to a different (remote or local) server avoids crashing in the VM's during shutdown.
2022-05-28 17:27:52 +02:00
Kawe Mazidjatari
de2e91220d Cast to wider type 2022-05-27 16:28:03 +02:00
Kawe Mazidjatari
28ff12272f Cleanup 2022-05-27 14:39:43 +02:00
Kawe Mazidjatari
7db3e16a97 Align and use SQVM struct for builds below S3 2022-05-27 14:39:29 +02:00
Kawe Mazidjatari
e6ef3d71f1 Rename variable 'g_pIConsole' to 'g_pConsole' 2022-05-27 02:46:13 +02:00
Kawe Mazidjatari
58d46c0a8c Rename class 'IBrowser' to 'CBrowser'
Renamed 'g_pIBrowser' to 'g_pBrowser' as well
2022-05-27 02:44:36 +02:00
Kawe Mazidjatari
47d2e4c915 See description
* Added new function 'GetAvailablePlaylists' to all VM's.
* Moved function 'GetAvailableMaps' from UI VM to all VM's.
* Improved logic behind 'GetAvailableMaps'.
* Server browser and SQVM now rely on 'MOD_GetAllInstalledMaps'. This new function populates the global vector 'g_vAllMaps' with all installed maps.
* Improved 'KeyValues' structure to use union for shared members.
2022-05-27 02:08:51 +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
8bf6c196cd Improved SQVM structure
* Added more fields to the existing structure.
* Removed redundant C string casts.
Note: The global context objects appear to be a different class containing a pointer (0x8 in) to the VM objects.
2022-05-21 18:15:48 +02:00
Amos
d46db531a0 Use of v->GetContext() 2022-05-21 11:15:36 +02:00
rexx
e5880fe590 rename SQFuncRegistration to ScriptFunctionBinding_t 2022-05-20 20:33:37 +01:00
Kawe Mazidjatari
52883808e1 Reversed CServer structure (almost complete). See desc
* Mostly rebuild CServer structure.
* Partially rebuild CNetworkStringTable structure.
* Partially rebuild CNetworkStringTableContainer structure.
* Removed redundant patterns which are now covered in the data structure.
2022-05-20 20:14:39 +02:00
Kawe Mazidjatari
efb7c36408 Light project restructure
Moved server/client headers and implementations into dedicated subfolder.
Renamed Some classes to match the game binary (e.g. CBaseClient is now CClient).
Removed redundant files.
2022-05-20 11:52:19 +02:00
Kawe Mazidjatari
9f8ff78a8d Color logging improvements
Check local variable for overriding colors instead of relying on the global one set from 'sqstd_aux_printerror()'. This should make it render properly in the in-game console.
2022-05-20 02:14:54 +02:00
Kawe Mazidjatari
1fb89c35c8 Rename to more appropriate name 2022-05-20 01:16:30 +02:00
Kawe Mazidjatari
ad90ef6813 Rename to more appropriate name 2022-05-20 01:12:05 +02:00
Kawe Mazidjatari
8c76283ba1 Color log game logic errors 2022-05-20 01:07:42 +02:00
Amos
02744e2569 Fix alignment for SQVM struct 2022-05-19 10:56:27 +02:00
Kawe Mazidjatari
8816a28372 SQVM cleanup
The SDK could now obtain context index for builds before S3
2022-05-19 02:19:43 +02:00
Kawe Mazidjatari
ddfdb4ffd8 See description
Add '-nodiscord' and '-nobakedparticles' to launch params for dedicated.
Add hook for 'MemAlloc_Internal()'.
Rename loggers to be more consistent with naming.
Revert omitting frame pointers.
2022-05-17 23:00:30 +02:00
Kawe Mazidjatari
3144227ec8 Update GetAdr implementations to feature spdlog
Fixed all alignments and reduced code verbosity
2022-05-13 14:53:25 +02:00
Kawe Mazidjatari
452c8afcf3 Display '%' symbol properly in console 2022-05-10 23:32:44 +02:00
Kawe Mazidjatari
868d6ea14a Extraneous string array 2022-05-10 18:09:31 +02:00
Kawe Mazidjatari
46134434a9 Show script error callstacks and context in colors in the external console
Show colors on console and use color constant to determine color instead of comparing strings in the console render loop. removed 5 string compares which should once again bump the performance quite a bit. The last string compares will be removed soon
2022-05-09 21:21:05 +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
93f634022a Get all available maps from VPK instead
Before we used the stbsp's, but we don't need to copy these for each maps (we could load existing ones to get working texture streaming for maps that don't have this)
2022-05-04 17:36:23 +02:00
PixieCore
a874d086cb Some defines for clientsdk compilation. 2022-04-27 16:48:18 +02:00
Kawe Mazidjatari
3ad668e37a Fix script command
Fixed problem where in certain cases input doesn't get compiled at all.
Fixed problem where quote marks don't get passed correctly to the execute wrapper function.

problems:
passing non-string object as reference to constructor.
using CCommand::Arg(index) seems to 'strip' quote marks from the actual buffer.
2022-04-22 02:27:35 +02:00
Kawe Mazidjatari
3d32346b39 Fix patterns for S1 and removed redundant code 2022-04-19 00:00:45 +02:00
Kawe Mazidjatari
e32cc6ae6a Code overhaul
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).

Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
2022-04-18 03:35:08 +02:00
Kawe Mazidjatari
092b7e9d43 Start of migration to IDetour interface
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).

Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
2022-04-11 01:44:30 +02:00
Kawe Mazidjatari
8c1dfb50f4 Address class cleanup/improvements
* Move most definitions to implementation file to avoid recompiling whole program for small changes
* Pass strings by reference for where possible.
* Split Module class to dedicated file.
* Add const qualifiers to all eligible methods for address/module class
* Some renaming
2022-04-10 19:59:34 +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
b3631facbe Update all function casts 2022-04-09 06:05:47 +02:00
Kawe Mazidjatari
e2f06a8a68 Massive performance improvements
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
2022-04-09 02:18:57 +02:00
Kawe Mazidjatari
aa57170e0d Start of pattern search refactor 2022-04-09 01:14:22 +02:00
Kawe Mazidjatari
b4485f1d23 Add extra SQVM features
Added 'GetNumHumanPlayers' and 'GetNumFakeClients' to SERVER vm
Changed hardcoded strings in UI 'GetPromoData' to localization keys

TODO: add localization files to SDK
2022-04-02 13:03:11 +02:00
Kawe Mazidjatari
5d69d7284e Slight project cleanup 2022-04-02 12:27:35 +02:00
Kawe Mazidjatari
a6b92f8713 Strip server vm reference from client dll 2022-03-31 17:23:14 +02:00
Kawe Mazidjatari
66146f6590 Adapt majority of SQVM to SQ types 2022-03-31 02:26:05 +02:00