188 Commits

Author SHA1 Message Date
Kawe Mazidjatari
13f518d773 Fixed VPK manifest bug
Fixed bug where VPK root character gets written to the manifest file.
Show detailed data sharing statistics.
2022-06-05 20:55:34 +02:00
Kawe Mazidjatari
92daef5a32 VPK system improvements
More detailed operation statistics.
Discard VPK directory files who's header doesn't match engine requirements.
Separated manifest properly between language and context (you can now package for each language and context from a single workspace).
2022-06-05 17:28:39 +02:00
Kawe Mazidjatari
6e32775c71 Additional VPK system improvements
Added DevMsg logs to show the elapsed time of the operation.
Fixed post decompress CRC/ADLER error checking.
Slight cleanup.
2022-06-04 03:12:46 +02:00
Kawe Mazidjatari
655d1c65b2 Proper VPK repacking
Initial proper implementation pending cleanup.

The new system builds a manifest file when a VPK is unpacked. The manifest files contains data such as the entry flags and texture flags. It also contains a field determining whether the file should be compressed or not.

When a user repacks a pack, the system attempts to load this manifest file and does a lookup to the object to retrieve the flags (most of these flags are unknown, but they are used by the engine and are necessary for stuff like cubemaps and texture files to work correctly. Cubemaps won't work with proper flags, and textures (decals, particle system components, etc..) will look washed out without them.

I think some also determine whether a file within the VPK should be cached or not, so simply marking everything as 0x101 will probably end up in more CPU time and higher filesystem cache usage (depot/ is only 0x1, I don't think anything there is getting cached ever without the 0x100 flag).

User could also repack a VPK while excluding anything that is not in the manifest file. So you could unpack all VPK's into a single directory (each VPK has its own manifest file tied to its level name), and rebuild all the VPK's with only the files that where originally in them.

fs_pack_vpk command usage: <locale> <context> <level_name> <manifest_only>

locale determines the pak language (default english), context determines whether is a server/client vpk, level_name determines the BSP name of the pak, manifest_only determines whether the pack system should only include files within the manifest (leaving this arg out will build all files into the vpk).

The VPK workspace path is determined with ConVar 'fs_packedstore_workspace'.
2022-06-04 01:08:23 +02:00
Kawe Mazidjatari
6fbe900ba9 Initial implementation of compressed VPK rebuilding
The 'fs_pack_vpk' allows compressing specific files into a VPK (compressed). This implementation has better compression ratio's then currently available VPK tools with compression (at the cost of speed).
The implementation is early, a directory iterator with a files for flags is planned soon to fully rebuild VPK's on-demand. A dedicated standalone program is also planned.

The output dir and archive formats should match 1:1 with the original game
2022-05-30 02:56:15 +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
e2b43b9753 Update keyvaluesystem
* Return global pointer with 'KeyValuesSystem()'.
* Declare 'bCreate' as false by default for 'GetSymbolForString()' and 'GetSymbolForStringCaseSensitive()'.
2022-05-28 16:14:53 +02:00
Kawe Mazidjatari
c808aa077d Light KeyValues cleanup 2022-05-28 02:24:57 +02:00
Kawe Mazidjatari
dbec823be6 FileSystem improvements
* Added vftable interface for 'IFileSystem::RemoveSearchPath'.
* Added hook for 'CBaseFileSystem::AddSearchPath'.
* Added hook for 'CBaseFileSystem::RemoveSearchPath'.
* Added method in KeyValues for loading a KV file and parsing it via the game exe (loads from cache, vpk and disk).
* Added method in KeyValues to parse GameInfo.txt when the engine loads this.
2022-05-28 02:05:54 +02:00
Kawe Mazidjatari
52b8755219 FileSystem improvements
* Added proper pointer to g_pFileSystem_Stdio.
* Renamed existing one to g_pFullFileSystem (correct name).
* Obtain g_pFileSystem from the same constructor as g_pFileSystem_Stdio.
2022-05-27 22:38:49 +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
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
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
f14b3e5dfa Confirmed working on <S3 2022-05-19 21:29:40 +02:00
Kawe Mazidjatari
62b062df6a Mat_CrossHair_f works and CMaterialGlue structure aligns 2022-05-19 19:37:54 +02:00
PixieCore
5655b8c759 Implementation for rpak swap. Read description.
* RTech::GetPakLoadedInfo returns a reference now instead of a copy. Make sure to check the pointer is valid from now on if dealing with the returned pak entry.
* RTech::GetPakLoadedInfo now has a overloaded function that takes string as argument for searching an pak entry.
* new ConCommand pak_swap which has Pak_Swap_f as callback.
* Pak_Swap_f performs pak unload and then load again.
* pak_requestunload can now be used with pak name
2022-05-19 00:47:16 +02:00
Kawe Mazidjatari
e83c1da649 Add missing directive 2022-05-18 01:01:30 +02:00
Kawe Mazidjatari
6dff43bc75 Move and rename ConCommand callbacks appropriately 2022-05-16 21:15:25 +02:00
Kawe Mazidjatari
d1402a7465 General cleanup and improvements
Hook CPakFile::Unload() and track when mp_lobby is unloaded.
Removed duplicate pointers for MOD_ProcessPakQueue().
Use DWORD for thread id comparison in MOD_ProcessPakQueue().
Use RPakHandle_t for all RPak handles.
2022-05-16 20:44:19 +02:00
Kawe Mazidjatari
596682c483 More robust RPak loading/unloading system
This is currently the most robust way to perform this.
However it might fail still as the locks don't seem valid for the second loads (we currently load more paks from the same queue..).

We need to push the strings to the queue list and let the engine load these too so a new lock is acquired for that job.
2022-05-15 12:20:21 +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
3e48e746db Cleanup some strings 2022-05-12 01:07:48 +02:00
Kawe Mazidjatari
e22ec87db7 Align log 2022-05-09 02:35:41 +02:00
Kawe Mazidjatari
0549134133 Fix netconsole bug 2022-05-07 03:52:33 +02:00
Kawe Mazidjatari
57e6dc4280 Improve RCON system
* Buffers are now send properly from the game client and netconsole client (running scripts and executing command's/convar's now work properly).
* Removed 'PASS' string check on server and only rely on 'SERVERDATA_REQUEST_AUTH' enum for auth queries (should make heavy abuse even harder).
2022-05-07 03:06:19 +02:00
Kawe Mazidjatari
43cb013358 Update completion.cpp 2022-05-07 02:07:00 +02:00
Kawe Mazidjatari
9960ff06d4 Improve tree logging 2022-05-07 02:05:49 +02:00
Kawe Mazidjatari
3736d71bb1 Implement 'net_encryptionEnable' ConVar
This ConVar governs the use of encryption on game packets.
Also removed 'net_toggletrace' ConCommand and added 'net_tracePayload' ConVar as we can no longer hook on-demand as we bound the encryption parameter of the function to a ConVar.
2022-04-27 18:22:08 +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
02cbb36474 Improved script commands
Quotes are no longer needed
2022-04-19 22:47:58 +02:00
Kawe Mazidjatari
b421a17d2b Dedicated server optimizations
Removed all ui.rpak/ui.dll assets loading on the dedicated server.
Moved AsyncLoad to CPakFile class.
Moved g_pMallocPool to tslist.h.
2022-04-19 03:55:20 +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
b753295a49 SDK improvements
* Dedicated SDK now supports ASLR enabled executables.
* Complete removal of CEngineClient on the dedicated server.
* Complete removal of gHLClient and g_pHLClient on the dedicated server.
* Performance improvements for the dedicated server frame loop.
* ConVar 'CVCallback_t' structure rebuild.
* Reduced overhead throughout SDK.
2022-04-14 19:18:59 +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