3569 Commits

Author SHA1 Message Date
Kawe Mazidjatari
3c5a1a1203 Engine: flip order of checks
Check for cvar or state first before checking the current thread. The cvar/state check is slightly cheaper.
2024-04-01 01:06:32 +02:00
Kawe Mazidjatari
728038b9b1 Tier2: fix websocket bug
CWebSocket::ConnContext_s::webSocket can be null, added a check.
2024-04-01 01:04:58 +02:00
Kawe Mazidjatari
f5fcf8bd7a Engine: rcon code readability improvement
Remove the else statement since it will always be else there.
2024-04-01 01:04:27 +02:00
Kawe Mazidjatari
ff9261b773 Engine: fix string bug, extraneous copy
request.requestmsg() returns a reference but we assign the reference to a char*. Removed the c_str() call.
2024-04-01 01:02:59 +02:00
Kawe Mazidjatari
83b1f43dbc Engine: properly deal with server frame thread commands/convars
Marked convars/concommands as FCVAR_SERVER_FRAME_THREAD and removed main thread dispatching code and comments that are no longer in effect. In the RCONServer execute handler, a ThreadJoinServerJob() is placed if the commandbase is flagged FCVAR_SERVER_FRAME_THREAD since RCON dispatches the command, or sets the convar directly.
2024-04-01 01:02:02 +02:00
Kawe Mazidjatari
32828e4e52 Tier0: add new thread tools
- Add ThreadInMainOrServerFrameThread()
- Add ThreadCouldDoServerWork()
- Add ThreadJoinServerJob()
- Properly implement ThreadInServerFrameThread()
- Export all these functions for external DLL usage (plugins, etc)
2024-04-01 00:46:21 +02:00
Kawe Mazidjatari
77c0f5031b Tier0: JobThreads improvements
- Add JobUserData_s for JT functions (used as arguments for JT callbacks).
- Add JT_GetCurrentJob().
- Add JT_WaitForJobAndOnlyHelpWithJobTypes().
2024-04-01 00:36:52 +02:00
Kawe Mazidjatari
cf93cb3101 VScript: properly handle internal errors during return
Must always check for internal error before returning out of a script function. The macro SCRIPT_CHECK_AND_RETURN will deal with this. Replaced all returns in each script func.
2024-03-31 17:01:32 +02:00
Kawe Mazidjatari
f86fc0d405 VScript: remove ScriptLanguage_t
Doesn't exist in r5 and its unused in the SDK. The game only supports squirrel.
2024-03-31 16:13:05 +02:00
Kawe Mazidjatari
7d2c192a46 Server: upgrade live_api events.proto
Upgraded to "R5pc_r5-201_J29_CL6350311_EX6402312_6403685_2024_03_22".
2024-03-31 16:13:05 +02:00
Kawe Mazidjatari
89ed3735af Server: implement LiveAPI into the game
Full implementation of all LiveAPI events into the game server.

NOTE: The only event left to be implemented in code is CustomEvent.

NOTE: ObserverSwitched and WeaponSwitched events are implemented in code, but they need a proper CodeCallback to hook them up properly in scripts.

The events.proto file is from build "R5pc_r5-200_J33_CL6243000_2024_02_27_14_53" with some slight modifications:

- PlayerStatChanged.newValue is now a oneof field, which can be either int, float or bool as Season 3 Apex still handles stats in one of those 3 types while retail was only int (which is most likely why they kept it just int only int he proto file).

- PlayerRespawnTeam.respawned is now a repeated Player field instead of a string. Initially the respawned field contained a comma separated list of player names that were respawned in the team, it now contains the actual Player data that is respawned as this was much easier to get from scripts, and also makes a bunch more sense than just string names.

- New CustomEvent event: since R5Reloaded is a modding platform, and we can't make new events for literally all gamemodes that modders create, we added another event "CustomEvent" which allows modders to sent their own data to their own tracker or anything while still remaining compatibility with the protocol.
2024-03-31 16:13:04 +02:00
Kawe Mazidjatari
db7d0b589b Compile full protobuf library
Needed for LiveAPI as reflection/descriptors will be used.
2024-03-31 16:13:04 +02:00
Kawe Mazidjatari
f2320b5542 Validate encoding for RapidJSON
Improves security. Add kParseValidateEncodingFlag to default flags.
2024-03-31 16:13:04 +02:00
Kawe Mazidjatari
9e1182d4fa Suppress w4295 for thirdparty
DirtySDK uses non-null terminated strings for lookup tables.
2024-03-31 16:13:04 +02:00
Kawe Mazidjatari
276289966c Engine: reimplement netmsg debuggers
Reimplement logic for cvars: "net_showmsg", "net_blockmsg", "net_showpeaks".
2024-03-31 16:13:04 +02:00
Kawe Mazidjatari
551a24b130 Tier0: fix DEBUG compile error
Only occurred in DEBUG as Assert otherwise gets compiled out, and CThreadSpinRWLock::m_iWriteDepth only exists when compiled with REENTRANT_THREAD_SPIN_RW_LOCK. The game does not feature this so this is not defined. Moved to the REENTRANT_THREAD_SPIN_RW_LOCK block to only check on this assert when this feature is enabled.
2024-03-31 16:13:04 +02:00
Kawe Mazidjatari
b7e61e4088 Engine: add functions for getting build/platform strings 2024-03-31 16:13:04 +02:00
Kawe Mazidjatari
c4a0c0d6c8 RTech: finalize decouple of websocket system + improvements
The WebSocket system is now fully split up. The global network module initialization is moved to DLL init so the websocket class could be used for anything. The LiveAPI system now also mostly runs in the server frame thread, the convar change callbacks still need to be latched to the server frame thread however.
2024-03-31 16:13:03 +02:00
Kawe Mazidjatari
5e8887c6d9 Tier2: WebSocket system improvements
Naming improvements, additional new comments/documentation and a few assertions. No logic has been changed.
2024-03-31 14:53:14 +02:00
Kawe Mazidjatari
f89ec937d4 Tier2: only enforce retry timer on (state == CS_RETRY)
Fixes a bug where the initial connect is only initiated after lastQueryTime + params.retryTime seconds.
2024-03-30 02:57:59 +01:00
Kawe Mazidjatari
ab7e02ef36 Tier2: create modular WebSocket system
This code was actually part of the LiveAPI system, but there were many opportunities to make this particular code modular, so it has been decoupled and moved to Tier2. The LiveAPI system will soon use this class instead. The implementation has also been improved by adding dedicated routines for updating socket parameters, disconnecting/reconnecting and destroying sockets.

This commit also removes legacy workaround code in UtlVector which was used for before we had early enough access to the game's memalloc singleton. This code was no longer used.

This commit also implements the CUtlStringList class, which is now used for the new websocket class to split each socket connection up by a comma delimiter.
2024-03-30 02:53:12 +01:00
Kawe Mazidjatari
1836146efe Squirrel: reverse more squirrel types and structures
This patch removes a lot of old code. Context is now exclusively grabbed from the CSquirrelVM instance. This patch also comes with a few new types: SQArray and SQTable!

The implementation also allows pushing Vector3D's on the stack, but these are handled slightly differently.. The largest field in tagSQObjectValue is 8 bytes, Vector3D is 12 bytes unaligned, but the tagSQObjectValue field in the tagSQObject struct is aligned to a 8 byte boundary while the field prior is only 4 bytes, Vector3D starts right after the type field in the tagSQObject (at the padding) to keep the whole structure the same size, therefore a new field has been added in between the padding (_pad) with a simple Vector3D accessor.

Also added a hook to allow registering proper script enums.
2024-03-25 01:41:52 +01:00
Kawe Mazidjatari
2d084db3a3 LiveAPI: initial WebSocket implementation
Working WebSocket implementation (foundation for game LiveAPI).
2024-03-25 01:26:33 +01:00
Kawe Mazidjatari
aff556732e Link against DirtySDK
Link against recently added libraries.
2024-03-16 16:57:28 +01:00
Kawe Mazidjatari
d24d4a52dd Add EABase, EAThread and DirtySDK to R5sdk
DirtySDK (EA's Dirty Sockets library) will be used for the LiveAPI implementation, and depends on: EABase, EAThread.
2024-03-16 12:44:34 +01:00
Kawe Mazidjatari
57dc081d4a Pylon: rename field "playerCount" to "numPlayers"
Force consistency between code structure.
2024-03-16 11:55:20 +01:00
Kawe Mazidjatari
fcbf285b80 Miles: add global type and prevent non-existent banks from loading
This patch adds miles globals and additional code to prevent banks from loading that don't exist. It falls back to "english" if requested language isn't installed.
2024-03-16 11:47:59 +01:00
Kawe Mazidjatari
c0879dc59c Squirrel: add more types and functions
More reversed types, more functions.
2024-03-16 11:36:49 +01:00
Kawe Mazidjatari
2b104896a5 Protobuf: fix compile error
template Delete<UnknownFieldSet>(); doesn't compile on vs2017 15.6, removed template qualifier.
2024-03-16 01:33:47 +01:00
Kawe Mazidjatari
cd75f47007 Tier1: compile utlsymbol.cpp
Should also be compiled, now that its fully implemented.
2024-03-16 01:31:14 +01:00
Kawe Mazidjatari
d302be7b4d Cleanup/add some comments 2024-03-16 01:30:44 +01:00
Kawe Mazidjatari
e230fb8320 Protobuf: check version on startup
Properly check as per documentation.
2024-03-16 01:27:57 +01:00
Kawe Mazidjatari
78e2a67e84 Squirrel: add functionality to register enums 2024-03-16 01:27:18 +01:00
Kawe Mazidjatari
35ba0cabf0 Tier1: use template index type for memory allocation
For CUtl* classes: use the index type rather than just ssize_t, this will throw compile warnings for code that constructs a CUtl* object allocating more memory than the index type allows (e.g. allocating UINT16_MAX while the index type has been set to UINT8_MAX).
2024-03-14 18:25:40 +01:00
Kawe Mazidjatari
e55ea0718c Tier1: fully implement CUtlSymbol(*)
The class has been modified to match the implementation of the engine, the only modifications done were changing size types, so they compile to the correct size based on the platform (in case of the GameSDK project, this will be 64 bits).
2024-03-14 02:37:39 +01:00
Kawe Mazidjatari
21ec76979a Tier0: implement CThreadSpinRWLock
Implementation matches that of the game executable, this will be used for CUtlStringTableMT.
2024-03-14 02:33:57 +01:00
Kawe Mazidjatari
fd3a805316 Engine: datablock sender cleanup
Mark cvar net_compressDataBlockLzAcceleration static.
2024-03-14 02:31:09 +01:00
Kawe Mazidjatari
6f962a8e2b Engine: server bulk ban check bug fixes
If the code was ran in the main thread, it would never fire the actual check logic. This patch changed the code so it would always fire from the start of the frame. Also fixed a memory leak that occurred when passing in an external banned list to SV_CheckClientsForBan (previously, 'SV_CheckForBan'); the code always allocated a new banned list, but only freed it if no external banned list was provided. This patch changed the code so it only allocates it if no external one is provided.
2024-03-10 02:13:15 +01:00
Kawe Mazidjatari
f9559b609d ImGui: fix server visibility bug
If host status is set to offline after the server is launched, the browser would continue to broadcast the server. This patch makes sure that if the visibility has been set to offline, the server would no longer be broadcasted to the master server.
2024-03-10 01:59:57 +01:00
Kawe Mazidjatari
63237361e9 NetworkSystem: fix numerous issues
This patch splits host logic from CServerListManager. CServerListManager is actually meant for the client to manage the server list to which the client could connect to. The hosting logic has been moved to the new CServerHostManager class.

Previously, we stored all the hosting details in CServerListManager, with connection criteria in CPylon, this data has been moved over to CServerHostManager as well.

Previously, we also needed a mutex to access the server host data, function HostState_KeepAlive() has been refactored to the point this mutex is no longer necessary as the only threaded process is the actual request, the rest is being applied in the main thread. We also now only construct a NetGameServer_t struct if we actually plan to host.

Access to CPylon::m_Language is now also protected by a mutex, as the change callback of cvar 'language' and the threaded method 'CPylon::QueryServer()' are competing for access.
2024-03-10 01:57:04 +01:00
Kawe Mazidjatari
1908efce96 ImGui: constify local variable 2024-03-07 22:36:00 +01:00
Kawe Mazidjatari
8912ceb30c ImGui: properly attach autocomplete suggest window to console
Make sure the autocomplete suggest window is always behind the console window with nothing in between. Previously, the server browser or modal panel ended up between the autocomplete suggest window and console window if the console was focused after the browser was invoked and moved partially on top of the console.
2024-03-07 22:35:13 +01:00
Kawe Mazidjatari
17385d6f1d ImGui: add render frame stage and scope mutex 2024-03-07 22:32:24 +01:00
Kawe Mazidjatari
ac5340543c ImGui: slightly improve cursor scrolling
Add +1 on the right to prevent the cursor from getting under the perimeter, also add note for when feedback loop issue is fixed to accommodate for scrollbar when scrolling.
2024-03-07 22:30:00 +01:00
Kawe Mazidjatari
50620eda20 ImGui: constify local variables 2024-03-07 21:50:06 +01:00
Kawe Mazidjatari
b7d16b1f44 ImGui: fix cursor scrolling bug
* Fix bug where moving cursor all the way to the top + little bit, and then moving below will also scroll the text position below (cursor sticked to top rect).
* Fix bug where cursor skipped a column when moving it past the right perimeter of the console.
2024-03-07 21:47:50 +01:00
Kawe Mazidjatari
d09c48594f ImGui: better name for blinker timer in logger 2024-03-07 21:28:19 +01:00
Kawe Mazidjatari
535a212fc4 Engine: fix return value for game wndproc
Should return LRESULT, not int.
2024-03-03 14:44:25 +01:00
Kawe Mazidjatari
67aab9650a ImGui: remove extraneous window flag
No flags needed here, just pass ImGuiWindowFlags_None.
2024-03-03 14:43:00 +01:00
Kawe Mazidjatari
2d40486881 ImGui: make imgui flags constants instead 2024-03-03 14:42:22 +01:00