26 Commits

Author SHA1 Message Date
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
44f6f5e06b Update projects 2022-05-06 01:04:33 +02:00
PixieCore
6ea81db14f ClientClass implementation and CHLClient::GetAllClasses.
* ClientClass is currently included in dedicated so it compiles for now. Please remove it at a later point it should not be compiled into dedicated.
2022-05-02 23:53:26 +02:00
PixieCore
096ecdd333 IClientEntityList and CUtlDict.
* IClientEntityList is the full virtual function table.
* CUtlDict "implementation" is temporary.
2022-05-01 23:03:20 +02:00
Kawe Mazidjatari
a4314b1c37 Add to other project 2022-04-30 19:05:56 +02:00
Kawe Mazidjatari
a496254b93 Add mutex for CMDLCache methods
Als fall back to old GatherProps when at least one model is replaced with mdl/error.rmdl as the new GatherProps function does not support this yet.
2022-04-30 03:30:16 +02:00
Kawe Mazidjatari
30ce3e949f Add ConVar's and hooks for disabling the rendering of world brush entity
This is mainly for development only and in the event so many models/textures/shaders are missing, the engine would effectively crash otherwise (if some of these aren't disabled).
2022-04-29 20:12:54 +02:00
Kawe Mazidjatari
3cb4976c23 Start or 'mdl/error.rmdl' fallback implementation (see description)
In 'datacache/mdlcache.cpp' the function 'CMDLCache::FindMDL' attempts to find 'mdl/error.rmdl' and assigns the studiohdr and handle to the members of CMDLFallback.

In 'CMDLCache::FindUncachedMDL' we check if a model exists, if a model does not exist, we replace the studiohdr with the one of error.rmdl we stored in the CMDLFallback structure.

This does actually work (on the dedicated server it doesn't crash at all!), but on the client it crashes when trying to gather props (right before rendering), setting the ConVar* 'old_gather_props' does interesting things (check IDA around this ConVar*). setting this to 1 causes it to crash in another CMDLCache method when trying to deref something in the global cache pool.

This method is easy to rebuild. I will do this soon and attempt to return error.rmdl parts from here as well if results are null (this might actually just work).

Leaving 'old_gather_props' to 0 causes it to crash in the middle of the function which is supposed to gather the props the 'new' way.

The gather props functions are kind of daunting

NOTE: Currently only confirmed to work somewhat properly on the dedicated server for prop_static. prop_dynamic is unconfirmed. And (almost?) works on the client.
2022-04-29 05:30:06 +02:00
PixieCore
867072e814 SVC_Print::Process will print the server message to console now.
* Added new function to CMemory allowing you to hook a virtual method from a virtual method table.
* Added SVC_Print Class
* Hooked SVC_Print::Process and print the messages the server sends.
*!! Still needs verification for earlier seasons.
2022-04-27 16:29:14 +02:00
Kawe Mazidjatari
c0511fa8e4 See description
* Add ConVar to allow user to set/unset FCVAR_DEVELOPMENTONLY ConVar's (default behavior would never be hit without this ConVar).
* Add icons to display the flags of a certain CommandBase.
* Fixed Dear ImGui not displaying images correctly (descriptor needs DXGI_FORMAT_R8G8B8A8_UNORM_SRGB due to the nature of this game).
* Dynamically obtain buffer sizes of resources taken from modules.
* Light SDK cleanup.
2022-04-26 20:24:51 +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
f2a5c8ac68 See description
* Renamed 'r5apexsdkd64.dll' to 'gamesdk.dll'.
* Added required dedicated parameters to code instead.
* Bug fixes around CCommandLine class (fixed misaligned VTable indexes).
* SDK now supports being directly launched by the game executable.

The SDK launcher will pass '-launcher' to the game, which indicated its being launched by the launcher. If the game does not receive '-launcher', it assumes its being launched directly from the game executable, which will instead load 'startup_(dedi_)default.cfg'.

The sdk dll's are now added to the game's IAT by their dummy exports allowing for them to be loaded when the exe is loaded (the dll's do everything on init).
2022-04-16 00:30:46 +02:00
Kawe Mazidjatari
196db8660e Dedicated and SDK improvements
* Improve ConVar class (fixed several bugs).
* Hook CEngineAPI::ModInit() and set m_bRestrictServerCommands from there.
* Disable unused ConVar's and purge unused ConCommands in CEngineAPI::ModInit() for dedicated.
* Small relocation of malloc related signatures.
2022-04-15 04:02:33 +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
e1f5e7d46b Un-hardcode all CHostState dependencies
The SDK now works on executables with ASLR enabled.
!TODO: Dedicated.
2022-04-12 02:48:46 +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
6a46486e99 See description
* Added 2 new FileSystem pointers with new features in their classes.
* Register all factory instances created by the GameDLL in the SDK.
* Added new command 'fs_mount_vpk' to mount a specified VPK file.
* Renamed 'fs_decompress_pak' to 'fs_unpack_vpk'.
* Some renaming of Factory and VPK types.
* Some light optimizations/cleanup.
2022-04-09 00:59:42 +02:00
Kawe Mazidjatari
f4b263b412 Cleanup 2022-04-05 01:13:27 +02:00
Kawe Mazidjatari
5d69d7284e Slight project cleanup 2022-04-02 12:27:35 +02:00
Kawe Mazidjatari
6feb41c285 Partial CNetChan class rebuild and implementation (see description)
* Adapt codebase to new class to reduce rune-like code.
* Fixed several bugs where the global CClient pointer was used instead of the instance in question to issue bans and display information about a certain client in CBanSystem and Pylon.
* Upgraded CBanSystem and Pylon to use IPv6 instead (including IPv4 mapped IPv6 addresses). This breaks all existing banlist files! All bans have to be re-issued or the existing file has to be updated to use IPv4 mapped IPv6 addresses and renamed to 'banlist.json', and moved to the root of the 'platform' folder.
2022-04-02 02:48:54 +02:00
Kawe Mazidjatari
28b1718cb1 Add Squirrel typedefs 2022-03-29 22:27:56 +02:00
Kawe Mazidjatari
b1a806dccb Rename 'GAMECLIENTONLY' definition to 'CLIENT_DLL' 2022-03-27 22:17:30 +02:00
Kawe Mazidjatari
a5a8f85764 Rename materialsystem to cmaterialsystem
Naming it the same as Valve did
2022-03-26 01:04:20 +01:00
Kawe Mazidjatari
1bd9d6f97d Fix compile order for ClientSDK 2022-03-23 23:54:13 +01:00
Kawe Mazidjatari
bc3d42d0be Add client build only to SDK (client.dll)
For future S4 debugging
2022-03-23 23:05:43 +01:00