33 Commits

Author SHA1 Message Date
Kawe Mazidjatari
b8bde9ad0e Engine: use dedicated convar to determine rcon server socket bind
Decoupled from net_usesocketforloopback since we actually don't want this to be tied with that of the game. Now it by default does not bind to the loopback socket unlike the game.
2024-04-14 16:11:58 +02:00
Kawe Mazidjatari
ec14bf70de Engine: move rcon_password entirely to server
The client doesn't need this convar, client only needs cl_rcon_address.
2024-04-10 15:15:27 +02:00
Kawe Mazidjatari
f8dd1fe88c Engine: implement encryption for RCON protocol
RCON lacked encryption, added AES-CTR encryption on RCON frames. Slightly adjusted protocol to take this into account (sending nonces, encrypted data itself, etc).
2024-04-10 14:08:52 +02:00
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
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
6828901815 Tier1: static construction of ConVar objects during link time
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.

This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).

Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
2024-02-24 02:15:09 +01:00
Kawe Mazidjatari
3d36c87b08 Statically construct all ConCommand
Properly implement the ConCommandBase and ConCommand classes so we could statically construct all ConCommand objects in the global scope of each translation unit, this way we don't need to put them in a global file and deal with preprocessor directives to compile then in/out for certain projects.
2024-02-23 00:12:06 +01:00
Kawe Mazidjatari
79f8b46d62 RTech: major cleanup of pak globals and improvement
Add missing types to fully mapped out PakGlobals_s struct, which is a 13MiB+ structure! This covers the vast majority of the pakfile system which is why we had to change a bunch of stuff for this patch. This patch also comes with:

- Reversed 'JobFifoLock_s' structure
- Reversed 'PakTracker_s' structure
- Reversed 'PakAssetTracker_s' structure

Many globals have been dropped as they were covered by the large PakGlobals_s singleton.

The pak decoder logic has been changed up as well, we now use a decode mode enumerant which will make it easier to add in more decoders for the pak files in the future.
2024-02-22 02:09:28 +01:00
Kawe Mazidjatari
52edcc6d84 RTech: fix bug when trying to print fourcc as string
The printf specifier does not allow limiting buffer reads. Made the FourCCToString more performant by using a fixed size stack array and creating the fourcc into that which we now use to properly print out the asset magic.
2024-01-29 23:00:18 +01:00
Kawe Mazidjatari
5ddf69c764 RTech: minor cleanup and renaming 2024-01-29 23:00:18 +01:00
Kawe Mazidjatari
a2d869d572 RTech: add buffered decompress function, cleanup and bug fixes
The pak_decompress callback has been fully moved to a dedicated buffered pak decoder function, also added descriptive error to the buffered pak encode function. Fixed a bug in the streamed pak decoder where the next required streamed buffer size would always be below actually required on any subsequent patch rpaks that are getting loaded. Also fixed assert in Pak_ZStreamDecode, as the inbuf position can equal total streamed size, but shall never exceed it!
2024-01-29 23:00:18 +01:00
Kawe Mazidjatari
26ce3c50c2 RTech: cleanup ZStd pak decoder and fix bugs
* Pak_InitDecoder() now takes the output buf and mask as parameters.
* Pak_InitDecoder() checks if provided masks are a power of 2 (required).
* Pak_ComputeRingBufferFrame() now uses the bit mask instead of modulo to determine # bytes used.
* Fixed a bug where PakDecoder_t::bufferSizeNeeded could be bigger than the file stream, causing a deadlock.
2024-01-29 23:00:17 +01:00
Kawe Mazidjatari
9b9562c8d9 RTech: properly implement ring buffer stream decode for Zstd decoder
The new decoder can now decode patched and custom rpaks files, all issues so far have been fixed. The code still needs some testing and bench marking to make sure
2024-01-29 23:00:17 +01:00
Kawe Mazidjatari
31e9042eee RTech: add simple pak encoder command
Encodes a pak file with ZSTD.
2024-01-29 23:00:16 +01:00
Kawe Mazidjatari
1410ecd79c MaterialSystem: rename CMaterialGlue member vars 2024-01-29 23:00:15 +01:00
Kawe Mazidjatari
f6e6e7c30b Engine: fix out of bound access
Even though this is handles by the class, it really shouldn't happen.
2024-01-21 21:53:48 +01:00
Kawe Mazidjatari
1361bfb172 Make singletons use static memory
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
2024-01-21 21:29:23 +01:00
Kawe Mazidjatari
c9a9b01bf2 RTech: major pak system overhaul and rebuild
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
2024-01-21 20:23:25 +01:00
Kawe Mazidjatari
f48bdbfa82 Engine: fix compiler warning caused by empty control statement
Remove trailing ';', else this branch wouldn't even be compiled in.
2024-01-14 02:03:27 +01:00
Kawe Mazidjatari
f49fbffa9a Sync ReVPK fixes to packedstore concommand
* Check if workspace directory exists.
* Check if VPK directory tree file was successfully parsed.
2024-01-14 01:51:17 +01:00
Kawe Mazidjatari
dd4fdb6cbd VokLib: rename pack/unpack methods
More correct names.
2024-01-13 14:09:37 +01:00
Kawe Mazidjatari
0dd630e13a ReVPK: add option for num helper threads and compress levels
Allow the user to set the # amount of helper threads and the compress level of the VPK's.
2024-01-13 14:02:46 +01:00
Kawe Mazidjatari
3fec8793e9 RTech: fix bug in pakfile decompress callback
* Fix decompress size check.
* Fix incorrect decompress buffer allocation size.
2024-01-12 11:07:16 +01:00
Kawe Mazidjatari
a92847fa7a VpkLib: rename CPackedStore to CPackedStoreBuilder
Avoid confusion with the game's CPackedStore class.
2024-01-12 11:02:54 +01:00
Kawe Mazidjatari
106670d940 VpkLib: cleanup packed store class
Make the utility methods statics within the implementation so it could be used by other structs/classes of the VPK builder as well, these utility functions weren't useful outside the class. This also allowed for the removal of the singleton which had no purpose whatsoever.
2024-01-12 11:01:04 +01:00
Kawe Mazidjatari
cd82e22ea3 Tier1: move KeyValues class to Tier1
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
2024-01-12 00:52:07 +01:00
Kawe Mazidjatari
e825a1e7a8 IDetour: remove extraneous pointer assignments
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
2024-01-02 15:21:36 +01:00
Kawe Mazidjatari
b618daa694 Server: properly rate limit client side script execution
Blocking it all together will cause problem when user wants to reset their controller binds. Now we limit execution to 4 per second (default) which doesn't cause problems when resetting any configuration, while also preventing cfg hacks.
2023-12-30 17:31:55 +01:00
Kawe Mazidjatari
e541814482 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2023-11-26 13:21:20 +01:00
Kawe Mazidjatari
f3f042ae63 Add configurable server cvars for auth system
The command execute is now guarded off on the client with the cvar 'sv_allowClientSideCfgExec' instead of 'sv_cheats'.
2023-10-15 16:30:29 +02:00
Kawe Mazidjatari
59fab7ac93 Client token authentication implementation
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
2023-10-15 10:40:46 +02:00
Kawe Mazidjatari
7348b859d2 Pak load code refactor and improvements
Make pak code more consistent.
* Added 'Pak_CloseFile' to SDK.
* Added partial rebuild of 'Pak_ProcessPakFile' to SDK.
* Added compile time assert for 'PakFileHeader_t' structure.
2023-10-06 21:43:41 +02:00
Kawe Mazidjatari
fd3e227a86 Align folder structure with p4 2023-09-19 22:13:22 +02:00