43 Commits

Author SHA1 Message Date
Kawe Mazidjatari
101962f5ce Engine: simplify "script" command callback for server
Code actually doesn't need to be ran in the server frame thread. All the code really does is preparation work. Run it in the main thread but do join the server frame thread (FCVAR_SERVER_FRAME_THREAD) as we can't do concurrent work on the server VM.
2024-06-01 11:49:14 +02:00
Kawe Mazidjatari
6b7e0d574d VScript: fix method order
More logical order of newly added methods.
2024-06-01 11:49:14 +02:00
Kawe Mazidjatari
b622854d85 Squirrel: fix struct name
bufCopy is actually bufPos as this indicated the current pos in the text buffer as it gets parsed out.
2024-06-01 11:49:13 +02:00
Kawe Mazidjatari
d4f9ac279c VScript: move script run code to dedicated method 2024-06-01 11:49:13 +02:00
Kawe Mazidjatari
0cea07ab8f VScript: properly implement script command callback
Previously we did sq_pushroottable() and a subsequent sq_call() after compiling the text buffer, but this didn't work for code that was threaded, or using Get/SetNetVar* functions.

The second issue was that the callback for the "script" command was ran in the main thread. Server script should always run in the server frame thread, the Set/GetNetVar* functions check thread id to retrieve the correct VM context, so running server script from the main thread ended up with Set/GetNetVar* functions retrieving the client VM context rather than server's, causing undefined behavior.

Script commands are now queued to the server frame thread, ultimately fixing this bug.

Also fixed a small bug with function 'sq_compilebuffer()'; it takes an extra argument but this wasn't taken into account in the SDK.
2024-06-01 11:49:13 +02:00
Kawe Mazidjatari
72709eeb5e VScript: add CSquirrelVM::ExecuteFunction()
Executes script code by function handle.
2024-06-01 11:49:13 +02:00
Kawe Mazidjatari
fb9ba0e454 Squirrel: add multiple SQ API functions
Added:
- sq_getstackobj
- sq_pop
- sq_addref
- sq_release
- SQVM::Pop
- RefTable::Get
- RefTable::AddRef
- RefTable::Release
2024-06-01 11:47:45 +02:00
Kawe Mazidjatari
9e5b8a541c VScript: map out CSquirrelVM structure more
More reversed fields.
2024-04-05 18:42:29 +02:00
Kawe Mazidjatari
250fd504af VScript: properly implement 'sq_getstring' and 'sq_getinteger' + more
sq_getstring and sq_getinteger are now properly implemented (code matches squirrel code, and generated assembly matches that of the game). Adjusted call sites to accommodate the new implementation and added a few extra checks. Also added:
* sq_getfloat
* sq_getbool
* sq_getthread
2024-04-05 18:40:37 +02:00
Kawe Mazidjatari
4745bf5e8e VScript: add code for calling codecallbacks 2024-04-05 18:40:36 +02:00
Kawe Mazidjatari
999ce009a8 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.
2024-04-05 18:35:06 +02:00
Kawe Mazidjatari
381da23f44 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.
2024-04-05 18:35:05 +02:00
Kawe Mazidjatari
1c32339305 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.
2024-04-05 18:31:06 +02:00
Kawe Mazidjatari
09b1e44dfe Squirrel: add more types and functions
More reversed types, more functions.
2024-04-05 18:27:10 +02:00
Kawe Mazidjatari
6ac609f66e Squirrel: add functionality to register enums 2024-04-05 18:27:09 +02:00
Kawe Mazidjatari
23a3c8fc00 Engine: make task queue singleton static
Compile it as static object & renamed to more correct names. Also made the integral type for frame delay an unsigned int instead
2024-04-05 18:19:39 +02:00
Kawe Mazidjatari
609d705a0c 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.
2024-04-05 18:13:32 +02:00
Kawe Mazidjatari
fcf3a09418 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.
2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
fe2a95e4ec 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
2024-04-05 17:51:19 +02:00
Kawe Mazidjatari
edc52ad669 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.
2024-04-05 17:19:32 +02:00
Kawe Mazidjatari
144d5f62e1 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.
2024-04-05 16:41:09 +02:00
Kawe Mazidjatari
71b0781715 Utilize 'DevMsg()' for uncertain builds only
Only uncertain builds will contain DevMsg()/DevWarning() prints. For retail, Msg() and Warning() should be used instead.
2023-08-21 19:12:29 +02:00
rexx
25bd407b39 add ScriptError script func 2023-08-12 22:41:48 +01:00
Kawe Mazidjatari
a0f0b79266 Add callback for registering script constants, and added 'LISTEN_SERVER'
All listen server code should be compiled out of the scripts using 'LISTEN_SERVER'. The constant must have a non-null value.
2023-07-19 18:52:00 +02:00
Kawe Mazidjatari
d5f35349a8 Decouple script function registration
Nicely decouple them. Everything server and client are now grouped as they should. The Ui namespace has been merged with Client.
2023-07-19 02:12:56 +02:00
Kawe Mazidjatari
e33b566f88 Split server and client into separate libs
Work in progress; does not compile!
Moved script registration function to static gamedll libs instead, and used a pointer callback approach for calling them to avoid duplicate symbols during linkage.
2023-07-18 00:17:49 +02:00
Kawe Mazidjatari
65e973f76b Remove redundant check
Pointer for RSON object was already checked above.
2023-07-10 13:50:05 +02:00
Kawe Mazidjatari
15244bf27a Modsystem improvements
- Added command line parameter '-modsystem_debug' to allow debugging during init, as we initialize before the first Cbuf_Execute() call (responsible for executing command line post engine init).
- Added warning to 'CLocalize::LoadLocalizationFileLists', when a mod localization file fails to load.
- All mod instances are now added to a single vector, but their 'state' determine whether or not they are enabled. This allows for toggling them on while in-game in the future, without having to rebuild the engine mod list.
- Changed all filesystem calls to use that of the engine instead.
- Changed all container types to valve ones, to maintain compatibility with the filesystem of the engine, and perhaps other things in the future.
- Forced all loads/writes to "PLATFORM" path (this is where the 'mods' folder resides).
- Forced localization files to be only read from the mod instance's directory.
- Allocated each mod instance dynamically, and stored their pointers in the modlist vector to reduce memory overhead during the move operation to modlist, and potential growth of modlist vector (which if required, will reallocate everything, and thus move it all. This especially is expensive with nested vectors (CUtlVector anly supports being nested as a pointer)).
2023-07-09 22:49:46 +02:00
Kawe Mazidjatari
46390ba875 Additional reduction of untyped variables
These were not caught by the regex due to typos, or additional symbols that were not taken into account when making the regex.
2023-07-03 00:02:08 +02:00
Kawe Mazidjatari
87f9420889 Globally reduce the use of auto for function pointer declarations
Find regex pattern:
inline auto ([a-zA-Z0-9_]+) = ([a-zA-Z0-9_]+)\.RCast<([a-zA-Z0-9_:<>*]+) *\(\*\)\(([^)]*)\)>\(\);
Replace regex pattern:
inline $3(*$1)($4);

This commit also removes the unnecessary initialization (which was required to type the auto variables),
and therefore removed 6kb of unnecessary dynamic initialization code.
2023-07-02 23:01:29 +02:00
Amos
ac4ab6aa1a Add reason parameter to kick/ban commands
Reason parameters are optional. For scripts, to use the default message, pass in an empty string. The function for the script system should be centralized soon to avoid more duplicate code.
2023-06-20 08:44:03 +02:00
Kawe Mazidjatari
3f8baf6f68 Allow setting compile options for specific targets
Previously, it was all controlled from the global init (applied to all projects), but some projects need different options. With these changes, you can disable the common options applied in the 'add_module' macro, and set your own if desired.
2023-06-17 00:45:27 +02:00
Kawe Mazidjatari
8acfad5556 Fix aligned memalloc singleton
Properly fix the aligned memalloc singleton in the SDK; the implementation now uses a callback based approach for calling the allocator and deallocator.
2023-05-15 20:47:17 +02:00
Kawe Mazidjatari
9f44bcc818 Treat compiler warnings as errors
Treat them as errors globally. Most of the time a warning is a bug, or problem in code that could be solved in a different (better) manner. Thirdparty code have this disabled. The warnings as errors option can be globally disabled through the CMake GUI, but this is not recommended.
2023-05-15 09:44:26 +02:00
Kawe Mazidjatari
6a86ae2606 Cleanup CMakeLists files
Light cleanup in CMakeLists files. Split protocols and improve filter names.
2023-05-14 17:36:08 +02:00
Kawe Mazidjatari
78c80faf7d Fix S0/S1 compiler error
Update name.
2023-05-14 16:22:44 +02:00
Kawe Mazidjatari
ab3abce664 Remove preprocessor directives
These preprocessor directives are invalid, as 'vscript' gets compiled as a standalone library. Compile everything (this doesn't cause an issue if its on the server or client).
2023-05-13 18:06:00 +02:00
Kawe Mazidjatari
8dbc2024c6 CMake code improvements
Use the 'add_module' macro to add modules without creating duplicate code. This macro also takes a reuse PCH as parameter, so modules that need a precompiled header, could reuse those from different targets that compile them. This commit also restructures the group order of the generated solution files for easier code navigation.
2023-05-13 00:14:53 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00
rexx
b7fafa6b65 temporary modsystem fix
this is a temporary fix for the incorrect g_pAlignedMemAlloc behaviour
g_pAlignedMemAlloc is supposed to be a pointer to a struct of 2 functions, but it is a pointer to a class with a virtual function table, causing invalid function addresses
This causes an access violation on this call
This should be fixed properly in the future
2023-05-08 19:15:53 +01:00
Kawe Mazidjatari
ad2352e9b6 Remove unused call from 'Script_PrecompileScripts' 2023-05-06 21:57:18 +02:00
Kawe Mazidjatari
7555264d4e Add RSON free
Cleanup RSON memory.
2023-05-06 17:49:13 +02:00
Kawe Mazidjatari
75ccebb4b6 Squirrel system restructure
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.
2023-05-06 16:23:56 +02:00