These flags only exist in the respawn version of the engine. Renamed 'CNetChan::unknown_challenge_var' to 'CNetChan::m_nRealTimePackets'. This field counts the number of packets sent while the frame time wasn't prescaled with the 'host_timescale' cvar, see r5apex.exe+0x3093C0 (140309FC0).
Moved adapter vendor check to its own func, added a global which could be used to fully disable the low latency system. Also added groundwork for the (future) PCL stats implementation.
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.
Make sure we always have enough room for new execution markers. Engine normally truncates the head of the vector if out of room; we want to avoid it as this will cause the cookies to shift, and thus cause them to misalign with their respective commands.
Display the error to the user without having to open the developer console or terminal window. This patch also adds printing to COM_ExplainDisconnection (which has been stripped out of the retail binary).
They were all strings; changed them to what made most sense for each field type. Changes:
"hidden": string -> bool
"port": string -> int
"checksum": string -> uint
"playerCount": string -> int
"maxPlayers": string -> int
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.
A mistake has been made, certain area's of the engine actually do allow strings larger than 128 bytes, just one routine that doesn't (console commands). Tokenizer only tokenizes it up to 512 bytes, so null all the other bytes past this. This still fixes the flaw mentioned in the comment at the place where the nulling happens.
Move it back to caller hook instead of in the ProcessMessages function as there were crash reports when running the listen server. Moving this back solved the intermittent crash problem entirely while still rate limiting process time.
Some parts of the engine have to be rebuild in order to implement this correctly, therefore, it has been removed for now to avoid potential performance problems.
fps_max_rt and fps_max_gfx have been limited to 295 to avoid a contest with the engine's hard limit causing huge performance hits.
CEngine::Frame() tends to return out early if we are ahead of frame time, and therefore need to sleep. In this particular engine, CEngine::Frame() returns true if it had actually executed an engine frame, else it returns false.
Therefore, we end up calling 'NvAPI_D3D_Sleep()' multiple times a frame, and thus causing a major loss in performance. Now we check if we have actually ran a frame (incrementing reflex frame if so). If the frame was not incremented, but 'GFX_RunLowLatencyFrame()' was called, it will not call 'NvAPI_D3D_Sleep()'.
Code has been tested and appears to work on my system (never called twice or more per frame). Needs more testing on other systems to make sure its good.
Propagated latency markers in an attempt to further reduce input latency. Code is pending rigorous testing on several systems, including systems powered by an AMD GPU to make sure we are not impacting performance on systems that does NOT support NVIDIA Reflex.
Limits frames at a much higher level of precision than 'fps_max' and 'fps_max_gfx', probably ideal to reduce input latency even more. Also changed the logic of the NVIDIA Reflex frame limiter, to which it would use the desktop's refresh rate if set to '-1'. The new render thread frame limiter has a similar behavior. Using desktop refresh rates on the render thread or NVIDIA Reflex frame limiter requires 'fps_max' to be set to 0 (unlimited), as it would otherwise result in a major performance drop due to a contest if fps_max_(gfx/rt) is set to a similar number as fps_max.
Use CUtlVector, and remove every copy caused by passing vectors by value. CUtlVector does not support copying. Also removed all extraneous std::string copies caused by calling itoa instead of std::to_string, or std::stoll, etc. All features have been tested and work as designed.