Some of its defines were located in the 'launcher' library directory, but it only contained defines for the SDK launcher, this has been moved to 'sdklauncher_const.h'. Also renamed the 'launcher_pch.h' PCH to 'sdklauncher_pch.h' to avoid confusion with 'launcher' and 'sdklauncher'.
- Added missing implementation for 'numworkerthreads' text box.
- Swapped 'single-core server' toggle with 'processor affinity' text box.
- Performed additional light code cleanup.
The single-core dedi cvar now only gets set when 1 bit is set in the affinity mask, as that implies single core usage.
Floating point bitwise functions are now inline, also implemented a 'PopCount' function, which replicates the '__popcnt' instruction, but does not require the CPU to feature the instruction. This was mainly added as the SDK launcher doesn't check the CPU for SSSe3/popcnt, as it doesn't involve any instruction sets past SSE2.
CClient array is part of the CPlayer class. The array has been added, filling up most of the 'unknown' gap. Vtable override functions have been added as the array is static, and therefore requires an implementation of the vtable, these are just stubs however, since the vtable pointer points to the implementation in the engine.
Moved construction logic to separate method, and call that from constructor instead. When willing to change the entire context on the same object, you can now just call 'InitFromXXXX()'. Previously, a whole new object would be generated and copied into ours, and then deleted again.
It was still crashing as the thisptr should actually be passed into the alloc callback. Changed and the function call is now identical to engine's impl. Tested in Debug, Profile and Release, Release has also been tested with LTCG.
The initialization crash has been fixed in commit '15244bf2', where if the 'platform/mods' folder didn't exist, an exception would be raised and the process would be aborted. Now, when that folder is absent, the mod system won't initialize.
- 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)).
Remove 'FileExists' check, if open fails, NULL file handle is returned and we just check on that. Also, commit 'a90302f0' introduced the option to open RSON files from path ID's, but the ID was only passed in the FileExist function, the actual 'Open' call did not receive the path ID argument, and therefore, did not open from there.
Crash occurred as the arguments to the alloc/free callbacks would involve the 'this' pointer, and therefore, the registers would shift and misalign. The fix is to just make the functions static and call the pointers directly from the singleton exposed by the engine. Additional cleanup has been performed by adding typedefs for the function pointers.
Only block 'CLC_SetPlaylistVarOverride' messages when cheats are disabled. The server still needs to be able to override client playlist vars (using 'SVC_PlaylistOverrides'). This isn't a problem, as on any disconnect, the client will reload its own bundled copy.