9 Commits

Author SHA1 Message Date
Kawe Mazidjatari
55b90781ee Remove experimental CRC implementation in LZHAM
This implementation was done to calculate buffer CRC on the go, as that was what the VPK file system uses for the file crc's. But it later turned out to be unnecessary, and was never reverted.
2022-12-04 01:33:10 +01:00
Kawe Mazidjatari
90d87897f8 Improve consistency within the LZHAM library
Make CRC32 consistence with ADLER32
2022-11-17 20:35:43 +01:00
Kawe Mazidjatari
34a06147d7 Fix spelling errors
Overall spelling improvements and cleanup..
2022-09-09 19:47:31 +02:00
Kawe Mazidjatari
a4783a755e Fix memory leak
Access checksum objects directly vs pointer reference. Structure size equals a 64 bit pointer (fits into a single register).
Allocated memory was never deallocated (my mistake).
2022-06-05 03:01:10 +02:00
Kawe Mazidjatari
22029abfc2 Fixed compression bug for VPK system
Fixed bug where the compressed buffer size equals the source buffer size getting packed into the VPK chunk. In all occurrences this resulted in corrupted data upon export.

The reason for data being corrupt upon export is because the engine checks the equality of the compressed and decompressed size fields in the directory file, if they are equal, the engine doesn't attempt to decompress the block. So we end up with a still compressed block on the disk (technically not corrupt in the context of the compression lib, but useless as-is on the disk).

If a compressed file doesn't get lower in size we are better out storing it rather than compressing it.

Added a new condition in lzham::lzham_lib_compress_memory which checks source and destination buffer size equality.
2022-06-05 02:24:44 +02:00
Amos
0509fb0358 Cleanup all redundant empty control statements 2022-02-28 01:05:55 +01:00
Amos
c98301d175 Fix LZHAM recompiling pch for each implementation file 2022-01-06 17:30:23 +01:00
Amos
b80be10c4d Compile LZHAM with the solution. Fix missing detours files for sdklauncher 2022-01-06 15:08:39 +01:00
Amos
d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.

* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.

* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.

* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').

* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.

* Server will print out more details about the connecting client.

* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console

* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00