14 Commits

Author SHA1 Message Date
Kawe Mazidjatari
3144227ec8 Update GetAdr implementations to feature spdlog
Fixed all alignments and reduced code verbosity
2022-05-13 14:53:25 +02:00
Kawe Mazidjatari
3cb4976c23 Start or 'mdl/error.rmdl' fallback implementation (see description)
In 'datacache/mdlcache.cpp' the function 'CMDLCache::FindMDL' attempts to find 'mdl/error.rmdl' and assigns the studiohdr and handle to the members of CMDLFallback.

In 'CMDLCache::FindUncachedMDL' we check if a model exists, if a model does not exist, we replace the studiohdr with the one of error.rmdl we stored in the CMDLFallback structure.

This does actually work (on the dedicated server it doesn't crash at all!), but on the client it crashes when trying to gather props (right before rendering), setting the ConVar* 'old_gather_props' does interesting things (check IDA around this ConVar*). setting this to 1 causes it to crash in another CMDLCache method when trying to deref something in the global cache pool.

This method is easy to rebuild. I will do this soon and attempt to return error.rmdl parts from here as well if results are null (this might actually just work).

Leaving 'old_gather_props' to 0 causes it to crash in the middle of the function which is supposed to gather the props the 'new' way.

The gather props functions are kind of daunting

NOTE: Currently only confirmed to work somewhat properly on the dedicated server for prop_static. prop_dynamic is unconfirmed. And (almost?) works on the client.
2022-04-29 05:30:06 +02:00
Kawe Mazidjatari
3d32346b39 Fix patterns for S1 and removed redundant code 2022-04-19 00:00:45 +02:00
Kawe Mazidjatari
e32cc6ae6a Code overhaul
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).

Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
2022-04-18 03:35:08 +02:00
Kawe Mazidjatari
b753295a49 SDK improvements
* Dedicated SDK now supports ASLR enabled executables.
* Complete removal of CEngineClient on the dedicated server.
* Complete removal of gHLClient and g_pHLClient on the dedicated server.
* Performance improvements for the dedicated server frame loop.
* ConVar 'CVCallback_t' structure rebuild.
* Reduced overhead throughout SDK.
2022-04-14 19:18:59 +02:00
Kawe Mazidjatari
e1f5e7d46b Un-hardcode all CHostState dependencies
The SDK now works on executables with ASLR enabled.
!TODO: Dedicated.
2022-04-12 02:48:46 +02:00
Kawe Mazidjatari
092b7e9d43 Start of migration to IDetour interface
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).

Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
2022-04-11 01:44:30 +02:00
Kawe Mazidjatari
8c1dfb50f4 Address class cleanup/improvements
* Move most definitions to implementation file to avoid recompiling whole program for small changes
* Pass strings by reference for where possible.
* Split Module class to dedicated file.
* Add const qualifiers to all eligible methods for address/module class
* Some renaming
2022-04-10 19:59:34 +02:00
Kawe Mazidjatari
b3631facbe Update all function casts 2022-04-09 06:05:47 +02:00
Kawe Mazidjatari
e2f06a8a68 Massive performance improvements
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
2022-04-09 02:18:57 +02:00
Kawe Mazidjatari
aa57170e0d Start of pattern search refactor 2022-04-09 01:14:22 +02:00
Kawe Mazidjatari
9b511edbb2 Properly shutdown dedicated again
Small oversight during file refactor
2022-03-25 01:19:27 +01:00
Amos
6583e174de Implement custom paks loading per level
Game will check scripts/levels/mapname.json and load all rpaks in the rpak field.
Game now also unloads pak files loaded by the SDK preventing crashes and unnecessary memory usage.

VPK's and STBSP's are planned to be added as well.
2022-03-01 02:39:46 +01:00
Amos
8079e0ed4c Heavy cleanup for CHostState methods and signatures
* Add Cbuf_AddText and Cbuf_Execute signatures.
* Remove additional VGui stuff from dedicated statemachine.
* Move signatures to their respective headers.
* De-inline 'CHostState::FrameUpdate()'
* Ported al new patters to GAMEDLL_S1, CEngine still recreation needs extra work
2022-02-19 02:31:16 +01:00