Fixed bugs that was caused by symbols that were defined, but never used.
* 'UnsignedIntConvertToFltSIMD' never used its input parameter.
* The results from the call to 'sq_call' were never checked, so if a failure took place, it was never logged.
* 'CheckForWarnings' never used the 'context' parameter, but this was required as context types of 'eDLL_T::SYSTEM_WARNING' or 'context == eDLL_T::SYSTEM_ERROR', should be returning the warning/error color as well.
* Renamed 'GetHiddenServerConnectStatus' to 'GetHiddenServerName' and added more dedicated error handling within its logic, as the results from the call 'g_pMasterServer->GetServerByToken' was never checked.
Also removed these from the CFG files.
* 'sq_showvmoutput' has been renamed to 'script_show_output'.
* 'sq_showvmwarning' has been renamed to 'script_show_warning'.
Changed all loggers to use the internal 'CoreMsg/CoreMsgV' functions. Significantly reduced duplicate code and CPU time. Code is also much more robust.
* Code now only acquires mutex lock when the actual logging part takes place.
* Code now only checks and strip ANSI rows if its enabled to begin with.
* Code now supports setting log levels, which ultimately could be tweaked with a cvar.
* Changed logger and file names to be more readable.
TODO:
* The RCON protocol has to be modified to accommodate these changes.
Start of refactoring entire logging system. This refactor should remove all duplicate code across all loggers. The logic behind DevMsg, Warning and Error has now been successfully refactored into a single helper function.
Light cleanup and optimizations for Squirrel script functions. Use existing pointers or references as much as possible in place of extraneous string copies.
Allow scripters to determine whether or not this is a dedicated server or client only build. Note that these should not be abused in scripts! Since the client dll doesn't support running games locally, loading up the lobby isn't going to work when you leave a match (which is the current implementation in the scripts). with this, the scripter could do other things such as loading the title screen, or connecting to a remote lobby server if this happens to be a client only build.
* Renamed 'SetEncKeyAndConnect' to 'ConnectToListedServer'.
* Renamed 'JoinPrivateServerFromMenu' to 'ConnectToHiddenServer'.
* Renamed 'GetPrivateServerMessage' to 'GetHiddenServerConnectStatus'.
* Cache game server ref in 'ConnectToListedServer'.
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.
TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
* Change qualifiers for some types (make const, static const, etc..).
* Renamed 'CNotifyText' to 'CTextNotify'.
* Renamed 's_LogMutex' to 'g_LogMutex' (mutex was not static).
* Use single static buffer instead of each overlay having its own (its only used in the material system thread).
* Improved readability by using ternary operators and c++ style casts.
'Script_DestroySignalEntryListHead' is the last function to be called before 'init.nut' is loaded and parsed. Defining "DEVELOPER" with value of "developer" convar allows us to utilize this constant in 'init.nut'.
In this retail engine, "DEV" is always zero, except for scripts.rson. I think Respawn Entertainment defined this as zero for production builds under each context except the global one.. To fix this problem, we define a new constant named "DEVELOPER", change all references in scripts that where DEV (now R5DEV due to legacy reasons to mitigate this problem), to DEVELOPER. When the game is launched with -dev, anything within #if DEVELOPER with compiled, like the development behavior of DEV.
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.
Fix defect where color logging for script error/warnings did not work for the in-game console, when color logging for external console was disabled.
This is the only reported SDK defect after 15K downloads!
* Only run '_DownloadPlaylists_f()' in the main thread, schedule for next frame if we aren't in the main thread. (this should fix crash cases related to disconnecting from the game).
* Locked read/write to CBrowser members (thread for obtaining the server list is detached, but once the 'slow' post operation in this thread is complete, mutex lock is acquired (locking the render thread if the browser is active) to set the string members of CBrowser, this operation is very fast as we only set the string and the color after the http post operation (this never caused a crash, but the behavior without any lock mechanism is technically undefined regardless).
* Obtain the host name dynamically from the ConVar 'pylon_matchmaking_hostname' (atomic operation). Initial approach was deleting the whole master server pointer just to construct a new httpclient object..
When fatal is set, the function will show a error dialogue, which will halt the process and close when the message is dismissed. Else we will end up in a crash.
* Fix all compiler error for GameSDK on S0 and S1.
* Remove some unused patterns and globals (launch performance gains of 100ms).
* Remove most duplicate patterns.
* Relocate globals from engine to a more appropriate location.
* Renamed some unknown vars to a more appropriate name (most of these where obtained a while back, but as we reversed more parts of the engine, some of these vars become known).
* Renamed some vars to fit the naming convention used in the SDK.
* Fixed pattern debug logging using the wrong pointer, thus displaying the wrong address.
Renamed to EGlobalContext_t and used globally for all context types combined into one (required for rcon messages for example, as we do native and script messages, while also retaining colors).