12 Commits

Author SHA1 Message Date
Kawe Mazidjatari
b26ed2f746 Engine: implement encryption for RCON protocol
RCON lacked encryption, added AES-CTR encryption on RCON frames. Slightly adjusted protocol to take this into account (sending nonces, encrypted data itself, etc).
2024-06-01 11:24:47 +02:00
Kawe Mazidjatari
db2b42cb03 ImGui: heavy optimizations to text logger (WIP)
This code originated from an imgui code editor, where it would make sense to have per-character colors. But for the console, we only ever do 1 color per line. Just store the string and one color instance, this also allows us to just take the string instead of manually reconstructing it which is very slow. The code now also only stores 32bits for color (per line) instead of 128 bits (ImVec4) as we only ever need to convert it once.

As a result, a bunch of rendering code could be dropped, and the pass filter is now also very fast as we don't need to reconstruct the string to check for the filter, we just pass a char* in which doesn't cost any perf.
2024-04-05 18:19:40 +02:00
Kawe Mazidjatari
ee64d07e5b Tier0: emit text to debug console if debugger is attached
Small quality of life improvement while debugging the application.
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
fcf3a09418 Make singletons use static memory
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
bf59f6c2c5 ReVPK: bug fixes & improvements
* Make sure the workspace path actually exists before attempting to pack it.
* Make sure the VPK directory tree file was parsed correctly before unpacking store.
* Log debug output for each pack operation to a file.
* Fix bug in s_DirFileRegex regex pattern, which would include a trailing '_' in the context part of the directory tree file name.
* Fix bug in 'GetLevelName()' and 'GetDirNameParts()' causing it to parse the path as well, prune the path before running the regex.
* Renamed 'GetLevelName()' to 'PackedStore_GetDirLevelName()'.
* Renamed 'GetDirNameParts()' to 'PackedStore_GetDirNameParts()'.
* Write a front-end enable file when building client VPK's.
2024-04-05 17:46:54 +02:00
Kawe Mazidjatari
b2ce189ba1 Tools: rename NETCONSOLE define to _TOOLS
Rename since this would actually be used for all tools. Also moved 'plat_time.cpp' to tier0 so anything could compile it.
2024-04-05 17:35:10 +02:00
Kawe Mazidjatari
822d9f2b19 CTextOverlay cleanup
Slightly improved performance, reduced number of copy constructions, reduced number of integral type casts by just using the CUtlVector class.
2023-08-07 22:10:06 +02:00
Kawe Mazidjatari
56da0576a6 Make static to source file
Should be made static to avoid unwanted bloat in compiled output, as each translation unit will create a new initializer/destructor. -10KiB compiled code for GameSDK.
2023-07-03 02:27:09 +02:00
Kawe Mazidjatari
9e6b0e567f Port everything to CCommandLine
Before, we had to do a hack of capturing the command line using GetCommandLineA, and then checking if a certain argument is present. This was required due to how early the GameSDK dll was loaded (the g_CmdLine object was far from initialized in the engine). Due to the loader refactor, the commandline can be used directly after creation in the game's entry point (which is the time the SDK is getting loaded). Therefore, no copies of the command line are required anymore.
This commit contains the following changes:

- Correctly ordered the initialization, and deinitialization of systems (first init = last shutdown).
- Factored out command line string copy in favor of game's implementation.
- Factored the R5Reloaded emblem print into its own function.
- Removed 'SpdLog_PostInit()', we can now directly call DevMsg() once SpdLog_Init() has been called, the logger callback sink deals with the formatting of the output.
- Fixed a bug where the logger did not print the correct color for 'SYSTEM_WARNING' and 'SYSTEM_ERROR' in the external console.
- Fixed a bug where the command line did not work when the game wasn't launched with the '-launcher' parameter.
- Logs now equally appear on the external, and in-game console windows.
2023-07-01 01:20:47 +02:00
Kawe Mazidjatari
acb68a559a Light optimization in engine logger sink
Only copy the string buffer our once.
2023-06-19 01:51:25 +02:00
Kawe Mazidjatari
4c40114106 Fix incorrect format for error message box
Should use the formatted text, not the text with the context and colors concatenated to it.
2023-05-31 23:52:19 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00