The implementation in the engine always took/returned signed 64bit size types, but I made a mistake when reversing the virtual function table. All types have been changed to what they should be (mostly signed 64bit, very few unsigned), and usage in-SDK has been adjusted accordingly.
CConnectedNetConsoleData was allocated and deallocated manually, but std::vector is able to do it on its own. The vector type has been swapped out with CUtlVector as this removed the need of having to cast size types to a 32bit int to make it more compatible with the other sdk/engine types without throwing compiler warnings.
Since this file no longer gets build along with the DLL project, but as a static lib instead, the 'DEDICATED' define no longer worked, and therefore this became broken after the CMake port. The 'CURLHandleError' helper function now takes a bool determining whether or not to log the error, and the caller disables it for dedicated (dedicated should only log the error once, this happens from within the caller class).
* 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!
* Decoding and encoding is done into a single buffer, from raw buffers to avoid extraneous copies.
* Added base class holding all core logic for encoding, decoding, receiving and processing of the RCON protocol. This code was initially identical between all implementations of RCON, deduplicating this avoids bugs.
* Added more sophisticated error handling, stop right away when decoding for example fails.
* Added ability to have more than one active authenticated net console on the server. Controlled by cvar 'sv_rcon_maxconnections' (default 1).
* Max packet size for accepted, but not authenticated sockets is now controled by cvar 'sv_rcon_maxpacketsize' (default 1024).
* Fixed 'connect' socket bug preventing connection to IPv4 addresses, by making the method used by the listen socket and connect socket configurator shared (dual stack was disabled on connect, but not on listen).
* Removed extraneous member from the 'CSocketCreator' class, this member was a copy of the 'netadr_t' input, but nothing ever was done with it.