Removed all extraneous copies by adding the class 'InterfaceReg' which will construct a new interface, and link it to the engine's static register. The Source Engine macro 'EXPOSE_INTERFACE_FN' will help utilizing this. The game module from the plugin is not obtained through the process environment block, so the executable is no longer sensitive to names.
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.
Move all classes deriving from ConCommandBase to a single file, and split out CCommand, CCvar, CCvarUtilities etc to their own files. This makes it possible to use CCommand and stuff in external tools without linker errors/warnings.
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.
Added public interface to ICVarIteratorInternal, this class also deals with the deletion of the iterator. This fixes the problem of cvars not showing up that have been registered after 'CModAppSystemGroup::Create()' has been called. Currently, no cvar is registered after it. This will/could change when the plugin system is utilized.
Additional changes:
- Cvar 'con_suggestion_flags_realtime' has been removed, as we no longer keep an early copy anymore; real time flags are always shows from now on.
- Fixed a bug in 'CConsole::FindFromPartial()' where we would return in the loop when 'm_vSuggest.size() >= con_suggestion_limit->GetInt()', instead of breaking out, which skips the element sorting process.
The 3 versions are now:
- cfg/server/startup.bin
- cfg/client/startup.bin
- cfg/startup.bin
The last one is used by the GameSDK. Bumped header version to 6.
Added:
- FCVAR_ACCESSIBLE_FROM_THREADS [1<<25]
- FCVAR_STUDIO_SYSTEM [1<<26]
- FCVAR_SERVER_FRAME_THREAD [1<<27]
- FCVAR_PLATFORM_SYSTEM [1<<31]
This commit also removes the 'FCVAR_MATERIAL_THREAD_MASK' from the ConVarFlags class (which is a helper struct for displaying flags on the developer console), as this is a mask and would therefore be marked as such in case a single bit in the mask matches, and all these bits are already added to the list.
CClient array is part of the CPlayer class. The array has been added, filling up most of the 'unknown' gap. Vtable override functions have been added as the array is static, and therefore requires an implementation of the vtable, these are just stubs however, since the vtable pointer points to the implementation in the engine.
Moved construction logic to separate method, and call that from constructor instead. When willing to change the entire context on the same object, you can now just call 'InitFromXXXX()'. Previously, a whole new object would be generated and copied into ours, and then deleted again.
It was still crashing as the thisptr should actually be passed into the alloc callback. Changed and the function call is now identical to engine's impl. Tested in Debug, Profile and Release, Release has also been tested with LTCG.
Crash occurred as the arguments to the alloc/free callbacks would involve the 'this' pointer, and therefore, the registers would shift and misalign. The fix is to just make the functions static and call the pointers directly from the singleton exposed by the engine. Additional cleanup has been performed by adding typedefs for the function pointers.
Remove the option to disable dynamic init, it was broken anyways as the string was getting constructed, and therefore, dynamic memory could be allocated if string exceeds a certain size where it has to be moved from stack to heap. The only functions we were interested in, while not allocating anything have been made static instead in the last refactor round.
- Only process referenced pack files, previously, if an entry in the VPK file was build into a pack of index 128, the code would generate a list of pack files from 0 to 128.
- Added documentation to VPK structure.
In some code paths of 'V_StripLastDir', the string length value was never set. The return type of this function has changed to return always return the length of the new string. An additional bug in 'CUtlString::DirName' has been fixed, where the length was only set if the trailing slashed weren't stripped.
This flag doesn't exist in this game, and is also mapped to printableonly. The map order has also been corrected, from least significant to most significant.