* Make sure we read the banlist from platform as well, just like how we write to it.
* Use strtoull() instead of atoll() for nucleus id values, nucleus id is unsigned so we must convert to unsigned.
* Remove extraneous try catches, these were previously used for integral type conversions that threw exceptions, but the current ones do not throw so the try catch is unnecessary.
* Use CThreadFastMutex instead
* Rename ISurface to IDebugSurface to prevent a potential name collision with VGUI's ISurface iface if we ever add it
* Fix race condition when setting CPylon::m_HostIP from materialsystem thread, this has been dispatched to the main thread
* Marked 'pylon_matchmaking_hostname' FCVAR_MATERIAL_SYSTEM_THREAD as we use it in the server browser panel.
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.
Remove workaround that was implemented to counter a crash during the beginning of this project, this issue was long solved but the workaround was never removed. Clearing the last precached VPK name prevents the engine from helping other threads to properly unload existing handles, if at all.
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
Display the EULA (fetched from masterserver), which the end user MUST accept before they can make use of the multiplayer features of R5Reloaded. NOTE: user doesn't need to agree to this to use the listenserver.
They were all strings; changed them to what made most sense for each field type. Changes:
"hidden": string -> bool
"port": string -> int
"checksum": string -> uint
"playerCount": string -> int
"maxPlayers": string -> int
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
The member must contain a copy of the string, pointing it to the buffer used by the language cvar results in undefined behavior. Several cases were the string pointed to random data were reported.
Use CUtlVector, and remove every copy caused by passing vectors by value. CUtlVector does not support copying. Also removed all extraneous std::string copies caused by calling itoa instead of std::to_string, or std::stoll, etc. All features have been tested and work as designed.
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.
Global 'direct' usage of 'MemAllocSingleton()' has been jettisoned. Where possible, smart pointers were used instead. During the refactor, the following bugs were addressed and fixed:
- The virtual destructor of 'CCVarIteratorInternal' was NOT called on destruction.
- Class function 'KeyValues::MakeCopy' did NOT calculate the buffer size of the wide string correctly, the original calculation was 'len+1*sizeof(wchar_t)', but should've been '(len+1)*sizeof(wchar_t)'.
Some other code changes include:
- Tier0 include 'memstd.h' has been moved above all thirdparty includes, to make sure the memalloc functions get shadowed with ours in third party libraries as well.
- RPak file paths string literals are now defines.
- 'DestroyOverlay' has been refactored to match the assembly of the game.
The ban commands have the 'sv_' prefix removed. CBaseEntity::InputKill expects 'kickid' to be present, it uses this to kick the player once the entity has been destroyed. Not doing so could lead into a crash or other undesired behavior.
Reason parameters are optional. For scripts, to use the default message, pass in an empty string. The function for the script system should be centralized soon to avoid more duplicate code.
Previously, it was all controlled from the global init (applied to all projects), but some projects need different options. With these changes, you can disable the common options applied in the 'add_module' macro, and set your own if desired.
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).
Treat them as errors globally. Most of the time a warning is a bug, or problem in code that could be solved in a different (better) manner. Thirdparty code have this disabled. The warnings as errors option can be globally disabled through the CMake GUI, but this is not recommended.
Use the 'add_module' macro to add modules without creating duplicate code. This macro also takes a reuse PCH as parameter, so modules that need a precompiled header, could reuse those from different targets that compile them. This commit also restructures the group order of the generated solution files for easier code navigation.
* 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!
Initial implementation of the bulk ban check system. This implementation takes a snapshot of the currently connected clients, sends it up to the master server, and the master server returns anything within this list that is marked 'banned'. The server would then kick the player from the server. This commit also removes the global banned list cache, as the bulk checking system offers a lot more freedom regarding banning specific players and have it sync across all available servers.