27 Commits

Author SHA1 Message Date
Kawe Mazidjatari
804f96625b Move NVIDIA Reflex implementation to library function
Improve code, there will be more NVIDIA GeForce related stuff soon.
2023-09-12 00:08:46 +02:00
Kawe Mazidjatari
85de096f98 Take into account television refresh rates
TV's tend to output @59.939999 FPS, set out frame limiter's to that if FPS happens to be 59 or 60.
2023-09-11 22:48:28 +02:00
Kawe Mazidjatari
07dade5d5d Implement high precision frame limiter
Limits frames at a much higher level of precision than 'fps_max' and 'fps_max_gfx', probably ideal to reduce input latency even more. Also changed the logic of the NVIDIA Reflex frame limiter, to which it would use the desktop's refresh rate if set to '-1'. The new render thread frame limiter has a similar behavior. Using desktop refresh rates on the render thread or NVIDIA Reflex frame limiter requires 'fps_max' to be set to 0 (unlimited), as it would otherwise result in a major performance drop due to a contest if fps_max_(gfx/rt) is set to a similar number as fps_max.
2023-09-11 22:20:24 +02:00
Kawe Mazidjatari
0fe7b40506 Add inline DX device getters 2023-09-11 01:28:17 +02:00
Kawe Mazidjatari
bf01287129 Add cvar for NVAPI frame limiter
Might be useful for someone.
2023-09-10 01:44:04 +02:00
Kawe Mazidjatari
21093ca1a1 Implement NVIDIA Reflex Low Latency technology 2023-09-09 15:12:58 +02:00
Kawe Mazidjatari
b11e5d539c Light code cleanup
Compiler output did not change; logic remained identical.
2023-04-23 11:35:09 +02:00
Kawe Mazidjatari
a60609a0e8 Initialize concommand/convar as early as possible
'CSourceAppSystemGroup::PreInit' is as early as we can initialize them; CCvar gets initialized in 'CSourceAppSystemGroup::Create'.
2023-03-26 17:45:09 +02:00
Kawe Mazidjatari
8b89c1d2b5 Init concommand/convars a bit earlier
Init in 'CEngineAPI::Init'.
2023-03-26 16:47:47 +02:00
Kawe Mazidjatari
cae5037324 Initial fix for older game builds
SDK compiles and works for the S1 game now, still needs to be debugged further.
2023-03-01 00:09:38 +01:00
Kawe Mazidjatari
2637398fff 'InitVPKSystem' cleanup
More readable/portable code. changed dedi from loading 'mp_lobby' to 'mp_common'. The former caused hard to fix problems in pak loading code.
2023-02-26 19:37:12 +01:00
Kawe Mazidjatari
a618990937 Detour code refactor
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.
2023-01-25 02:26:52 +01:00
Marvin D
f7e419646f Change args. 2022-12-20 01:53:05 +01:00
Marvin D
e8588e59bb Decided on place on where to register new pak assets. 2022-12-20 01:50:51 +01:00
Kawe Mazidjatari
9c1efe20ad Remove ConVar and ConCommand singletons
Extraneous singletons.
2022-11-18 22:10:20 +01:00
Kawe Mazidjatari
44abceb78a CEngineAPI: Split VPK initialization code into separate function 2022-11-07 23:49:05 +01:00
Kawe Mazidjatari
f341919aad Properly initialize VPK and cache system for the dedicated server
server loads "vpk/server_mp_lobby.bsp" instead of "vpk/client_mp_common.bsp" and "vpk/client_frontend.bsp". Also removed the old hack we used to patch string constants to format VPK string paths as we have a proper implementation now using CEngineAPI::SetStartupInfo.
2022-11-07 23:11:12 +01:00
Kawe Mazidjatari
39ee5ddd6d Add '-novpk' command lien option
When '-novpk' is passed, the engine won't use the filesystem cache, and won't mount any VPK's (all files could be loaded from the disk essentially, the VPK files will be ignored).
2022-11-07 22:28:59 +01:00
Kawe Mazidjatari
6266549cd7 CEngineAPI::SetStartupInfo rebuild
Full rebuild of assembled function "CEngineAPI::SetStartupInfo". The assembly seems to match original function after rebuild. Does NOT support S1 yet, because TRACEINIT is inline in S1.
2022-11-07 22:25:20 +01:00
Kawe Mazidjatari
34b779735e Don't allow server to execute 'disconnect' on client
Removed extraneous 'FCVAR_SERVER_CAN_EXECUTE' flag. We disconnect clients using 'CClient::Disconnect(..)', relying on the client is useless without an anti-cheat and anti-tamper. Client can still use this to disconnect on its own though.

'migrateme' seemed useless as well, removed 'FCVAR_SERVER_CAN_EXECUTE'.

This makes all 'FCVAR_SERVER_CAN_EXECUTE' require 'FCVAR_DEVELOPMENTONLY' to be stripped, in order to execute without the '-devsdk' parameter (development launch arg),
2022-09-17 20:43:16 +02:00
Kawe Mazidjatari
48cc2979ec Remove 'vengineclient_impl.h/.cpp' entirely from dedi 2022-08-17 02:04:01 +02:00
Kawe Mazidjatari
8bf6dac3d8 Code improvements
* Use GetVirtualMethodTable for VFTable pointers.
* Pack CClientState to 4 bytes (this aligns it properly in memory).
* Use CClientState members directly for setting m_bRestrictServerCommands/m_bRestrictClientCommands.
2022-08-15 22:29:16 +02:00
Kawe Mazidjatari
4b72afb74f Light refactor for logging
Moved logging functions to dbg.h (tier0) and export them from the dll.
Added additional functions for checking bad pointers (debug only!).
Reduced output code size.
2022-05-25 14:18:29 +02:00
PixieCore
66d122e192 Start of CEngineClient implementation.
* Rebuild SetRestrictedServerCommand and SetRestrictedClientCommands
* Implemented new CMemory Function to walk through a VTable.
* pDetours->GetCon() gets called first now.
*
2022-05-06 00:34:46 +02:00
Kawe Mazidjatari
f2a5c8ac68 See description
* Renamed 'r5apexsdkd64.dll' to 'gamesdk.dll'.
* Added required dedicated parameters to code instead.
* Bug fixes around CCommandLine class (fixed misaligned VTable indexes).
* SDK now supports being directly launched by the game executable.

The SDK launcher will pass '-launcher' to the game, which indicated its being launched by the launcher. If the game does not receive '-launcher', it assumes its being launched directly from the game executable, which will instead load 'startup_(dedi_)default.cfg'.

The sdk dll's are now added to the game's IAT by their dummy exports allowing for them to be loaded when the exe is loaded (the dll's do everything on init).
2022-04-16 00:30:46 +02:00
Kawe Mazidjatari
196db8660e Dedicated and SDK improvements
* Improve ConVar class (fixed several bugs).
* Hook CEngineAPI::ModInit() and set m_bRestrictServerCommands from there.
* Disable unused ConVar's and purge unused ConCommands in CEngineAPI::ModInit() for dedicated.
* Small relocation of malloc related signatures.
2022-04-15 04:02:33 +02:00
Amos
d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.

* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.

* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.

* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').

* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.

* Server will print out more details about the connecting client.

* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console

* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00