Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.
* modsystem v2 initial commit
* call CModSystem::Init
* clean up custom cvar value handling
* add mod script compiling support
* add error check to script rson loading
yes this error is a duplicate but this one exits the game
* fix typo
* fix compile error
This fixes the exceptions that were caused by loading ported bsps with replaced models
CStaticProp::Init was using static prop lump data to request non-existent skins due to the replaced models, causing invalid material pointers to be fetched.
When encountered, these skins will be forced to 0 and an error will be printed.
Ideally these issues are fixed from within the bsp file before they are shipped.
* Put initializer values inside brackets.
* Put logical AND conditions within parentheses.
* Put assignments within conditional statements within parentheses.
* Mark unused variables as such to suppress compiler warnings.
* Fix vftable shadow warnings caused by ConVar::CreateInternal (does not implement, only interface. Renamed to yield desired behavior).
* Fix 'never' initialized class members for 'CCVarIteratorInternal'.
* Return values in interface vftables that cannot be pure virtual.
* Refactored ConCommandBase, ConCommand and ConVar class to make them all virtual, so it could interface with the game's implementation.
* Properly initialize members for ConCommand and ConVar instead of just calling memset.
* Fixed bug in ConVar registration function causing the virtual base table pointer to point to the ConCommand implementation instead of the ConVar implementation.
The MSVC14 (Visual Studio 2017) compiler doesn't support creating threads during dll entry. SDK fixed frame thread init has been moved to 'CModAppSystemGroup::Main'. SpdLog buffer flush worker init has been moved to 'SpdLog_PostInit', and 'SpdLog_PostInit' has been moved to 'LauncherMain'.
Initialize console and spdlog before anything else that is using the console to log errors to (in this case, winsock init errors were never getting logged).
Huge cleanup for dedicated. All patches in 'opcodes.cpp' are now directly applied to the executable, and kept as reference in the source file. The patch logic is commented. Any other patches for the dedicated server executable should be documented in the patch file found in 'r5dev/resource/patch'.
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.
Initial implementation of server movehelper. IMoveHelper interface class is fully reversed and aligns with implementation in engine. CMoveHelperServer is also reversed, excect for CGameTrace, though this isn't necessary for now.
Kept in for dedicated as the main executable imports the same DLL used for 'EnumDisplayDevices'. No GPU will be displayed if there is none installed or set as primary.
In Respawn's engine, the '-forceborder' command line parameter does the same thing as '-noborder'. '-forceborder' should remove the flags (nand) while '-noborder' should append the borderless flag. This code is an attempt to mitigate the problem. There was not enough bytes to assemble the nand operation for this code path without involving code caves or shifting.
* Add '-nosmap' command line parameter to disable signature caching.
* Invalidate the cache map after initialization.
* Add const qualifiers where possible.
* Fixed bug where the system still added entries after we are initialized (file has already been written to the disk).
* Moved loading logic to CSigCache class.
* Dedicated and Host/Client now have their own cache files.
Miles Sound System sets a pointer to a logger function in the exported function "MilesStartup", which can be set by passing a pointer to your logging function in the first parameter. Since this call is inline, we just hook the function that Respawn used for the audio logger instead, which has the actual print within the function stripped.
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.
the parameter check for '-novid' has been removed from S2 onwards, but later added back in. Our S3 build doesn't have it as well. This commit adds it back in and allows user to launch the game without the startup video's by adding '-novid' to the launch arguments. ('-dev' also works, but this enables developer and sv_cheats..).
Implement bounds check for non-sanitized value of u.m_nNewEntity.
Debug builds of the engine have an assertion, however in release these are stripped.
This fixes a full chain client RCE exploit, for more information, see: https://ctf.re/source-engine/exploitation/2021/05/01/source-engine-2/
Implement net message process budget (channel gets removed if value is exceeded).
Use 'net_processLimit' to enable the implementation on the server. It will get enabled by default after testing and some cleanup. This helps against people trying to slow the server down by spamming net messages with a higher rate, e.g. using 'bind "mousewheel_up" "status"'.
Check for SSE 3, SSSE 3 and POPCNT in CheckCPU(), and SSE, SSE2 in MathLib_Init().
This should fix all crash cases caused by launching the game on unsupported CPU's.
* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.