269 Commits

Author SHA1 Message Date
Kawe Mazidjatari
56da0576a6 Make static to source file
Should be made static to avoid unwanted bloat in compiled output, as each translation unit will create a new initializer/destructor. -10KiB compiled code for GameSDK.
2023-07-03 02:27:09 +02:00
Kawe Mazidjatari
f6f3c7f9a2 More code cleanup
- Set character set to multi-byte (this is because the game is also build with it).
- Utility function 'FileExists' now takes a raw string pointer, this avoids having to construct a fs::path each time its getting called (which is quite a lot!).
- Performed overall cleanup to code containing logic to override load paths. Mostly removing unnecessary copy constructions.
2023-07-03 02:14:39 +02:00
Kawe Mazidjatari
8ea2eac0fc Move launcher/loader consts
Move to shared PCH as these are low level defines.
2023-07-02 02:46:58 +02:00
Kawe Mazidjatari
a82b4c950c Compute MHz instead 2023-07-01 21:45:32 +02:00
Kawe Mazidjatari
71148b691c Mark the build id yellow 2023-07-01 21:27:37 +02:00
Kawe Mazidjatari
d7245a04e4 Test recursive shutdown on global init bool
Test on this instead, it has to be unset anyways.
2023-07-01 11:20:44 +02:00
Kawe Mazidjatari
d37f12aa4f Don't recreate the command line
Don't recreate it in the engine (LauncherMain) if its already created in the SDK. This solution toggles a hybrid between creating it in the SDK, or in the engine when -noworkerdll is passed to the loader.
2023-07-01 02:11:39 +02:00
Kawe Mazidjatari
9e6b0e567f Port everything to CCommandLine
Before, we had to do a hack of capturing the command line using GetCommandLineA, and then checking if a certain argument is present. This was required due to how early the GameSDK dll was loaded (the g_CmdLine object was far from initialized in the engine). Due to the loader refactor, the commandline can be used directly after creation in the game's entry point (which is the time the SDK is getting loaded). Therefore, no copies of the command line are required anymore.
This commit contains the following changes:

- Correctly ordered the initialization, and deinitialization of systems (first init = last shutdown).
- Factored out command line string copy in favor of game's implementation.
- Factored the R5Reloaded emblem print into its own function.
- Removed 'SpdLog_PostInit()', we can now directly call DevMsg() once SpdLog_Init() has been called, the logger callback sink deals with the formatting of the output.
- Fixed a bug where the logger did not print the correct color for 'SYSTEM_WARNING' and 'SYSTEM_ERROR' in the external console.
- Fixed a bug where the command line did not work when the game wasn't launched with the '-launcher' parameter.
- Logs now equally appear on the external, and in-game console windows.
2023-07-01 01:20:47 +02:00
Kawe Mazidjatari
894eea12de Only force multiple when build in Debug
Debug only, required for reliable '_xxxx_dbg' CRT allocator function overrides.
2023-06-30 22:02:27 +02:00
Kawe Mazidjatari
99fe5b794a Make memoverride a separate lib
Else everything linked against tier0 will have to use the game's memalloc implementation, which requires it to run with the game process. Only limit this to DLL's that run with the game process.
2023-06-28 20:00:38 +02:00
Amos
939e101fe6 Properly override all malloc wrappers
This covers the entire source code, including thirdparty libraries if memstd.cpp is compiled.
Things left to be done:
- Utilize the debug methods of the CStdMemAlloc class by routing the debug variants to those.
- Move this to a standalone library, so tools and stuff not interfacing directly with the game engine can still link against tier0.
2023-06-28 10:03:10 +02:00
Kawe Mazidjatari
ef69611435 Replace memalloc calls throughout entire SDK
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.
2023-06-26 22:34:24 +02:00
Kawe Mazidjatari
708a249507 Internal memalloc replacement
This commit replaces the standard memalloc system with that of the game. This means we can share the same allocated memory objects between the game and SDK without having to use 'MemAllocSingleton()' and manually call the constructors/destructors. This also means we can create ConVar's and ConCommands in the global scope, and a bunch more cool stuff. The explanation in 'r5dev\loader\loader.cpp' documents the new loading system.
2023-06-25 11:37:52 +02:00
Kawe Mazidjatari
884decd090 Set default debugger parameters
The debugger can now be immediately invoked on all runtime projects after generating the solution without having to set anything up.
2023-06-24 15:46:56 +02:00
Kawe Mazidjatari
f2615b10de Improve CClient class structure
* Added structure for send/recv datablocks vtable.
* Mapped out CClient structure more.
* Fixed incorrect tick member offsets for CClient.
2023-06-22 00:33:00 +02:00
Kawe Mazidjatari
91ec38645c Formatting improvements in init.cpp
Make it easier to read on a vertical monitor.
2023-06-19 15:12:46 +02:00
Kawe Mazidjatari
0f9d12d506 Always pad 'build_id' field by 10
This is to maintain alignment, may it ever change.
2023-06-19 14:18:30 +02:00
Kawe Mazidjatari
a68a0c511a Log the SDK's 'build_id' under the emblem 2023-06-19 10:58:12 +02:00
Kawe Mazidjatari
acb68a559a Light optimization in engine logger sink
Only copy the string buffer our once.
2023-06-19 01:51:25 +02:00
Kawe Mazidjatari
f87fb2b2d6 Fix shutdown crash on debug builds
The destruction of these crashed due to dereferencing an invalid pointer. Not making them inline fixes the problem. This problem only occurred on debug builds, other build configurations were not affected.
2023-06-18 23:55:58 +02:00
Kawe Mazidjatari
165d80c541 Fix rare ImGui crash on shutdown
The 'DirectX_Init()' call was performed late in code, shortly after the window has been created (at this point all device objects and window handles are valid), but the 'DirectX_Shutdown()' call was performed on DLL_DETACH, which was way too late, as the objects were already destroyed at this point. This wasn't an issue before, as we created our own objects in the old DX code. But due to optimizations, we were using the same pointers as the game (noticeable performance boost), but did not adjust the shutdown to accommodate the changes. The shutdown is now performed while the device objects and window handles are valid. Code has been tested on Nvidia and AMD systems, and has confirmed to fix the aforementioned issues.
2023-06-18 22:16:43 +02:00
Kawe Mazidjatari
32c0e20e76 Init cURL with custom memory callbacks 2023-06-18 01:16:58 +02:00
Kawe Mazidjatari
3f8baf6f68 Allow setting compile options for specific targets
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.
2023-06-17 00:45:27 +02:00
Kawe Mazidjatari
51ea9c7c4f CUserCmd hardening
Fix several exploitable bugs in the CUserCmd class. Some of these have been used to exploit/cheat in-game. Fixes contain:
- Camera position clamping (the only patch that hasn't been tested yet!)
- Weapon activity exploit, allowing player to infinitely throw ordnances, and perform other 'cheats'.
- Akimbo exploit + server crasher, allowing client to set multiple inventory weapons as active. The active weapon index bounds were also not checked, a properly crafter CUserCmd message would therefore be able to crash the server.

Note that this does not fix all issues related to the UserCmd class; further reversing and testing revealed there is more to be fixed, these fixes will get implemented with a future commit.
2023-06-13 17:43:32 +02:00
Kawe Mazidjatari
3d18be9ebb Add splitscreen types to SDK
R5 'MAX_SPLITSCREEN_CLIENTS' appears to be max 1.
2023-06-03 18:10:32 +02:00
Kawe Mazidjatari
a8f7336d78 Fix default CFG file loading
After the CMake refactor, this became broken as the 'DEDICATED' define does not work in tier0 headers. These were the last ones; moved to the DLL project instead. This commit also fixes a bug where the command line file gets parsed twice, while there was already a global containing the args (initialized on DLL init).
2023-06-01 23:44:55 +02:00
Kawe Mazidjatari
8e379457bf Fix server code crasher in 'FireWeaponBolt'
The function 'FireWeaponBolt' calls 'CreateWeaponBolt' to create a bolt entity, but it can return NULL. 'FireWeaponBolt' does NOT check for NULL and derefs the pointer regardless. This rarely happens though; in all cases, it was caused by a defect in scripts. Code has been hooked to throw an engine error instead of crashing.
2023-05-31 23:58:10 +02:00
Kawe Mazidjatari
4c40114106 Fix incorrect format for error message box
Should use the formatted text, not the text with the context and colors concatenated to it.
2023-05-31 23:52:19 +02:00
Kawe Mazidjatari
e2338d8231 Disable client project
Disabled for now due to errors.
2023-05-29 21:11:36 +02:00
Kawe Mazidjatari
b4cc52c3d9 Rename protocol projects
Renamed
2023-05-29 21:11:17 +02:00
Kawe Mazidjatari
11f20348ac Move GdiPlus header to launcher PCH
Only used by the SDK launcher for the dashboard.
2023-05-26 21:53:25 +02:00
rexx
14e19f38ef fix compiling
compiling was broken due to some spdlog warnings being treated as errors incorrectly
2023-05-15 20:16:58 +01:00
Kawe Mazidjatari
552f5f750c Fix crash in 'CClient::ActivatePlayer'
Set the persistence fields to 'ready' in 'CClient::ActivatePlayer', before executing the rest of the function. Previously, it was set in 'CVEngineServer::PersistenceAvailable', but this is too late. The function 'FairFight_Init' was actually 'CClient::ActivatePlayer', and thus it has been moved to the correct file, and the old file defining it previously has been removed.
2023-05-15 17:19:18 +02:00
Kawe Mazidjatari
11864f8902 Add all public headers to CMake projects
Added all public headers to CMake projects, also moved some files around in the public directory. Translation units have been moved to the libraries that were responsible for implementing them, as this game is monolithic.
2023-05-15 14:47:03 +02:00
Kawe Mazidjatari
9f44bcc818 Treat compiler warnings as errors
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.
2023-05-15 09:44:26 +02:00
Kawe Mazidjatari
6a86ae2606 Cleanup CMakeLists files
Light cleanup in CMakeLists files. Split protocols and improve filter names.
2023-05-14 17:36:08 +02:00
Kawe Mazidjatari
d8ac2852ba Regenerate 'build.txt' after DLL project builds
This post build event function regenerates the 'build.txt' file after compiling the engine projects. It takes the branch name, commit hash (short), current time and time designator.
2023-05-14 12:03:16 +02:00
Kawe Mazidjatari
b57eb0c0c3 Set runtime directories for projects
Adjust the runtime directories, so they are identical to pre-cmake port.
2023-05-14 01:27:51 +02:00
Kawe Mazidjatari
59d8f970da Cleanup PCH files
Decoupled them to improve compile times.
2023-05-14 01:24:33 +02:00
Kawe Mazidjatari
67fb566dfb Compile launcher as separate library again 2023-05-13 20:03:42 +02:00
Kawe Mazidjatari
934819574b Fix missing lib in GameSDK and ClientDLL
Lib was commented, but should be part of the client only libs; moved.
2023-05-13 19:39:17 +02:00
Kawe Mazidjatari
8d38de1ce0 Move client only code from rtech libraries
Moved, and renamed to 'CreateTextureResource'. Reason for move was that the rtech libraries is used by server and client, and using this on dedicated requires linking directx libraries, as it has to be hooked (even when not used). Moved to client only code to avoid having to hook it. Material system is no longer linked to the dedicated server module, as nothing from it was getting used.
2023-05-13 18:03:48 +02:00
Kawe Mazidjatari
d9cc37914a Add server and client DLL to CMake projects 2023-05-13 17:48:19 +02:00
Kawe Mazidjatari
08384346bf Setup log callback sink for netconsole 2023-05-13 14:04:13 +02:00
Kawe Mazidjatari
5ba0beab40 Set stack reserve size for GameSDK project
Should match that of the game executable.
2023-05-13 10:46:54 +02:00
Kawe Mazidjatari
1ef573a9b2 Fix compile errors on Visual Studio 2017
Error: ''std::isdigit': no matching overloaded function found'.
2023-05-13 10:35:05 +02:00
Kawe Mazidjatari
d7ef449e15 Split RTech libraries 2023-05-13 10:34:23 +02:00
Kawe Mazidjatari
dcb22a5a13 Fix code crash caused by missing resource file
Crashes when the developer console gets invoked due to missing textures.
2023-05-13 01:49:31 +02:00
Kawe Mazidjatari
8dbc2024c6 CMake code improvements
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.
2023-05-13 00:14:53 +02:00
Kawe Mazidjatari
af21798a12 Fix crash caused by NULL Cbuf function pointers
Register was missing (code was moved elsewhere).
2023-05-11 21:05:09 +02:00