Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.
This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).
Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
The server can exploit the client with these netmessages, therefore, sv_cheats shouldn't be used to toggle it. Create a cvar that the server and client have to enable individually to enable the system.
Only block 'CLC_SetPlaylistVarOverride' messages when cheats are disabled. The server still needs to be able to override client playlist vars (using 'SVC_PlaylistOverrides'). This isn't a problem, as on any disconnect, the client will reload its own bundled copy.
Check if the actual message type is 'TextMsg' before printing, since other data is binary and could be read as 'HUD_PRINTCONSOLE', 'HUD_PRINTCENTER', etc.. resulting in printing binary data. This fix permanently solves that problem. The check has also been applied to the 'ShouldReplayMessage' function.
This commit fixes an engine bug where netmessages are getting copied into the replay buffer, while these messages should never be replayed. The engine performs an internal check on 'CNetMessage::m_nGroup', and if its NOT 2, the message is getting copied into the replay buffer. All messages returning false in 'ShouldReplayMessage' are not getting copied into the replay buffer anymore. This exploit has been used in the past to route clients that were watching a replay to an arbitrary server, which essentially forms an info leak as the client attempts to connect to the arbitrary server on its own. The exploit also allows for some form of remote code execution, depending on if the client was launched in developer mode or not.
Fix exploitation vector that could be performed on the game client to submit commands to other game clients connected to the same server, specifically the 'OnPlayerAward' command. Base_CmdKeyValues now only works when sv_cheats is enabled. SVC/CLC_CmdKeyValues subclass 'Base_CmdKeyValues', so these messages are 'fixed' as well.
Always format with a newline if one is missing.
Calculate string size directly from 'ReadString' in 'SVC_UserMessage::ProcessImpl'.
Added additional asserts to detect code errors.
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.
* Use proper types reflecting assembly from the engine in 'CBitRead::Seek' (some values are 64bit, either changed by Respawn or the compiler used by Respawn).
* Confirmed changes made to NETMSG_TYPE_BITS (now 511 instead of 255) and NETMSG_LENGTH_BITS (now 12 which is 511 max instead of 255).
* Confirmed msg HUD types.
* Enforce NET_MIN_MESSAGE on 'SVC_UserMessage::Process'.
* Remove unnecessary padding and add proper symbols where padding was actually used.
Removed padding that was causing the structure to misalign with the game's one.
Enabled 'SVC_UserMessage::Process()' hook (function works properly after the structure alignment).
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.
* Added new function to CMemory allowing you to hook a virtual method from a virtual method table.
* Added SVC_Print Class
* Hooked SVC_Print::Process and print the messages the server sends.
*!! Still needs verification for earlier seasons.