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.
The CPackedStore class now heavily relies on the engine's FileSystem and KeyValues API. Since its part of the engine, it would make more sense to utilize the engine's features instead. It also allows for easier modifications.
* The logic behind the build process hasn't changed.
* Log all mounted/unmounted VPK files.
* Add command for unmounting a VPK file.
* Increased logging buffer size to 4096 for all loggers that weren't updated to this yet.
* Fix all compiler error for GameSDK on S0 and S1.
* Remove some unused patterns and globals (launch performance gains of 100ms).
* Remove most duplicate patterns.
* Relocate globals from engine to a more appropriate location.
* Renamed some unknown vars to a more appropriate name (most of these where obtained a while back, but as we reversed more parts of the engine, some of these vars become known).
* Renamed some vars to fit the naming convention used in the SDK.
* Fixed pattern debug logging using the wrong pointer, thus displaying the wrong address.
Implement VFTable's to interface with engine (for the most part mapped out, only the new VPK methods needs further reversing).
This exposes a good majority of the FileSystem implementation of the engine, to the SDK.
* Added method 'FPrintf'.
* Shifted indexes back by 2 if <GAMEDLL_S3 (Anything <S3 doesn't have the 2 FeatureFlags initialization methods which shifts everything past index 10 back by 2).
g_pFullFileSystem is a pointer to g_pFileSystem_Stdio in the compiled module.
Inherit CBaseFileSystem for CFileSystem_Stdio (second VFTable pointer).
Additional cleanup.
* Added vftable interface for 'IFileSystem::RemoveSearchPath'.
* Added hook for 'CBaseFileSystem::AddSearchPath'.
* Added hook for 'CBaseFileSystem::RemoveSearchPath'.
* Added method in KeyValues for loading a KV file and parsing it via the game exe (loads from cache, vpk and disk).
* Added method in KeyValues to parse GameInfo.txt when the engine loads this.
* Added proper pointer to g_pFileSystem_Stdio.
* Renamed existing one to g_pFullFileSystem (correct name).
* Obtain g_pFileSystem from the same constructor as g_pFileSystem_Stdio.
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).
Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).
Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
* Move most definitions to implementation file to avoid recompiling whole program for small changes
* Pass strings by reference for where possible.
* Split Module class to dedicated file.
* Add const qualifiers to all eligible methods for address/module class
* Some renaming
* Added 2 new FileSystem pointers with new features in their classes.
* Register all factory instances created by the GameDLL in the SDK.
* Added new command 'fs_mount_vpk' to mount a specified VPK file.
* Renamed 'fs_decompress_pak' to 'fs_unpack_vpk'.
* Some renaming of Factory and VPK types.
* Some light optimizations/cleanup.