These flags only exist in the respawn version of the engine. Renamed 'CNetChan::unknown_challenge_var' to 'CNetChan::m_nRealTimePackets'. This field counts the number of packets sent while the frame time wasn't prescaled with the 'host_timescale' cvar, see r5apex.exe+0x3093C0 (140309FC0).
Moved adapter vendor check to its own func, added a global which could be used to fully disable the low latency system. Also added groundwork for the (future) PCL stats implementation.
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.
Make sure we always have enough room for new execution markers. Engine normally truncates the head of the vector if out of room; we want to avoid it as this will cause the cookies to shift, and thus cause them to misalign with their respective commands.
Display the error to the user without having to open the developer console or terminal window. This patch also adds printing to COM_ExplainDisconnection (which has been stripped out of the retail binary).
They were all strings; changed them to what made most sense for each field type. Changes:
"hidden": string -> bool
"port": string -> int
"checksum": string -> uint
"playerCount": string -> int
"maxPlayers": string -> int
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
A mistake has been made, certain area's of the engine actually do allow strings larger than 128 bytes, just one routine that doesn't (console commands). Tokenizer only tokenizes it up to 512 bytes, so null all the other bytes past this. This still fixes the flaw mentioned in the comment at the place where the nulling happens.