Code actually doesn't need to be ran in the server frame thread. All the code really does is preparation work. Run it in the main thread but do join the server frame thread (FCVAR_SERVER_FRAME_THREAD) as we can't do concurrent work on the server VM.
Previously we did sq_pushroottable() and a subsequent sq_call() after compiling the text buffer, but this didn't work for code that was threaded, or using Get/SetNetVar* functions.
The second issue was that the callback for the "script" command was ran in the main thread. Server script should always run in the server frame thread, the Set/GetNetVar* functions check thread id to retrieve the correct VM context, so running server script from the main thread ended up with Set/GetNetVar* functions retrieving the client VM context rather than server's, causing undefined behavior.
Script commands are now queued to the server frame thread, ultimately fixing this bug.
Also fixed a small bug with function 'sq_compilebuffer()'; it takes an extra argument but this wasn't taken into account in the SDK.
sq_getstring and sq_getinteger are now properly implemented (code matches squirrel code, and generated assembly matches that of the game). Adjusted call sites to accommodate the new implementation and added a few extra checks. Also added:
* sq_getfloat
* sq_getbool
* sq_getthread
Marked convars/concommands as FCVAR_SERVER_FRAME_THREAD and removed main thread dispatching code and comments that are no longer in effect. In the RCONServer execute handler, a ThreadJoinServerJob() is placed if the commandbase is flagged FCVAR_SERVER_FRAME_THREAD since RCON dispatches the command, or sets the convar directly.
Must always check for internal error before returning out of a script function. The macro SCRIPT_CHECK_AND_RETURN will deal with this. Replaced all returns in each script func.
This patch removes a lot of old code. Context is now exclusively grabbed from the CSquirrelVM instance. This patch also comes with a few new types: SQArray and SQTable!
The implementation also allows pushing Vector3D's on the stack, but these are handled slightly differently.. The largest field in tagSQObjectValue is 8 bytes, Vector3D is 12 bytes unaligned, but the tagSQObjectValue field in the tagSQObject struct is aligned to a 8 byte boundary while the field prior is only 4 bytes, Vector3D starts right after the type field in the tagSQObject (at the padding) to keep the whole structure the same size, therefore a new field has been added in between the padding (_pad) with a simple Vector3D accessor.
Also added a hook to allow registering proper script enums.
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.
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
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.