Client's can run string commands on the server with no rate limit. This means when you run 50k+ commands that are unknown, or spam 30k 'status' commands, you will be able to hang the server for 800/1200ms (15k/30kms if script printing to console is enabled!). Although the netchan processing budget system will kick you, the damage has already been done at this point. This change effectively breaks the ability to DOS the server from the client using networked string commands.
In easier words; binding 'status' to your mousewheel will get you kicked from the server, without hitching the server.
* Use 'CClient::Disconnect(..)' for all kicks and bans (this automatically clears the entire CClient slot, and removes the net channel).
* Only force disconnect when 'CNetChan::m_nSignonState' has a value that is not NULL.
* Clear the ServerPlayer slot on 'CClient::Disconnect(..)' and 'CClient::Connect(..)'.
* Only kick player for NetChannel overflow when value exceeds processing budget (not equals).
Implement net message process budget (channel gets removed if value is exceeded).
Use 'net_processLimit' to enable the implementation on the server. It will get enabled by default after testing and some cleanup. This helps against people trying to slow the server down by spamming net messages with a higher rate, e.g. using 'bind "mousewheel_up" "status"'.
CVEngineServer::IsPersistenceAvailable() is inline with Persistence_SetXP in S0 and S1. the virtual function never gets fired.
The approach for S0/S1 will call CVEngineServer::IsPersistenceAvailable() when Persistence_SetXP() is ran (the first function to ever use pClient->m_nPersistenceState after the SendServerInfo query).
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.
Moved server/client headers and implementations into dedicated subfolder.
Renamed Some classes to match the game binary (e.g. CBaseClient is now CClient).
Removed redundant files.
* Add ConVar to allow user to set/unset FCVAR_DEVELOPMENTONLY ConVar's (default behavior would never be hit without this ConVar).
* Add icons to display the flags of a certain CommandBase.
* Fixed Dear ImGui not displaying images correctly (descriptor needs DXGI_FORMAT_R8G8B8A8_UNORM_SRGB due to the nature of this game).
* Dynamically obtain buffer sizes of resources taken from modules.
* Light SDK cleanup.
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
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
* Adapt codebase to new class to reduce rune-like code.
* Fixed several bugs where the global CClient pointer was used instead of the instance in question to issue bans and display information about a certain client in CBanSystem and Pylon.
* Upgraded CBanSystem and Pylon to use IPv6 instead (including IPv4 mapped IPv6 addresses). This breaks all existing banlist files! All bans have to be re-issued or the existing file has to be updated to use IPv4 mapped IPv6 addresses and renamed to 'banlist.json', and moved to the root of the 'platform' folder.
* Load server VPK's instead of client VPK's on standalone servers
* Dynamically search for 'g_bDedicated' global boolean instead of hardcoded address
* Add 'PatchString' to memory class
* IVEngineServer::PersistenceAvailable() only sets the persistence var in the CClient struct when 'g_bIsPersistenceVarSet[clientidx]' is false. It sets it to true when a client connects and the var has been set. The var gets reset on any disconnection, and 'g_bIsPersistenceVarSet[clientidx]' gets set to false by CBaseClient::Clear()
* current Origin globals are already cross season compatible.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.
* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.
* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.
* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').
* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.
* Server will print out more details about the connecting client.
* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console
* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).