298 Commits

Author SHA1 Message Date
Kawe Mazidjatari
9c4fb57fa7 R5Reloaded 2.3 emblem 2024-04-05 16:24:46 +02:00
Kawe Mazidjatari
909977452e Client token authentication implementation
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.
2024-04-05 16:24:45 +02:00
Kawe Mazidjatari
f8fe90874a Only compile signature results in dev mode 2024-04-05 16:24:45 +02:00
Kawe Mazidjatari
723052eb6f Improve CPU detection code
Structure now fully aligns with that of the engine, with exception of newly added fields for the SDK (new fields are marked in the structure definition).
2024-04-05 16:21:45 +02:00
Kawe Mazidjatari
804f96625b Move NVIDIA Reflex implementation to library function
Improve code, there will be more NVIDIA GeForce related stuff soon.
2023-09-12 00:08:46 +02:00
Kawe Mazidjatari
21093ca1a1 Implement NVIDIA Reflex Low Latency technology 2023-09-09 15:12:58 +02:00
Kawe Mazidjatari
b85003a9ac Replace JSON library with RapidJSON
Less copies and overall CPU time parsing/constructing JSON's as we are mostly still using string pointers rather than STL string container.
2023-09-07 11:17:05 +02:00
Kawe Mazidjatari
71b0781715 Utilize 'DevMsg()' for uncertain builds only
Only uncertain builds will contain DevMsg()/DevWarning() prints. For retail, Msg() and Warning() should be used instead.
2023-08-21 19:12:29 +02:00
Kawe Mazidjatari
822d9f2b19 CTextOverlay cleanup
Slightly improved performance, reduced number of copy constructions, reduced number of integral type casts by just using the CUtlVector class.
2023-08-07 22:10:06 +02:00
Kawe Mazidjatari
26c10dfd11 Restructure concommandbase classes
Move all classes deriving from ConCommandBase to a single file, and split out CCommand, CCvar, CCvarUtilities etc to their own files. This makes it possible to use CCommand and stuff in external tools without linker errors/warnings.
2023-08-04 14:32:06 +02:00
Kawe Mazidjatari
cb7d1b3709 Normalize module names
All lowercase.
2023-07-20 22:23:10 +02:00
Kawe Mazidjatari
e7a4a6f161 Make 3 versions of SigCache files
The 3 versions are now:
- cfg/server/startup.bin
- cfg/client/startup.bin
- cfg/startup.bin

The last one is used by the GameSDK. Bumped header version to 6.
2023-07-20 22:16:21 +02:00
Kawe Mazidjatari
a0f0b79266 Add callback for registering script constants, and added 'LISTEN_SERVER'
All listen server code should be compiled out of the scripts using 'LISTEN_SERVER'. The constant must have a non-null value.
2023-07-19 18:52:00 +02:00
Kawe Mazidjatari
193abdc18a Remove scriptfunc stubs
Not really ideal, needs a different solution.
2023-07-19 17:17:38 +02:00
Kawe Mazidjatari
ee1fdca7a9 Register admin panel/core server scriptfunc stubs for client.dll
Stubbed to avoid compile errors.
2023-07-19 16:19:34 +02:00
Kawe Mazidjatari
ddfaea6ce2 Fix client.dll loading
* Moved dedicated server command line parameter init to 'init.cpp'.
* Registered 'SV_Main' on the client, this is engine code (lower level 'local' server wrappers).
* Disabled registration of Weapon_Bolt, although this is shared game code, this particular file is only used for the SERVER at this moment.
* Added the '-noserverdll' command lien parameter to instruct our loader.dll to load the client.dll instead.
* Adjusted the loader and sdklauncher project to support the loading of client.dll.
2023-07-19 16:00:36 +02:00
Kawe Mazidjatari
ad6466fa6c Add 'engine_cl' project to SDK and fix compiler errors
The 'engine_cl' library defines 'CLIENT_DLL', which prunes server specific code. This is used for the 'client.dll' project. Also fixed a compile error in 'CClient::VActivatePlayer', as it used a server only cvar. Ideally, this entire file gets ifdef'd out for engine_cl, currently it doesn't matter as nothing gets compiled in.
2023-07-19 02:30:07 +02:00
Kawe Mazidjatari
d5f35349a8 Decouple script function registration
Nicely decouple them. Everything server and client are now grouped as they should. The Ui namespace has been merged with Client.
2023-07-19 02:12:56 +02:00
Amos
6e223d1730 Make shared code separate
The work is partial, and does not compile.
2023-07-18 21:05:29 +02:00
Kawe Mazidjatari
3637af34f6 Initialize the script register callbacks 2023-07-18 00:18:04 +02:00
Kawe Mazidjatari
e33b566f88 Split server and client into separate libs
Work in progress; does not compile!
Moved script registration function to static gamedll libs instead, and used a pointer callback approach for calling them to avoid duplicate symbols during linkage.
2023-07-18 00:17:49 +02:00
Kawe Mazidjatari
b84cfc2760 Optimize CMaterialSystem::Init() for dedicated
Hook 'CMaterialSystem::Init()', and only load the 'startup.rpak' file, as that's all we need. This pak file might also not even be needed on the server, but removing this requires rebuilding 'common_early.rpak' to drop all texture/material assets and their references. The dedicated server is now also linked to a newly added 'No-DirectX' version of the materialsystem for patching.
2023-07-17 11:54:14 +02:00
Kawe Mazidjatari
e140d57ef6 Add 'cinttypes' header to shared PCH 2023-07-15 16:24:40 +02:00
Kawe Mazidjatari
afb09e1d05 Cleanup CFG directory
Move to dedicated subdirectories.
2023-07-13 23:15:10 +02:00
Kawe Mazidjatari
6f441292d0 CModule construction optimization
Moved construction logic to separate method, and call that from constructor instead. When willing to change the entire context on the same object, you can now just call 'InitFromXXXX()'. Previously, a whole new object would be generated and copied into ours, and then deleted again.
2023-07-10 13:54:00 +02:00
Kawe Mazidjatari
8d78b3a7e8 More suitable way of obtaining module handles
The SDK module handle was available in DLL init, executable module can be retrieved with PEB.
2023-07-08 03:05:10 +02:00
Kawe Mazidjatari
434b04379a Light string formatting improvements
Nothing major this time around.
2023-07-04 22:36:29 +02:00
Kawe Mazidjatari
2ca1a290e2 Revert back to using verctors for detours
Enabling LTCG caused the emplacement order to be different, which is most likely due to additional optimizations for the binary search logic. Reverted to fix this bug.
2023-07-03 15:37:25 +02:00
Kawe Mazidjatari
7762c4b2ce Light refactor of the IDetour interface
- Use std::map for mapping vtables to interface objects, previously done with a set and a vector.
- Objects are no longer inline, which significantly reduced output code size as all redundant dynamic initializers (created for each translation unit) have been pruned.
2023-07-03 13:37:41 +02:00
Kawe Mazidjatari
56da0576a6 Make static to source file
Should be made static to avoid unwanted bloat in compiled output, as each translation unit will create a new initializer/destructor. -10KiB compiled code for GameSDK.
2023-07-03 02:27:09 +02:00
Kawe Mazidjatari
f6f3c7f9a2 More code cleanup
- Set character set to multi-byte (this is because the game is also build with it).
- Utility function 'FileExists' now takes a raw string pointer, this avoids having to construct a fs::path each time its getting called (which is quite a lot!).
- Performed overall cleanup to code containing logic to override load paths. Mostly removing unnecessary copy constructions.
2023-07-03 02:14:39 +02:00
Kawe Mazidjatari
8ea2eac0fc Move launcher/loader consts
Move to shared PCH as these are low level defines.
2023-07-02 02:46:58 +02:00
Kawe Mazidjatari
a82b4c950c Compute MHz instead 2023-07-01 21:45:32 +02:00
Kawe Mazidjatari
71148b691c Mark the build id yellow 2023-07-01 21:27:37 +02:00
Kawe Mazidjatari
d7245a04e4 Test recursive shutdown on global init bool
Test on this instead, it has to be unset anyways.
2023-07-01 11:20:44 +02:00
Kawe Mazidjatari
d37f12aa4f Don't recreate the command line
Don't recreate it in the engine (LauncherMain) if its already created in the SDK. This solution toggles a hybrid between creating it in the SDK, or in the engine when -noworkerdll is passed to the loader.
2023-07-01 02:11:39 +02:00
Kawe Mazidjatari
9e6b0e567f Port everything to CCommandLine
Before, we had to do a hack of capturing the command line using GetCommandLineA, and then checking if a certain argument is present. This was required due to how early the GameSDK dll was loaded (the g_CmdLine object was far from initialized in the engine). Due to the loader refactor, the commandline can be used directly after creation in the game's entry point (which is the time the SDK is getting loaded). Therefore, no copies of the command line are required anymore.
This commit contains the following changes:

- Correctly ordered the initialization, and deinitialization of systems (first init = last shutdown).
- Factored out command line string copy in favor of game's implementation.
- Factored the R5Reloaded emblem print into its own function.
- Removed 'SpdLog_PostInit()', we can now directly call DevMsg() once SpdLog_Init() has been called, the logger callback sink deals with the formatting of the output.
- Fixed a bug where the logger did not print the correct color for 'SYSTEM_WARNING' and 'SYSTEM_ERROR' in the external console.
- Fixed a bug where the command line did not work when the game wasn't launched with the '-launcher' parameter.
- Logs now equally appear on the external, and in-game console windows.
2023-07-01 01:20:47 +02:00
Kawe Mazidjatari
894eea12de Only force multiple when build in Debug
Debug only, required for reliable '_xxxx_dbg' CRT allocator function overrides.
2023-06-30 22:02:27 +02:00
Kawe Mazidjatari
99fe5b794a Make memoverride a separate lib
Else everything linked against tier0 will have to use the game's memalloc implementation, which requires it to run with the game process. Only limit this to DLL's that run with the game process.
2023-06-28 20:00:38 +02:00
Amos
939e101fe6 Properly override all malloc wrappers
This covers the entire source code, including thirdparty libraries if memstd.cpp is compiled.
Things left to be done:
- Utilize the debug methods of the CStdMemAlloc class by routing the debug variants to those.
- Move this to a standalone library, so tools and stuff not interfacing directly with the game engine can still link against tier0.
2023-06-28 10:03:10 +02:00
Kawe Mazidjatari
ef69611435 Replace memalloc calls throughout entire SDK
Global 'direct' usage of 'MemAllocSingleton()' has been jettisoned. Where possible, smart pointers were used instead. During the refactor, the following bugs were addressed and fixed:
- The virtual destructor of 'CCVarIteratorInternal' was NOT called on destruction.
- Class function 'KeyValues::MakeCopy' did NOT calculate the buffer size of the wide string correctly, the original calculation was 'len+1*sizeof(wchar_t)', but should've been '(len+1)*sizeof(wchar_t)'.

Some other code changes include:
- Tier0 include 'memstd.h' has been moved above all thirdparty includes, to make sure the memalloc functions get shadowed with ours in third party libraries as well.
- RPak file paths string literals are now defines.
- 'DestroyOverlay' has been refactored to match the assembly of the game.
2023-06-26 22:34:24 +02:00
Kawe Mazidjatari
708a249507 Internal memalloc replacement
This commit replaces the standard memalloc system with that of the game. This means we can share the same allocated memory objects between the game and SDK without having to use 'MemAllocSingleton()' and manually call the constructors/destructors. This also means we can create ConVar's and ConCommands in the global scope, and a bunch more cool stuff. The explanation in 'r5dev\loader\loader.cpp' documents the new loading system.
2023-06-25 11:37:52 +02:00
Kawe Mazidjatari
884decd090 Set default debugger parameters
The debugger can now be immediately invoked on all runtime projects after generating the solution without having to set anything up.
2023-06-24 15:46:56 +02:00
Kawe Mazidjatari
f2615b10de Improve CClient class structure
* Added structure for send/recv datablocks vtable.
* Mapped out CClient structure more.
* Fixed incorrect tick member offsets for CClient.
2023-06-22 00:33:00 +02:00
Kawe Mazidjatari
91ec38645c Formatting improvements in init.cpp
Make it easier to read on a vertical monitor.
2023-06-19 15:12:46 +02:00
Kawe Mazidjatari
0f9d12d506 Always pad 'build_id' field by 10
This is to maintain alignment, may it ever change.
2023-06-19 14:18:30 +02:00
Kawe Mazidjatari
a68a0c511a Log the SDK's 'build_id' under the emblem 2023-06-19 10:58:12 +02:00
Kawe Mazidjatari
acb68a559a Light optimization in engine logger sink
Only copy the string buffer our once.
2023-06-19 01:51:25 +02:00
Kawe Mazidjatari
f87fb2b2d6 Fix shutdown crash on debug builds
The destruction of these crashed due to dereferencing an invalid pointer. Not making them inline fixes the problem. This problem only occurred on debug builds, other build configurations were not affected.
2023-06-18 23:55:58 +02:00
Kawe Mazidjatari
165d80c541 Fix rare ImGui crash on shutdown
The 'DirectX_Init()' call was performed late in code, shortly after the window has been created (at this point all device objects and window handles are valid), but the 'DirectX_Shutdown()' call was performed on DLL_DETACH, which was way too late, as the objects were already destroyed at this point. This wasn't an issue before, as we created our own objects in the old DX code. But due to optimizations, we were using the same pointers as the game (noticeable performance boost), but did not adjust the shutdown to accommodate the changes. The shutdown is now performed while the device objects and window handles are valid. Code has been tested on Nvidia and AMD systems, and has confirmed to fix the aforementioned issues.
2023-06-18 22:16:43 +02:00