550 Commits

Author SHA1 Message Date
Kawe Mazidjatari
a9338455aa Fix ImGui window procedure handler crash on shutdown
When and after 'Host_Shutdown()' is called, the window handle is still valid, thus the handler still gets called. This gets destroyed in 'OnShutdown()' called from 'CEngineAPI::RunListenServer()'. But we do shutdown the ImGui implementation in 'Host_Shutdown()'... Therefore, we should check if the implementation is initialized or not before running the window procedure handler.
2023-06-19 14:03:23 +02:00
Kawe Mazidjatari
abe68def03 CMDLCache code improvements
Slightly mapped out the CMDLCache class, to the point the pointers to its members are no longer needed. Also fixed a bug were the studiodata pointer was dereferenced before checking if its not null, this check did exist, but was performed too late. Fully implemented the CUtlDict class for m_MDLDict. Slightly optimized the initialization of the error model handles.
2023-06-19 13:53:56 +02:00
Kawe Mazidjatari
d2fca23cf5 Fix typo in address logger
Technically not a pointer internally.
2023-06-19 01:46:05 +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
Kawe Mazidjatari
d5039de251 Make inline
Make them inline as these are just single member getters/setters.
2023-06-18 22:06:25 +02:00
Kawe Mazidjatari
b8304e116c Sync wrong field name with IDB
Synced with correct field name.
2023-06-18 17:21:25 +02:00
Kawe Mazidjatari
a33f569ad5 Proper fix for playlists reloading on disconnect
This fixes a crash/exception that would occur when getting disconnected from your own listenserver due to the playlists reload task dispatch. Moving this to client only code, in the disconnect routine (post disconnect) fixes this problem.
2023-06-18 17:13:42 +02:00
Kawe Mazidjatari
f5151a74cf Add comments to 'SV_CheckForBan'
Some stuff was unclear and took a minute to understand again, these comments fixes this problem.
2023-06-18 17:13:42 +02:00
Kawe Mazidjatari
efe119a5f2 Remove unnecessary parentheses from check in 'CHostState::FrameUpdate'
Unnecessary.
2023-06-18 17:13:42 +02:00
Kawe Mazidjatari
3f8baf6f68 Allow setting compile options for specific targets
Previously, it was all controlled from the global init (applied to all projects), but some projects need different options. With these changes, you can disable the common options applied in the 'add_module' macro, and set your own if desired.
2023-06-17 00:45:27 +02:00
Kawe Mazidjatari
2ae8a74ad9 Remove duplicate call to 'CNetChan::SetChoked()'
Should only be called if client is active.
2023-06-05 08:07:04 +02:00
Kawe Mazidjatari
9f2b1b1bb5 Improve CL_Move rebuild
Ported the logic from the more recent builds into the SDK rebuild. Note that this isn't all that has changed in the live builds, but were the only things worth porting back. Frame times are now properly clamped on the client. Some testing revealed that the movement now feels identical to the live version of the game, which was the target. This commit also fixes a bug in CL_Move were the datagram was not send, and the next cmd time wasn't set if the client was NOT active, while it should have.
2023-06-05 00:27:36 +02:00
Kawe Mazidjatari
bba1cdd8b2 Fix dedicated server compile errors
These files should have been placed into the client only group.
2023-06-04 11:19:30 +02:00
Kawe Mazidjatari
1afa75fec3 Fix >190FPS input system/simulation problems
Function 'CL_Move' has been fully rebuild in the SDK. Originally, the game checked if the delta time exceeded an amount defined by an immediate value, and dropped usercmd's if that was the case. This logic has been replaced with a more dynamic solution, and the console variable regulating this ('fps_input_max') is set to 200.0 by default (the same as the fix applied in the Season 9.1 Genesis update). This function also has been slightly optimized by removing duplicate operations that were performed in the original function. A second fix has been applied to 'CInput::JoyStickApplyMovement' that was also found changed in the Season 9.1 Genesis executable. In that function, an extraneous clamp was performed on the frame time causing viewstick problems when usercmd's get dropped in CL_Move.
2023-06-03 21:20:23 +02:00
Kawe Mazidjatari
b567d8d74f Add 'CHLClient::CreateMove' to SDK 2023-06-03 18:21:13 +02:00
Kawe Mazidjatari
58f8bae127 Add CNetChan methods to SDK
Added 'CNetChan::CanPacket' and 'CNetChan::SendDatagram'.
2023-06-03 18:19:28 +02:00
Kawe Mazidjatari
693b378618 Remove left over function declaration
This function no longer exists.
2023-06-03 18:11:59 +02:00
Kawe Mazidjatari
cf3688a164 Add 'host_initialized' to SDK
Should had been part of commit '19df5a18'.
2023-06-03 18:11:20 +02:00
Kawe Mazidjatari
3d18be9ebb Add splitscreen types to SDK
R5 'MAX_SPLITSCREEN_CLIENTS' appears to be max 1.
2023-06-03 18:10:32 +02:00
Kawe Mazidjatari
3d80049ad4 Fix incorrect padding in CFrameSnapshot
'CFrameSnapshot::m_TickUpdate::m_nCommandTick' was at 0x44, the shifting was fixed by removing the extraneous padding.
2023-06-03 18:08:16 +02:00
Kawe Mazidjatari
cef62d7f4d Properly implement 'CClientState::IsPaused()'
Should check if host is initialized, and if the VGui system is paused as well. Also added 'CClientState::GetFrameTime()'.
2023-06-03 18:06:35 +02:00
Kawe Mazidjatari
840c6c869b Add 'IsDedicated()' inline 2023-06-01 22:54:47 +02:00
Kawe Mazidjatari
619bbd161c Fix stringcmd replay exploit
This commit fixes an engine bug where netmessages are getting copied into the replay buffer, while these messages should never be replayed. The engine performs an internal check on 'CNetMessage::m_nGroup', and if its NOT 2, the message is getting copied into the replay buffer. All messages returning false in 'ShouldReplayMessage' are not getting copied into the replay buffer anymore. This exploit has been used in the past to route clients that were watching a replay to an arbitrary server, which essentially forms an info leak as the client attempts to connect to the arbitrary server on its own. The exploit also allows for some form of remote code execution, depending on if the client was launched in developer mode or not.
2023-05-30 23:01:46 +02:00
Kawe Mazidjatari
04856caf05 Display and host using playlists instead of gamemode
This should show the actual playlist rather than the gamemode.
2023-05-29 21:13:28 +02:00
Kawe Mazidjatari
054b123004 Don't load certain lumps for dedicated
This significantly reduces disk size, and also reduces memory usage.
2023-05-29 01:03:27 +02:00
Kawe Mazidjatari
78a962ed2f CMapLoadHelper: ctor cleanup
Slightly improved code, actual functionality hasn't changed.
2023-05-26 21:54:24 +02:00
Kawe Mazidjatari
f122e856fb Determine whether or not to newline
Errors/warnings should be newlined, even if engine code doesn't provide it.
2023-05-22 23:17:50 +02:00
Kawe Mazidjatari
bafaa1b7de Remove unused enum 2023-05-22 22:46:18 +02:00
Kawe Mazidjatari
b75c32903f Allow lumps to be read from filesystem cache
Only certain lumps can be cached; see switch case in 'IsLumpIdxCachable'. Attempting to load anything else from cache results in a code crash or invalid data.
2023-05-22 22:40:27 +02:00
Kawe Mazidjatari
4c6840be6c Light cleanup for 'CMapLoadHelper' ctor 2023-05-22 12:08:02 +02:00
Kawe Mazidjatari
2d0c033f95 Fix LUMP_GAME_LUMP not loading from the disk
Last lump to not load from the disk, see function 'AddGameLump' for details as to how this is performed.
2023-05-21 18:08:07 +02:00
Kawe Mazidjatari
27925d3b7d Fix compiler warning causing compile errors
Unused initialized local variable.
2023-05-21 01:59:37 +02:00
Kawe Mazidjatari
ecf7f973f8 Allow to load all lumps from disk
This commit allows for loading all lumps from disk, if the m_bExternal var is set, it also attempts to load the lumps listed in the function 'IsLumpTypeExternal' from the cache, but through a different code path, which causes a crash. Setting this to false allows for loading it in the ctor.
2023-05-20 21:44:53 +02:00
rexx
66f52dea23 fix missing valid external lump check
bsp_lump loading was missing a check for if the lump is supposed to be able to load from disk

also removes VERTEX lumps from loading from disk due to crashes that occur when they are kept
2023-05-20 14:54:00 +01:00
rexx
d7f0de9d40 fix external bsp_lump loading
previously the lump data was being freed immediately after loading. this sets m_pRawData to nullptr so that doesn't happen
2023-05-20 13:49:12 +01:00
Kawe Mazidjatari
4297cd9ce3 Experimental BSP_LUMP loading hook
The 'CMapLoadHelper' constructor has been rebuild to load lump files too (if they exist). Currently, the game only reads the packed BSP file, or lumps if they exist in the filesystem cache. The newly added logic also reads them from a file. This is currently broken, most likely due to alignment problems. Experimental.
2023-05-20 14:06:36 +02:00
Kawe Mazidjatari
44edef1724 Add BSP types
Type 'StaticPropLump_t' has been moved to 'gamebspfile.h'.
2023-05-20 14:03:44 +02:00
rexx
d521c67367 Hook CMapLoadHelper ctor
This will be used for enabling bsp_lump file loading in the future
2023-05-19 20:21:11 +01:00
Kawe Mazidjatari
53788d5ba5 Potential fix for intermittent crash during playlists reload
This should fix a rare crash that happens when the playlists file is reloaded during disconnect. The client fetches the playlists from the server on connect. On disconnect, we want to reload the one from the client so that if the player want's to create his own game, that he would have his own playlists. The fix is to delay the reload of the playlists file to the beginning of the next frame.
2023-05-16 00:44:59 +02:00
Kawe Mazidjatari
8acfad5556 Fix aligned memalloc singleton
Properly fix the aligned memalloc singleton in the SDK; the implementation now uses a callback based approach for calling the allocator and deallocator.
2023-05-15 20:47:17 +02:00
Kawe Mazidjatari
7ddd33c8de Force name consistency
Renamed to just 'netconsole' as it was phrased like that throughout other files.
2023-05-15 18:00:51 +02:00
Kawe Mazidjatari
552f5f750c Fix crash in 'CClient::ActivatePlayer'
Set the persistence fields to 'ready' in 'CClient::ActivatePlayer', before executing the rest of the function. Previously, it was set in 'CVEngineServer::PersistenceAvailable', but this is too late. The function 'FairFight_Init' was actually 'CClient::ActivatePlayer', and thus it has been moved to the correct file, and the old file defining it previously has been removed.
2023-05-15 17:19:18 +02:00
Kawe Mazidjatari
11864f8902 Add all public headers to CMake projects
Added all public headers to CMake projects, also moved some files around in the public directory. Translation units have been moved to the libraries that were responsible for implementing them, as this game is monolithic.
2023-05-15 14:47:03 +02:00
Kawe Mazidjatari
9f44bcc818 Treat compiler warnings as errors
Treat them as errors globally. Most of the time a warning is a bug, or problem in code that could be solved in a different (better) manner. Thirdparty code have this disabled. The warnings as errors option can be globally disabled through the CMake GUI, but this is not recommended.
2023-05-15 09:44:26 +02:00
Kawe Mazidjatari
904976e4f5 Move shared files from server 2023-05-13 22:54:15 +02:00
Kawe Mazidjatari
67fb566dfb Compile launcher as separate library again 2023-05-13 20:03:42 +02:00
Kawe Mazidjatari
b94a9dcd7c Add dedicated server engine library
Added to CMake projects.
2023-05-13 17:48:00 +02:00
Kawe Mazidjatari
8dbc2024c6 CMake code improvements
Use the 'add_module' macro to add modules without creating duplicate code. This macro also takes a reuse PCH as parameter, so modules that need a precompiled header, could reuse those from different targets that compile them. This commit also restructures the group order of the generated solution files for easier code navigation.
2023-05-13 00:14:53 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00
Kawe Mazidjatari
359820615f Move low level code to tier0/tier1
Moved to tier0/tier1 so it could be compiled into a static library in the future.
2023-05-06 22:59:01 +02:00