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Marked convars/concommands as FCVAR_SERVER_FRAME_THREAD and removed main thread dispatching code and comments that are no longer in effect.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.
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.
- Added command line parameter '-modsystem_debug' to allow debugging during init, as we initialize before the first Cbuf_Execute() call (responsible for executing command line post engine init).
- Added warning to 'CLocalize::LoadLocalizationFileLists', when a mod localization file fails to load.
- All mod instances are now added to a single vector, but their 'state' determine whether or not they are enabled. This allows for toggling them on while in-game in the future, without having to rebuild the engine mod list.
- Changed all filesystem calls to use that of the engine instead.
- Changed all container types to valve ones, to maintain compatibility with the filesystem of the engine, and perhaps other things in the future.
- Forced all loads/writes to "PLATFORM" path (this is where the 'mods' folder resides).
- Forced localization files to be only read from the mod instance's directory.
- Allocated each mod instance dynamically, and stored their pointers in the modlist vector to reduce memory overhead during the move operation to modlist, and potential growth of modlist vector (which if required, will reallocate everything, and thus move it all. This especially is expensive with nested vectors (CUtlVector anly supports being nested as a pointer)).
Find regex pattern:
inline auto ([a-zA-Z0-9_]+) = ([a-zA-Z0-9_]+)\.RCast<([a-zA-Z0-9_:<>*]+) *\(\*\)\(([^)]*)\)>\(\);
Replace regex pattern:
inline $3(*$1)($4);
This commit also removes the unnecessary initialization (which was required to type the auto variables),
and therefore removed 6kb of unnecessary dynamic initialization code.
Reason parameters are optional. For scripts, to use the default message, pass in an empty string. The function for the script system should be centralized soon to avoid more duplicate code.
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.
Properly fix the aligned memalloc singleton in the SDK; the implementation now uses a callback based approach for calling the allocator and deallocator.
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.
These preprocessor directives are invalid, as 'vscript' gets compiled as a standalone library. Compile everything (this doesn't cause an issue if its on the server or client).
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.
* 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!
this is a temporary fix for the incorrect g_pAlignedMemAlloc behaviour
g_pAlignedMemAlloc is supposed to be a pointer to a struct of 2 functions, but it is a pointer to a class with a virtual function table, causing invalid function addresses
This causes an access violation on this call
This should be fixed properly in the future
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.