63 Commits

Author SHA1 Message Date
Kawe Mazidjatari
f6ac90f14b Engine: flip order of checks
Check for cvar or state first before checking the current thread. The cvar/state check is slightly cheaper.
2024-04-05 18:35:06 +02:00
Kawe Mazidjatari
b942db837c Engine: reimplement netmsg debuggers
Reimplement logic for cvars: "net_showmsg", "net_blockmsg", "net_showpeaks".
2024-04-05 18:33:09 +02:00
Kawe Mazidjatari
609d705a0c Tier1: static construction of ConVar objects during link time
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.
2024-04-05 18:13:32 +02:00
Kawe Mazidjatari
c786d86eae Engine: fix netchan bugs and add SendData()
Fixed bug in CNetChan::SendNetMsg() where the return value of INetMessage::WriteToBuffer() was not checked, nor did we return if the stream we added the message in was overflowed. If the function gets to the stage of writing the msg in the buffer, we need to return true only if we didn't overflow AND if the msg was successfully written. Also added a method for sending bitbuf data into stream of choice.
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
ee82d5d8e0 Tier1: move KeyValues class to Tier1
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
2024-04-05 17:42:05 +02:00
Kawe Mazidjatari
edc52ad669 IDetour: remove extraneous pointer assignments
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.
2024-04-05 17:19:32 +02:00
Kawe Mazidjatari
e2b508748d Server: improve extended client class
Use setters/getters and make members private and only accessible from CClient or CClientExtended.
2024-04-05 17:19:30 +02:00
Kawe Mazidjatari
e551e58a7d Server: rename 'ServerPlayer_t' to 'CClientExtended'
A more correct name + comments as to why this structure exists.
2024-04-05 17:19:30 +02:00
Kawe Mazidjatari
144d5f62e1 IDetour: code refactor
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.
2024-04-05 16:41:09 +02:00
Kawe Mazidjatari
6b246e0ce8 Netchan: comment out unused code 2024-04-05 16:21:45 +02:00
Kawe Mazidjatari
1323703251 Move process time rate limit back to caller hook
Move it back to caller hook instead of in the ProcessMessages function as there were crash reports when running the listen server. Moving this back solved the intermittent crash problem entirely while still rate limiting process time.
2023-09-16 22:03:39 +02:00
Kawe Mazidjatari
db6ccff8c2 Calculate processing time for each message 2023-08-28 02:45:37 +02:00
Kawe Mazidjatari
e8bffae822 Fix compiler error
Small rename.
2023-08-22 01:12:22 +02:00
Kawe Mazidjatari
c8752420a0 Use new Dev* logger functions
These get compiled in if IsCert() returns false.
2023-08-21 20:38:07 +02:00
Kawe Mazidjatari
de55d84795 Rebuild CNetChan::ProcessMessages()
Full rebuild for future 'proper' rate limit implementation.
2023-08-21 16:29:28 +02:00
Kawe Mazidjatari
a5d1de8ead Rename local variable 2023-08-20 13:50:59 +02:00
Amos
fe1cc93cff CNetChan::FlowNewPacket(): Add a comment and also check the other loop
Added 2 comments that speaks for them self's, and 2 additional checks for the second loop as I had triggered several cases where it would loop indefinitely still, as we break out of the parallel loop and continue into the old school loop for the remainder of the outSeqNr - currentIndex frames. This should fix all problems related to this function. After numerous of tests with varying arbitrary outSeqNr values that were vastly larger than the current packet flow index, the bug was no longer triggered. A similar test had also be performed were multiple clients would do this at the same time, and even then; the server frame time(s) remained identical and the whole thing never hung.
2023-08-18 21:24:35 +02:00
Amos
26da5fd503 Increment by 4, since loop does 4 frames at a time
Compensate for compiler optimizations performed on CNetChan::FlowNewPacket().
2023-08-18 15:03:56 +02:00
Amos
2caccf6c91 Fix bug in CNetChan::FlowNewPacket()
Loop runs for 'CNetChan::m_nOutSequenceNr' frames, with no bounds. A corrupt or invalid packet will hang the engine for several seconds.
2023-08-18 13:06:00 +02:00
Amos
4f2a9601b4 Rebuild CNetChan::FlowNewPacket()
Rebuild for a future bug fix.
2023-08-18 12:47:16 +02:00
Amos
174f9b46f3 Fully map out net frame and flow structures
Mapped out 'netframe_header_s', 'netframe_s', and 'netflow_s' entirely.
2023-08-18 02:33:41 +02:00
Amos
3c36b606f0 Add function for checking if there's still pending data in reliable waiting buffers 2023-08-16 00:15:01 +02:00
Amos
9e899084e9 Make netchan getters/setters inline
Simple enough to be inline, also added additional assertions to methods getting from CNetChan::m_DataFlow.
2023-07-12 17:43:55 +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
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
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
58f8bae127 Add CNetChan methods to SDK
Added 'CNetChan::CanPacket' and 'CNetChan::SendDatagram'.
2023-06-03 18:19:28 +02:00
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
17c8a5e49c Add const getter for 'CNetChan::remote_address'
Return as const reference.
2023-04-30 11:11:33 +02:00
Kawe Mazidjatari
4ec8e67d9b CNetChan: Getters improvements
* Allow for requesting address base only.
* Added new getter 'GetPort'.
2023-04-30 01:24:45 +02:00
rexx
dca27475ec (re)implement sv_alltalk
Rebuilds SV_BroadcastVoiceData with an additional check of "sv_alltalk" cvar to disable team checking, allowing for servers to enable global voice chat
2023-04-29 11:11:10 +01:00
Kawe Mazidjatari
367b2cf5bc Renames and new setters for CNetChan
* Renamed hooking class to 'VNetChan'
* Added new setters for setting the remote frame times, and the remote server CPU statistics.
2023-02-18 00:05:55 +01:00
Kawe Mazidjatari
06698bea33 Implement 'CNetChan::GetTimeConnected'
'CNetChan::GetConnectTime' has been removed in favor of 'CNetChan::GetTimeConnected'.
2023-02-15 20:49:14 +01:00
Kawe Mazidjatari
6df498e5c8 Rename 'v_netadr_t' to 'netadr_t'
Name was used for compatibility reasons. No longer necessary.
2023-01-29 15:12:27 +01:00
Kawe Mazidjatari
a618990937 Detour code refactor
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.

TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
2023-01-25 02:26:52 +01:00
Kawe Mazidjatari
277e05b2b8 Improve logging throughout SDK
Used proper enum for context. The low level tier1 stuff should print in COMMON.
Also added newlines where missing, the logging system will undergo a change where a newline will only be appended if we are logging in the same context without a newline.
2022-11-25 23:03:56 +01:00
Kawe Mazidjatari
793c2e8e50 Rename 'Reputation_t' enumerant 2022-09-20 02:04:25 +02:00
Kawe Mazidjatari
dcc2c6224b Improve NetChan process time limit
* Check if m_MessageHandler is removed before running limit test.
* Add warning DevMsg if client exceeds value.
* Default 'net_processTimeBudget' value to '200'.
2022-09-20 02:00:52 +02:00
Kawe Mazidjatari
58cadb529b 'Bad behaving player' systems improvement
* 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).
2022-09-19 01:28:43 +02:00
Kawe Mazidjatari
fdd74aa622 Implement net message processing budget
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"'.
2022-09-18 23:19:50 +02:00
Kawe Mazidjatari
4ec7239b57 Add 'CNetChan::ProcessMessages(..)' hook body
Compat from S0 to S7.
2022-09-17 23:34:36 +02:00
Kawe Mazidjatari
851682ab89 Fix most compiler warnings 2022-08-14 18:35:01 +02:00
Kawe Mazidjatari
88b3336758 Many small code improvements and optimizations
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
2022-08-11 11:07:45 +02:00
Kawe Mazidjatari
b3ed5d4052 Fix client.dll compile errors
Stripped more server only stuff from client.dll.
2022-07-21 15:13:48 +02:00
Kawe Mazidjatari
4b72afb74f Light refactor for logging
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.
2022-05-25 14:18:29 +02:00
Kawe Mazidjatari
62f3108909 Cleanup 'NET_DisconnectClient()' 2022-05-21 18:56:56 +02:00
Kawe Mazidjatari
2dcbf59041 Move ConVar/ConCommand stuff to tier1 instead and cleanup KeyValues/KeyValuesSystem 2022-04-09 16:16:40 +02:00
Kawe Mazidjatari
36a9c2779b Fix debug dll assertions
+ cleanup/optimizations
2022-04-06 00:49:17 +02:00
Kawe Mazidjatari
6feb41c285 Partial CNetChan class rebuild and implementation (see description)
* 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.
2022-04-02 02:48:54 +02:00
Kawe Mazidjatari
b1a806dccb Rename 'GAMECLIENTONLY' definition to 'CLIENT_DLL' 2022-03-27 22:17:30 +02:00