The string buffer was moved to the stack on a recent refactor, but the data must persist even outside the function scope. Moved back to class in form of a buffer.
If host status is set to offline after the server is launched, the browser would continue to broadcast the server. This patch makes sure that if the visibility has been set to offline, the server would no longer be broadcasted to the master server.
This patch splits host logic from CServerListManager. CServerListManager is actually meant for the client to manage the server list to which the client could connect to. The hosting logic has been moved to the new CServerHostManager class.
Previously, we stored all the hosting details in CServerListManager, with connection criteria in CPylon, this data has been moved over to CServerHostManager as well.
Previously, we also needed a mutex to access the server host data, function HostState_KeepAlive() has been refactored to the point this mutex is no longer necessary as the only threaded process is the actual request, the rest is being applied in the main thread. We also now only construct a NetGameServer_t struct if we actually plan to host.
Access to CPylon::m_Language is now also protected by a mutex, as the change callback of cvar 'language' and the threaded method 'CPylon::QueryServer()' are competing for access.
Made the style of the code more consistent. Not much logic-wise had changed during the refactor, but there are some.
Console:
* Removed m_bSuggestUpdate and the logic bound to it, this var was never set and the logic was never used. This was the initial workaround for resetting the autocomplete selection pos to kPark (-1), but this is currently done in a more mature way, but the old code was never removed
* CreateSuggestionsFromPartial() (previously, FindFromPartial()) would break if a ConCommand/ConVar was found that was already added in the list. Although this is an engine/sdk level bug, we shouldn't stop iterating there. Added an assert instead and made the loop continue.
* Removed member m_bCopyToClipBoard, this was used to check if the copy button was pressed, to copy the text the next frame. The copy now happens directly in the site of the Copy button which is a better approach.
* Due to the changes with removing m_bCopyToClipBoard, the mutex for m_colorTextLogger is now released right after rendering the color text to fully minimize blocking time between other threads.
Browser:
* Moved ImGui::Begin() call from RunFrame() to DrawSurface(), it fits better there and we can now also return false if the frame didn't render.
* Improved the "Broadcasting" text formatting when server browser is hosting and broadcasting without a server token (public server).
Both:
* Added virtual Shutdown() method.
ImGui drawing code now takes place in the main thread, a snapshot of the render data is created in CMaterialSystem::SwapBuffers(), and is being rendered in the render thread right before SpinPresent().
The reason why this was necessary, is because ConVar::GetString() isn't thread safe if its not marked FCVAR_MATERIAL_SYSTEM_THREAD or FCVAR_ACCESSIBLE_FROM_THREADS, and we used it for the console suggestions window, which iterates over every ConVar, accessible from threads or not.
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.
Properly implement the ConCommandBase and ConCommand classes so we could statically construct all ConCommand objects in the global scope of each translation unit, this way we don't need to put them in a global file and deal with preprocessor directives to compile then in/out for certain projects.
* Use CThreadFastMutex instead
* Rename ISurface to IDebugSurface to prevent a potential name collision with VGUI's ISurface iface if we ever add it
* Fix race condition when setting CPylon::m_HostIP from materialsystem thread, this has been dispatched to the main thread
* Marked 'pylon_matchmaking_hostname' FCVAR_MATERIAL_SYSTEM_THREAD as we use it in the server browser panel.
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.
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.
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.
They were all strings; changed them to what made most sense for each field type. Changes:
"hidden": string -> bool
"port": string -> int
"checksum": string -> uint
"playerCount": string -> int
"maxPlayers": string -> int
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.
Use CUtlVector, and remove every copy caused by passing vectors by value. CUtlVector does not support copying. Also removed all extraneous std::string copies caused by calling itoa instead of std::to_string, or std::stoll, etc. All features have been tested and work as designed.
On some compile runs, the 'LoadTextureBuffer' call is getting optimized out as 'ret' is only used for the assert statement, but on release, the assert statements does nothing and thus the compiler got rid of the call. This code should not be fired in this function, but rather in the initialization routine anyways. The code has been moved to 'CBrowser::Init', and the issue has been fixed.
* 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!
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.
The 'private' server icon did not load in release builds due to the call to 'LoadTextureBuffer' getting optimized away by the use of the const qualifier. Removing the qualifier fixed the bug.
Use 'GetNumClients' instead of iterating over the client array twice. Also fixed a bug causing the status bar only to display real clients, buts were never counted.
* Added missing mutex lock in 'CBrowser::UpdateHostingStatus' when host status is 'NOT_HOSTING'.
* Use server's remote checksum to test whether or not the checksum is valid, as this is the one that will be used for hosting.
* Construct 'NetGameServer_t' from the main thread instead, and dispatch back into separate thread for remote query.