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.
Class is slightly modified; it uses 2 CBlob pointers instead of a single CBlob member. CUtlMemoryPool::m_pHeadOfFreeList is also replaced with the new CUtlMemoryPool::m_pPrev pointer. Code has been modified to accommodate this change and aligns with the assembly code of r5.
Code is based on Valve's implementation, with the following changes:
- Usage of 64bit signed size types.
- Usage of const where possible.
- Removal of field 'CCommandBuffer::m_nLastUsedArgSSize'.
Removed all extraneous copies by adding the class 'InterfaceReg' which will construct a new interface, and link it to the engine's static register. The Source Engine macro 'EXPOSE_INTERFACE_FN' will help utilizing this. The game module from the plugin is not obtained through the process environment block, so the executable is no longer sensitive to names.
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.
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.
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.
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.
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!