* Fix all compiler error for GameSDK on S0 and S1.
* Remove some unused patterns and globals (launch performance gains of 100ms).
* Remove most duplicate patterns.
* Relocate globals from engine to a more appropriate location.
* Renamed some unknown vars to a more appropriate name (most of these where obtained a while back, but as we reversed more parts of the engine, some of these vars become known).
* Renamed some vars to fit the naming convention used in the SDK.
* Fixed pattern debug logging using the wrong pointer, thus displaying the wrong address.
* Use proper types reflecting assembly from the engine in 'CBitRead::Seek' (some values are 64bit, either changed by Respawn or the compiler used by Respawn).
* Confirmed changes made to NETMSG_TYPE_BITS (now 511 instead of 255) and NETMSG_LENGTH_BITS (now 12 which is 511 max instead of 255).
* Confirmed msg HUD types.
* Enforce NET_MIN_MESSAGE on 'SVC_UserMessage::Process'.
* Remove unnecessary padding and add proper symbols where padding was actually used.
Addressed:
* 'Expression: vector subscript out of range' (we only ever ensured capacity upon construction).
* Compiler error as AssertMsg1 is unimplemented, used Assert instead.
* Implemented robust length-prefix framing logic for non-blocking sockets (previously used character sequences to determine length, but you cannot use character sequences on protocol buffers as its binary data. This logic should fix all problems regarding some commands not getting networked properly to the server and stuff not getting printed on the client).
* Increased buffer size to std::vector::max_size when netconsole is authenticated (MAX_NETCONSOLE_INPUT_LEN still remains enforced on accepted but not authenticated connections to prevent attackers from crashing the server).
* Process max 1024 bytes each recv buffer iteration.
* Additional optimizations and cleanup.
New member: header->offMeshEnds (this is used in Detour_LevelInit which sets fields to -1 starting at the pointer to end of offMeshCons array).
Currently set to 0 so the paths in opcodes.cpp could be disabled.
CVEngineServer::IsPersistenceAvailable() is inline with Persistence_SetXP in S0 and S1. the virtual function never gets fired.
The approach for S0/S1 will call CVEngineServer::IsPersistenceAvailable() when Persistence_SetXP() is ran (the first function to ever use pClient->m_nPersistenceState after the SendServerInfo query).
Removed padding that was causing the structure to misalign with the game's one.
Enabled 'SVC_UserMessage::Process()' hook (function works properly after the structure alignment).
Check for 'vpk\\server_mp_common.bsp.pak000_000.vpk' presence instead of 'vpk\\client_frontend.bsp.pak000_000.vpk' absence before switching to server VPK's.
Initial proper implementation pending cleanup.
The new system builds a manifest file when a VPK is unpacked. The manifest files contains data such as the entry flags and texture flags. It also contains a field determining whether the file should be compressed or not.
When a user repacks a pack, the system attempts to load this manifest file and does a lookup to the object to retrieve the flags (most of these flags are unknown, but they are used by the engine and are necessary for stuff like cubemaps and texture files to work correctly. Cubemaps won't work with proper flags, and textures (decals, particle system components, etc..) will look washed out without them.
I think some also determine whether a file within the VPK should be cached or not, so simply marking everything as 0x101 will probably end up in more CPU time and higher filesystem cache usage (depot/ is only 0x1, I don't think anything there is getting cached ever without the 0x100 flag).
User could also repack a VPK while excluding anything that is not in the manifest file. So you could unpack all VPK's into a single directory (each VPK has its own manifest file tied to its level name), and rebuild all the VPK's with only the files that where originally in them.
fs_pack_vpk command usage: <locale> <context> <level_name> <manifest_only>
locale determines the pak language (default english), context determines whether is a server/client vpk, level_name determines the BSP name of the pak, manifest_only determines whether the pack system should only include files within the manifest (leaving this arg out will build all files into the vpk).
The VPK workspace path is determined with ConVar 'fs_packedstore_workspace'.
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.
This should reduce CPU time even more (2 whole frame loops for chat room (client only) and discord presence (client only)).
Idle mem has been reduced by .8MiB.
Moved server/client headers and implementations into dedicated subfolder.
Renamed Some classes to match the game binary (e.g. CBaseClient is now CClient).
Removed redundant files.
* Rebuild SetRestrictedServerCommand and SetRestrictedClientCommands
* Implemented new CMemory Function to walk through a VTable.
* pDetours->GetCon() gets called first now.
*
Fixed rare crash in CMDLCache when buffer itteration returns invalid pointer (not null!) for handle.
Made all variables and functions used by BuildPropStaticFrustumCullMap searched dynamically (these should also work on s0, s1 and s2, they are compared but at the moment untested).
TODO: Fix deref crash properly (see bsplib.cpp l291).
In 'datacache/mdlcache.cpp' the function 'CMDLCache::FindMDL' attempts to find 'mdl/error.rmdl' and assigns the studiohdr and handle to the members of CMDLFallback.
In 'CMDLCache::FindUncachedMDL' we check if a model exists, if a model does not exist, we replace the studiohdr with the one of error.rmdl we stored in the CMDLFallback structure.
This does actually work (on the dedicated server it doesn't crash at all!), but on the client it crashes when trying to gather props (right before rendering), setting the ConVar* 'old_gather_props' does interesting things (check IDA around this ConVar*). setting this to 1 causes it to crash in another CMDLCache method when trying to deref something in the global cache pool.
This method is easy to rebuild. I will do this soon and attempt to return error.rmdl parts from here as well if results are null (this might actually just work).
Leaving 'old_gather_props' to 0 causes it to crash in the middle of the function which is supposed to gather the props the 'new' way.
The gather props functions are kind of daunting
NOTE: Currently only confirmed to work somewhat properly on the dedicated server for prop_static. prop_dynamic is unconfirmed. And (almost?) works on the client.
* Added new function to CMemory allowing you to hook a virtual method from a virtual method table.
* Added SVC_Print Class
* Hooked SVC_Print::Process and print the messages the server sends.
*!! Still needs verification for earlier seasons.
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).
Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)