15 Commits

Author SHA1 Message Date
Kawe Mazidjatari
cbf370019d Don't query JWT token if we connect to localhost
Localhost in many cases implies usage of listen server; these don't require auth on loopback connections.
2024-04-05 16:24:47 +02:00
Kawe Mazidjatari
909977452e Client token authentication implementation
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.
2024-04-05 16:24:45 +02:00
Kawe Mazidjatari
71d0332dca Add CCommonHostState to SDK
The previous 'interval_per_tick' global belongs to the 'g_pCommonHostState' singleton.
2023-09-17 16:44:18 +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
cef62d7f4d Properly implement 'CClientState::IsPaused()'
Should check if host is initialized, and if the VGui system is paused as well. Also added 'CClientState::GetFrameTime()'.
2023-06-03 18:06:35 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* 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!
2023-05-10 00:05:38 +02:00
Kawe Mazidjatari
678c6dc833 Add proper timing logic for server statistics
Update rate is now controller by a cvar.
2023-04-09 11:06:55 +02:00
Kawe Mazidjatari
74eb203f2f Client: CPU statistics update logic
Implements the client side CPU statistics logic. An additional check has been added which checks if 'SVC_ServerTick::m_NetTick.m_nCommandTick' equals '-1'. This instructs the client to only update the remote statistics; actual tick members won't get updated as this causes simulation problems.
2023-02-18 00:31:57 +01:00
Kawe Mazidjatari
0c13ca4e3f Only run threaded bone setup when we don't run the listen server
The Season 3 versions of the executable deadlock when threaded bone setup has been enabled on the client while the listen server has ran at least once during the process lifetime.
2022-11-10 11:47:02 +01:00
Kawe Mazidjatari
3eadb1ed93 Make const
No modification is performed.
2022-10-29 00:01:10 +02:00
Kawe Mazidjatari
edbf1af98c Use clock drift managers for displaying the server and client tick count 2022-08-18 11:35:32 +02:00
Kawe Mazidjatari
5548a74d59 Major cleanup (see description)
* 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.
2022-08-18 02:15:23 +02:00
Kawe Mazidjatari
e05c9c787d Draw the actual simulation tick on overlay 2022-07-03 11:03:25 +02:00
Kawe Mazidjatari
52883808e1 Reversed CServer structure (almost complete). See desc
* Mostly rebuild CServer structure.
* Partially rebuild CNetworkStringTable structure.
* Partially rebuild CNetworkStringTableContainer structure.
* Removed redundant patterns which are now covered in the data structure.
2022-05-20 20:14:39 +02:00
Kawe Mazidjatari
efb7c36408 Light project restructure
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.
2022-05-20 11:52:19 +02:00