30 Commits

Author SHA1 Message Date
Kawe Mazidjatari
615889948b Extern playlists/maplist vec mutex
Reduces initialization overhead.
2023-07-03 17:26:18 +02:00
Kawe Mazidjatari
46390ba875 Additional reduction of untyped variables
These were not caught by the regex due to typos, or additional symbols that were not taken into account when making the regex.
2023-07-03 00:02:08 +02:00
Kawe Mazidjatari
87f9420889 Globally reduce the use of auto for function pointer declarations
Find regex pattern:
inline auto ([a-zA-Z0-9_]+) = ([a-zA-Z0-9_]+)\.RCast<([a-zA-Z0-9_:<>*]+) *\(\*\)\(([^)]*)\)>\(\);
Replace regex pattern:
inline $3(*$1)($4);

This commit also removes the unnecessary initialization (which was required to type the auto variables),
and therefore removed 6kb of unnecessary dynamic initialization code.
2023-07-02 23:01:29 +02:00
Kawe Mazidjatari
29616f4810 Rename 'g_vAllMaps' to 'g_InstalledMaps' 2023-03-31 00:35:01 +02:00
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
2501c37044 Globally convert all byte patterns to strings
These get reconverted to masked byte patterns at runtime. With the signature map cache system, this will only happen when building the cache.
2022-12-01 22:44:55 +01:00
Kawe Mazidjatari
af14cbe170 Small formatting fix 2022-11-23 17:32:24 +01:00
Kawe Mazidjatari
cb0937ed04 Add 'KeyValues::LoadFromFile' to SDK
Added 'KeyValues::LoadFromFile' to the SDK among with 'KeyValues::UsesEscapeSequences', and delete KeyValue memory after GameInfo.txt init.
2022-11-23 10:34:11 +01:00
Kawe Mazidjatari
a82674bbc8 Add 'KeyValues::RecursiveSaveToFile' to the SDK
Relies on the engine's implementation of 'KeyValues::RecursiveSaveToFile'. The IFileSystem methods have been fixed up with the CUtlBuffer class rebuild in which we could call these to write a KV memory structure as a file to the disk.
2022-11-22 09:04:28 +01:00
Kawe Mazidjatari
ab8fc757c8 Fix concurrent access to 'g_vAllPlaylists' and 'g_vAllMaps' 2022-08-29 11:55:58 +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
aa72579656 Heavy FileSystem upgrades
Implement VFTable's to interface with engine (for the most part mapped out, only the new VPK methods needs further reversing).
This exposes a good majority of the FileSystem implementation of the engine, to the SDK.
2022-08-13 11:24:55 +02:00
Kawe Mazidjatari
8c6ee8a834 Remove 'm' prefix from dll globals
Large commit.
2022-08-09 03:02:00 +02:00
Kawe Mazidjatari
e5e0d528f0 Parse playlists file directly after loading it
No longer need a thread that loops and waits until its loaded into memory before parsing it.
2022-05-28 17:07:30 +02:00
Kawe Mazidjatari
79d602c274 KeyValues class rebuild (see description)
Class has been mostly copied from the Valve SourceSDK.
Modified to fit this particular engine.

Modifications include:
* More consistent naming.
* Using c++ style casts over c style casts.
* Using c++ datatypes for assigning default.
  - nullptr and size_t for pointers and size types.
2022-05-28 16:31:38 +02:00
Kawe Mazidjatari
dbec823be6 FileSystem improvements
* Added vftable interface for 'IFileSystem::RemoveSearchPath'.
* Added hook for 'CBaseFileSystem::AddSearchPath'.
* Added hook for 'CBaseFileSystem::RemoveSearchPath'.
* Added method in KeyValues for loading a KV file and parsing it via the game exe (loads from cache, vpk and disk).
* Added method in KeyValues to parse GameInfo.txt when the engine loads this.
2022-05-28 02:05:54 +02:00
Kawe Mazidjatari
47d2e4c915 See description
* Added new function 'GetAvailablePlaylists' to all VM's.
* Moved function 'GetAvailableMaps' from UI VM to all VM's.
* Improved logic behind 'GetAvailableMaps'.
* Server browser and SQVM now rely on 'MOD_GetAllInstalledMaps'. This new function populates the global vector 'g_vAllMaps' with all installed maps.
* Improved 'KeyValues' structure to use union for shared members.
2022-05-27 02:08:51 +02:00
Kawe Mazidjatari
3144227ec8 Update GetAdr implementations to feature spdlog
Fixed all alignments and reduced code verbosity
2022-05-13 14:53:25 +02:00
Kawe Mazidjatari
e32cc6ae6a Code overhaul
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)
2022-04-18 03:35:08 +02:00
Kawe Mazidjatari
092b7e9d43 Start of migration to IDetour interface
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).

Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
2022-04-11 01:44:30 +02:00
Kawe Mazidjatari
8c1dfb50f4 Address class cleanup/improvements
* Move most definitions to implementation file to avoid recompiling whole program for small changes
* Pass strings by reference for where possible.
* Split Module class to dedicated file.
* Add const qualifiers to all eligible methods for address/module class
* Some renaming
2022-04-10 19:59:34 +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
b3631facbe Update all function casts 2022-04-09 06:05:47 +02:00
Kawe Mazidjatari
e2f06a8a68 Massive performance improvements
Inline every signature defined in the SDK (previously each translation unit had its own copy of the signature and function prototype). DLL init is near instant now (85% speed improvements).
2022-04-09 02:18:57 +02:00
Kawe Mazidjatari
aa57170e0d Start of pattern search refactor 2022-04-09 01:14:22 +02:00
Kawe Mazidjatari
1038ba786e CBaseClient overhaul and partial class rebuild
Also added initial CBaseServer rebuild
TODO: INetChannel rebuild..
2022-03-26 00:24:13 +01:00
Amos
0509fb0358 Cleanup all redundant empty control statements 2022-02-28 01:05:55 +01:00
IcePixelx
f43c5da8ae Huge engine/host commit.
* Rebuild CModGroupApp::Main, did not include the dedicated routine with the empty class global.
* Using a template function now for virtual function calls
* Implemented most of the CEngine class and grabbing its global var now.
* Using local CEngine now in FrameUpdate
* Implemented EngineParms_t fully and grabbing its global var.
* Added macro for adding class member variables at offsets.

A lot of comments added regarding what needs to be done for this commit.

* Check other season compability, wasn't able to do that due to not having access to said binaries at the moment.
* Fix sdklauncher to use widestrings to fix the bug with other languages in path
2022-01-23 18:26:48 +01:00
Amos
381b97eb65 Remove unnecessary include
basetypes.h is now precompiled
2022-01-16 01:40:27 +01:00
Amos
d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.

* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.

* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.

* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').

* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.

* Server will print out more details about the connecting client.

* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console

* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00