31 Commits

Author SHA1 Message Date
Kawe Mazidjatari
08384346bf Setup log callback sink for netconsole 2023-05-13 14:04:13 +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
39af321b54 Enable LZHAM fail exceptions 2023-04-30 21:48:31 +02:00
Kawe Mazidjatari
99ff9492a8 Fix SDK initialization order bug
Fix initialization order bug; 'CheckCPU()' and 'MathLib_Init()' have to be initialized before any other function is called. 'strstr(...)' also uses intrinsics not supported on some processors.
2023-04-09 23:38:55 +02:00
Kawe Mazidjatari
ae431c6ac2 /W4: Fix unreferenced symbol warnings
Fix verbose unreferenced symbol warnings.
2023-04-02 17:02:04 +02:00
Kawe Mazidjatari
62be540702 Properly shutdown SpdLog
Shutdown SpdLog on SDK shutdown or crash, this makes sure the buffers gets flushed.
2023-03-18 14:10:29 +01:00
Kawe Mazidjatari
df7e80077f Make sure winsock errors always gets logged
Make sure it always gets logged to the disk.
2023-02-04 19:14:45 +01:00
Kawe Mazidjatari
34f69a5b1e Move crashhandler implementation to tier0 2023-01-31 22:13:40 +01:00
Kawe Mazidjatari
281addc68e Fix crash whitelist not working on client.dll
Unregister gamesdk's crash handler if -noworkerdll is passed. This is required as both crashhandlers will be called during an exception, and on one, the whitelist wouldn't work.
2023-01-31 21:48:42 +01:00
Kawe Mazidjatari
b7dd5e11c1 Fix bug causing init errors not getting logged
Initialize console and spdlog before anything else that is using the console to log errors to (in this case, winsock init errors were never getting logged).
2023-01-31 17:09:56 +01:00
Kawe Mazidjatari
fd5d09d843 Fix small mistake
Input hooking must be done during SDK init, only DX should be initialized later due to late binding of game pointers.
2023-01-30 21:44:28 +01:00
Kawe Mazidjatari
c84622cfd6 DirectX hook refactor
Refactored code to only feature game pointers, this avoids the unnecessary overhead that was previously caused by creating our own device pointers, swapchain, etc.. This commit also fixes the classic 'black screen' problem when the aspect ratio is set to 4:3 - 5:4, however, a similar bug returned for this causing Dear ImGui to not draw at all when the aspect ratio is set to 4:3 - 5:4. This commit also moves the old HwndProc hook to 'CGame::WindowProc'.
2023-01-30 20:18:11 +01:00
Kawe Mazidjatari
684b1e561a Initialize libcurl 2023-01-26 19:58:21 +01:00
Kawe Mazidjatari
81adf428ff Add GPU model info on startup
Kept in for dedicated as the main executable imports the same DLL used for 'EnumDisplayDevices'. No GPU will be displayed if there is none installed or set as primary.
2022-12-27 17:39:00 +01:00
Kawe Mazidjatari
74f8c15481 Add assert for recursive shutdown 2022-10-11 01:21:26 +02:00
Kawe Mazidjatari
bc3b580525 Add logic for preventing recursive SDK initialization
This allows for loading the game with the client.dll without loading the main worker/sdk dll. gamesdk.dll is imported by the game executable, so we cannot circumvent its loading without some hacks, so instead, we just check if -noworkerdll is passed and not perform any init if its present.
2022-10-09 12:41:22 +02:00
Kawe Mazidjatari
242320e735 Also check CPU for SSE 3, SSSE 3 and POPCNT.
Check for SSE 3, SSSE 3 and POPCNT in CheckCPU(), and SSE, SSE2 in MathLib_Init().
This should fix all crash cases caused by launching the game on unsupported CPU's.
2022-09-14 02:23:06 +02:00
Kawe Mazidjatari
e0504d2828 Perform CPU check as early as possible
Check CPU as early as possible (first routine during init). This is required because SpdLog compiles down to SSE instructions.
2022-09-14 01:35:05 +02:00
Kawe Mazidjatari
42dcfdbbec Rename R5Dev_ to SDK_ 2022-08-29 14:31:05 +02:00
Kawe Mazidjatari
88b3336758 Many small code improvements and optimizations
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
2022-08-11 11:07:45 +02:00
Kawe Mazidjatari
becf8eb6a5 Use size_t for SDK_ARRAYSIZE instead
sizeof() returns a size_t.
2022-07-03 19:18:23 +02:00
Kawe Mazidjatari
f2a5c8ac68 See description
* Renamed 'r5apexsdkd64.dll' to 'gamesdk.dll'.
* Added required dedicated parameters to code instead.
* Bug fixes around CCommandLine class (fixed misaligned VTable indexes).
* SDK now supports being directly launched by the game executable.

The SDK launcher will pass '-launcher' to the game, which indicated its being launched by the launcher. If the game does not receive '-launcher', it assumes its being launched directly from the game executable, which will instead load 'startup_(dedi_)default.cfg'.

The sdk dll's are now added to the game's IAT by their dummy exports allowing for them to be loaded when the exe is loaded (the dll's do everything on init).
2022-04-16 00:30:46 +02:00
Kawe Mazidjatari
b753295a49 SDK improvements
* Dedicated SDK now supports ASLR enabled executables.
* Complete removal of CEngineClient on the dedicated server.
* Complete removal of gHLClient and g_pHLClient on the dedicated server.
* Performance improvements for the dedicated server frame loop.
* ConVar 'CVCallback_t' structure rebuild.
* Reduced overhead throughout SDK.
2022-04-14 19:18:59 +02:00
Amos
5f005fb848 Fix Win32 compile for netconsole 2022-02-19 14:02:46 +01:00
Amos
fd924b56e8 Shutdown dedicated dll properly
Systems where not getting shutdown properly. For dedicated 'ExitProcess()' in the GameDLL caused 'abort()' to get called even when systems where shutdown properly. We call TerminateProcess after all systems have shutdown properly in the SDK and GameDLL.
2022-02-18 14:00:58 +01:00
Amos
3f50736e48 Light cleanup 2022-01-22 15:42:35 +01:00
Amos
cbd04b495d Forgot to un-hardcode size of logo array for the for loop 2022-01-16 01:49:36 +01:00
Amos
b9af86b9c1 Implement terminal utilities for Windows console + add new colors for various output variations
* Add new SDK launch logo.
* Remove ansi-color coding from in-game console and file loggers.
* Improve console colors for Windows.
* Implement various string utilities.
* Implement various terminal utilities.
2022-01-16 01:33:07 +01:00
Amos
1c5df4e178 Ansi terminal color support + big optimizations on all log systems + 'Warning()' hook
* Ansi colors can now be enabled with the '-ansiclr- flag.
* All loggers have been optimized and are all initialized only once at process startup.
* New hook for 'Warning()' print function with warning level.
2022-01-14 20:48:16 +01:00
Amos
22c0b5c867 Dedicated server improvements 2021-12-30 17:20:47 +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