167 Commits

Author SHA1 Message Date
Kawe Mazidjatari
609d705a0c Tier1: static construction of ConVar objects during link time
Fully implemented ConVar class so we could statically construct all SDK convars, this avoids a level of indirection, and allows for creating ConVar's everywhere in the project.

This patch also removed the settings tab of the ImGui server browser, as it has threading issues, while it technically never caused a crash yet, it has been removed as there was no point keeping it vs the work required to make it thread save (it only managed 2 convars which are perfectly manageable through cfg's or the in-game console).

Also temporarily disabled the creation of ConVar's in the mod system due to a memory leak, we would allocate and register a convar based on details parsed out of a mod file definition, but never unregister and free it.
2024-04-05 18:13:32 +02:00
Kawe Mazidjatari
d6b14fa12c Statically construct all ConCommand
Properly implement the ConCommandBase and ConCommand classes so we could statically construct all ConCommand objects in the global scope of each translation unit, this way we don't need to put them in a global file and deal with preprocessor directives to compile then in/out for certain projects.
2024-04-05 18:13:31 +02:00
Kawe Mazidjatari
dbec4be848 NetworkSystem: rename NetGameServer_t member vars 2024-04-05 17:52:58 +02:00
Kawe Mazidjatari
fcf3a09418 Make singletons use static memory
Avoid heap memory allocation and a level of indirection. This allows the compiler to optimize the program even more. No logic has been changed in this patch.
2024-04-05 17:52:57 +02:00
Kawe Mazidjatari
edc52ad669 IDetour: remove extraneous pointer assignments
Originally, we store the search results in a CMemory instance which we then assign to the actual function pointer. CMemory is just a pointer class; we can assign the results directly to the actual function pointer. This commit reduces a lot of code verbosity, and also reduced roughly 2KiB worth of static pointers in the resulting executable. This commit also officially deprecates the support for any GameDLL's below S3 (Season 3), since it makes more sense to port the assets from earlier/later games back to the version this SDK supports.
2024-04-05 17:19:32 +02:00
Kawe Mazidjatari
144d5f62e1 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2024-04-05 16:41:09 +02:00
Kawe Mazidjatari
6bc15b50b5 Put lag compensation clamping in a separate method, under a cvar that is disabled for now
There have been reports of hit registration issues, this is most likely caused by the clamping system to mitigate an exploit. Put behind a convar and disabled for now until debugged.
2024-04-05 16:34:29 +02:00
Kawe Mazidjatari
2e03139c39 Recover AIN runtime checksum validation
The runtime checksum is now also written to the file, as any changes to the info node entities will cause this checksum to change, and therefore we should warn the user that the file needs to be rebuilt. The NavMesh CRC is now written at the END of the AIN file, and only checked if a NavMesh is present for that particular level. The same warning gets printed if this checksum mismatches as the user should rebuilt it.

NOTE: the NavMesh checks are custom and are not part of the official AIN file structure of this game. This is added as the NavMeshes are frequently rebuilt.
2023-08-29 23:48:41 +02:00
Kawe Mazidjatari
a9b1d950e5 Read data from memory buffer instead of loading it from disk
Safe resources and potential failures.
2023-08-29 00:33:12 +02:00
Kawe Mazidjatari
f081fe6f67 Dump hull data blocks as well
The AIN dumper is now finished. Giving it a valid r1 AIN will make it spit out an identical AIN (minus the CRC header, but this is intended).
2023-08-28 23:17:03 +02:00
Kawe Mazidjatari
25e5ea0c83 CAI_NetworkBuilder::SaveNetworkGraph() rewrite
- Use CUtlBuffer instead to construct the data.
- Dump traverse ex nodes as well (CAI_TraverseNode).
2023-08-28 20:01:45 +02:00
Kawe Mazidjatari
51ac0bf353 Cleanup 2023-08-28 02:44:39 +02:00
Kawe Mazidjatari
5397ba4481 Fix return types
They are voids.
2023-08-27 12:13:07 +02:00
Kawe Mazidjatari
909a08a80b Remove testing code
No longer of use.
2023-08-27 11:38:44 +02:00
Kawe Mazidjatari
f22e7890b0 CAI_NetworkBuilder::SaveNetworkGraph: Fix bug
Iterated over the wrong vector, dumped AIN's from r2 are now 100% identical, the function has been debugged and is complete.
2023-08-27 11:38:02 +02:00
Kawe Mazidjatari
9d2801929a Map out 'CAI_NetworkManager' 2023-08-27 11:36:58 +02:00
Kawe Mazidjatari
3d0d8c7081 Get rid of disk structures
Less maintenance work; write the fields out directly from memory structures.
2023-08-27 00:56:38 +02:00
Kawe Mazidjatari
7e3f812a97 Rename fields
These are vtable pointers.
2023-08-27 00:29:31 +02:00
Kawe Mazidjatari
ea2c71242e Map out entity structures more
More types and improvements for base entity classes.
2023-08-27 00:20:23 +02:00
Amos
5ddc9d1884 Write each field individually
Cluster links were written with an additional padding as the struct is 11 in size, so it gets padded to 12. Cluster links now get correctly written to the disk.
2023-08-25 08:47:12 +02:00
Kawe Mazidjatari
52bc73abb0 Fix AIN building bugs
Fixed writing of:
- Path nodes
- Node links
- Path clusters
- Cluster links

The previous globals 'g_pppAiNodeClusters' and 'g_pppAiNodeClusterLinks' were of type CUtlVector. These have been retyped and renamed accordingly.

Also mapped the CAI_Cluster class out slightly more.
Rebuild of path clusters and cluster links are still not correct; parsing a file in from r2, results in a different file on the disk, at the very offset the clusters are being written in (one field is off, this will be investigated soon).
2023-08-24 23:44:57 +02:00
Kawe Mazidjatari
c21747c4c6 CAI_NetworkBuilder::SaveNetworkGraph() improvements
Always create safe path, cache index pointer and make heavy prints non-cert only.
2023-08-24 10:35:54 +02:00
Kawe Mazidjatari
c8752420a0 Use new Dev* logger functions
These get compiled in if IsCert() returns false.
2023-08-21 20:38:07 +02:00
Kawe Mazidjatari
71b0781715 Utilize 'DevMsg()' for uncertain builds only
Only uncertain builds will contain DevMsg()/DevWarning() prints. For retail, Msg() and Warning() should be used instead.
2023-08-21 19:12:29 +02:00
Kawe Mazidjatari
c7c4672b27 Make it a discrete function
Cheaper for runtime.
2023-08-20 13:44:06 +02:00
Amos
6e292359d9 CBaseEntity::m_rgflCoordinateFrame is a matrix3x4_t
Change type and add static assert to prevent mistakes made by accidentally making the struct bigger (which will create many bugs).
2023-08-18 00:44:52 +02:00
Amos
bacfff184c Fix clock correction subtraction bug
Must be converted to actual msecs in floats since 'sv_clockcorrection_msecs' uses msec as base to store the cvar value.
2023-08-18 00:43:44 +02:00
Amos
4601c65bc6 Fix bots stuck in air
Make sure we set a frame time and command time.
2023-08-17 02:00:50 +02:00
Amos
5e47e45d83 Take clock drift into account during lag compensation clamp
Client's clock could be behind or ahead of the server's, take this into account. Note that this code has been tested over night and only had a few hits when new baseline snapshots were applied on the server, or when there was a clock drift. It still requires an actual playtest with several players on low and high latency to determine if this is even needed.
2023-08-17 01:59:54 +02:00
Amos
c7f1cfbaaa Improve unlag exploit fix
- Check and clamp if commandTime is above serverTime (too far in future).
- Check commandTime delta before checking if above serverTime or below lastCommandTime.
2023-08-15 22:53:42 +02:00
Amos
3ff85c174a Finish unlag exploit fix
- Make sure cmdTime is never lower than last.
- Make sure delta doesn't exceed maxUnlag.
- Make sure latency gets clamped to maxUnlag (clamp appears to be missing in the engine).
- Only check for cmdTime if we are not discarding the cmd; previously, already processed queued cmd's got checked before being discarded.
2023-08-15 00:45:58 +02:00
Amos
631e6d9e17 Work in progress unlag exploit fix
Temporary lag compensation exploit fix by clamping the difference. Exploiter could carefully control the detonation time of a grenade, or alter the ability cool downs by altering the 'CUserCmd::command_time' field before sending it up.
2023-08-14 20:47:02 +02:00
Amos
abb9f30753 Add inlines for getting edict and names 2023-08-13 20:26:08 +02:00
Amos
8136374693 Make inline
Make inline.
2023-08-13 20:20:01 +02:00
Amos
cf41004f74 Cleanup 'CServerGameClients::ProcessUserCmds'
Client gets dropped if buffer overflow flag is set, remove old code and just print the warning.
2023-08-13 18:08:14 +02:00
Kawe Mazidjatari
5f64cd83d8 Fix FileSystem size integer truncation
The implementation in the engine always took/returned signed 64bit size types, but I made a mistake when reversing the virtual function table. All types have been changed to what they should be (mostly signed 64bit, very few unsigned), and usage in-SDK has been adjusted accordingly.
2023-08-09 14:43:54 +02:00
Kawe Mazidjatari
38785bfc9b Fix kick/ban script function parameters
It requires a second parameter, as this contains the reason text.
2023-07-20 21:45:38 +02:00
Kawe Mazidjatari
80fecd2cb0 Improve help string and add a note 2023-07-19 18:50:07 +02:00
Kawe Mazidjatari
f39de84d15 Create macro for scriptfunc definitions
Create a macro to make registration easier, by reducing the parameters.
2023-07-19 12:09:42 +02:00
Kawe Mazidjatari
6ccf3baa5a Split server/client specific game utils
Split into their respective libraries, this is to avoid linker errors regarding undefined symbols.
2023-07-19 02:27:28 +02:00
Kawe Mazidjatari
d5f35349a8 Decouple script function registration
Nicely decouple them. Everything server and client are now grouped as they should. The Ui namespace has been merged with Client.
2023-07-19 02:12:56 +02:00
Amos
6e223d1730 Make shared code separate
The work is partial, and does not compile.
2023-07-18 21:05:29 +02:00
Kawe Mazidjatari
f6c2d92b6b Make inline
Make inline.
2023-07-16 12:02:04 +02:00
Amos
ccdfed1c19 Use CServer's 'GetClient'
Use the CServer's 'GetClient' method for obtaining clients by index.
2023-07-12 08:56:17 +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
892fd19c4a Fix incorrect CPlayer member offset
Member offset for 'm_bGamePaused' did not align with the executable, moving the member 'm_hPlayerViewEntity' before the first bool in this row results in correct code generation (also aligns properly in the disassembly of the game's code).
2023-07-02 21:54:21 +02:00
Kawe Mazidjatari
32d28d4285 *::ProcessUserCmds rebuild
Rebuild of the 'CServerGameClients::ProcessUserCmds' and 'CPlayer::ProcessUserCmds' methods. The rebuild is pretty much identical to the original implementation, but with additional checks for the number of commands, and total commands in 'CServerGameClients::ProcessUserCmds'. In the future, additional clamps and checks between CPlayer and the recv'd UserCMD should be incorporated in these functions.
2023-07-02 21:49:35 +02:00
Kawe Mazidjatari
ef69611435 Replace memalloc calls throughout entire SDK
Global 'direct' usage of 'MemAllocSingleton()' has been jettisoned. Where possible, smart pointers were used instead. During the refactor, the following bugs were addressed and fixed:
- The virtual destructor of 'CCVarIteratorInternal' was NOT called on destruction.
- Class function 'KeyValues::MakeCopy' did NOT calculate the buffer size of the wide string correctly, the original calculation was 'len+1*sizeof(wchar_t)', but should've been '(len+1)*sizeof(wchar_t)'.

Some other code changes include:
- Tier0 include 'memstd.h' has been moved above all thirdparty includes, to make sure the memalloc functions get shadowed with ours in third party libraries as well.
- RPak file paths string literals are now defines.
- 'DestroyOverlay' has been refactored to match the assembly of the game.
2023-06-26 22:34:24 +02:00
Kawe Mazidjatari
552f5f750c Fix crash in 'CClient::ActivatePlayer'
Set the persistence fields to 'ready' in 'CClient::ActivatePlayer', before executing the rest of the function. Previously, it was set in 'CVEngineServer::PersistenceAvailable', but this is too late. The function 'FairFight_Init' was actually 'CClient::ActivatePlayer', and thus it has been moved to the correct file, and the old file defining it previously has been removed.
2023-05-15 17:19:18 +02:00