* Moved dedicated server command line parameter init to 'init.cpp'.
* Registered 'SV_Main' on the client, this is engine code (lower level 'local' server wrappers).
* Disabled registration of Weapon_Bolt, although this is shared game code, this particular file is only used for the SERVER at this moment.
* Added the '-noserverdll' command lien parameter to instruct our loader.dll to load the client.dll instead.
* Adjusted the loader and sdklauncher project to support the loading of client.dll.
Hook 'CMaterialSystem::Init()', and only load the 'startup.rpak' file, as that's all we need. This pak file might also not even be needed on the server, but removing this requires rebuilding 'common_early.rpak' to drop all texture/material assets and their references. The dedicated server is now also linked to a newly added 'No-DirectX' version of the materialsystem for patching.
Enabling LTCG caused the emplacement order to be different, which is most likely due to additional optimizations for the binary search logic. Reverted to fix this bug.
- Use std::map for mapping vtables to interface objects, previously done with a set and a vector.
- Objects are no longer inline, which significantly reduced output code size as all redundant dynamic initializers (created for each translation unit) have been pruned.
- Set character set to multi-byte (this is because the game is also build with it).
- Utility function 'FileExists' now takes a raw string pointer, this avoids having to construct a fs::path each time its getting called (which is quite a lot!).
- Performed overall cleanup to code containing logic to override load paths. Mostly removing unnecessary copy constructions.
Before, we had to do a hack of capturing the command line using GetCommandLineA, and then checking if a certain argument is present. This was required due to how early the GameSDK dll was loaded (the g_CmdLine object was far from initialized in the engine). Due to the loader refactor, the commandline can be used directly after creation in the game's entry point (which is the time the SDK is getting loaded). Therefore, no copies of the command line are required anymore.
This commit contains the following changes:
- Correctly ordered the initialization, and deinitialization of systems (first init = last shutdown).
- Factored out command line string copy in favor of game's implementation.
- Factored the R5Reloaded emblem print into its own function.
- Removed 'SpdLog_PostInit()', we can now directly call DevMsg() once SpdLog_Init() has been called, the logger callback sink deals with the formatting of the output.
- Fixed a bug where the logger did not print the correct color for 'SYSTEM_WARNING' and 'SYSTEM_ERROR' in the external console.
- Fixed a bug where the command line did not work when the game wasn't launched with the '-launcher' parameter.
- Logs now equally appear on the external, and in-game console windows.
This commit replaces the standard memalloc system with that of the game. This means we can share the same allocated memory objects between the game and SDK without having to use 'MemAllocSingleton()' and manually call the constructors/destructors. This also means we can create ConVar's and ConCommands in the global scope, and a bunch more cool stuff. The explanation in 'r5dev\loader\loader.cpp' documents the new loading system.
Fix several exploitable bugs in the CUserCmd class. Some of these have been used to exploit/cheat in-game. Fixes contain:
- Camera position clamping (the only patch that hasn't been tested yet!)
- Weapon activity exploit, allowing player to infinitely throw ordnances, and perform other 'cheats'.
- Akimbo exploit + server crasher, allowing client to set multiple inventory weapons as active. The active weapon index bounds were also not checked, a properly crafter CUserCmd message would therefore be able to crash the server.
Note that this does not fix all issues related to the UserCmd class; further reversing and testing revealed there is more to be fixed, these fixes will get implemented with a future commit.
The function 'FireWeaponBolt' calls 'CreateWeaponBolt' to create a bolt entity, but it can return NULL. 'FireWeaponBolt' does NOT check for NULL and derefs the pointer regardless. This rarely happens though; in all cases, it was caused by a defect in scripts. Code has been hooked to throw an engine error instead of crashing.
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.
Moved, and renamed to 'CreateTextureResource'. Reason for move was that the rtech libraries is used by server and client, and using this on dedicated requires linking directx libraries, as it has to be hooked (even when not used). Moved to client only code to avoid having to hook it. Material system is no longer linked to the dedicated server module, as nothing from it was getting used.
* 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!
Properly decouple squirrel and game code. This makes it easier to reverse engineer more of this squirrel system, and to compile them as individual libraries later on when moving to CMake to significantly decrease compile times.
* modsystem v2 initial commit
* call CModSystem::Init
* clean up custom cvar value handling
* add mod script compiling support
* add error check to script rson loading
yes this error is a duplicate but this one exits the game
* fix typo
* fix compile error
This fixes the exceptions that were caused by loading ported bsps with replaced models
CStaticProp::Init was using static prop lump data to request non-existent skins due to the replaced models, causing invalid material pointers to be fetched.
When encountered, these skins will be forced to 0 and an error will be printed.
Ideally these issues are fixed from within the bsp file before they are shipped.
* Put initializer values inside brackets.
* Put logical AND conditions within parentheses.
* Put assignments within conditional statements within parentheses.
* Mark unused variables as such to suppress compiler warnings.
* Fix vftable shadow warnings caused by ConVar::CreateInternal (does not implement, only interface. Renamed to yield desired behavior).
* Fix 'never' initialized class members for 'CCVarIteratorInternal'.
* Return values in interface vftables that cannot be pure virtual.
* Refactored ConCommandBase, ConCommand and ConVar class to make them all virtual, so it could interface with the game's implementation.
* Properly initialize members for ConCommand and ConVar instead of just calling memset.
* Fixed bug in ConVar registration function causing the virtual base table pointer to point to the ConCommand implementation instead of the ConVar implementation.
The MSVC14 (Visual Studio 2017) compiler doesn't support creating threads during dll entry. SDK fixed frame thread init has been moved to 'CModAppSystemGroup::Main'. SpdLog buffer flush worker init has been moved to 'SpdLog_PostInit', and 'SpdLog_PostInit' has been moved to 'LauncherMain'.
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).
Huge cleanup for dedicated. All patches in 'opcodes.cpp' are now directly applied to the executable, and kept as reference in the source file. The patch logic is commented. Any other patches for the dedicated server executable should be documented in the patch file found in 'r5dev/resource/patch'.
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.
Initial implementation of server movehelper. IMoveHelper interface class is fully reversed and aligns with implementation in engine. CMoveHelperServer is also reversed, excect for CGameTrace, though this isn't necessary for now.
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.
In Respawn's engine, the '-forceborder' command line parameter does the same thing as '-noborder'. '-forceborder' should remove the flags (nand) while '-noborder' should append the borderless flag. This code is an attempt to mitigate the problem. There was not enough bytes to assemble the nand operation for this code path without involving code caves or shifting.
* Add '-nosmap' command line parameter to disable signature caching.
* Invalidate the cache map after initialization.
* Add const qualifiers where possible.