* Replaced the boolean 'fatal' parameter with a error code parameter, anything non-null will prompt a message (fatal) and terminate the process with given error code.
* Fixed bug where the global ostreamsink for spdlog did NOT get cleared in 'SQVM_PrintFunc' when cvar 'sq_showvmoutput' was < 3. Moved to global scope.
* Added error message for when detouring the process has failed, with the error code.
* Only call 'Plat_GetProcessUpTime()' once per log, (improves performance and fixes bug where the error message box would show a different time stamp than what is logged into the console or file).
* All TIER0 loggers only log to notify and console when the SDK engine has fully initialized and detoured all functions.
When fatal is set, the function will show a error dialogue, which will halt the process and close when the message is dismissed. Else we will end up in a crash.
Run all Cbuf_Execute calls in the main thread. This should fix every problem related to (but not only):
* Connecting to server while RUI dialogue is still open.
* Connecting to server while in an active game.
* Running 'weapon_reparse'.
* Removed some unused signatures.
* Named 2 CBaseFileSystem methods, and applied them to 'MOD_ProcessPakQueue()'.
* Renamed 'qword_1671061C8' to 'g_pMTVFTaskItem'.
* Renamed 'g_pMapVPKCache' to 'g_szMTVFItemName'.
* Only set first byte to 0 in 'g_szMTVFItemName' (actual size is 0x100, not 0x40).
* Pointer to g_pMemAllocSingleton
* New wrapper for returning the singleton, and creating one if not yet initialized (game shares the same pointer, and is aware of its creation).
CVEngineServer::IsPersistenceAvailable() is inline with Persistence_SetXP in S0 and S1. the virtual function never gets fired.
The approach for S0/S1 will call CVEngineServer::IsPersistenceAvailable() when Persistence_SetXP() is ran (the first function to ever use pClient->m_nPersistenceState after the SendServerInfo query).
The game uses 2 types, CSquirrelVM (mostly exposed to the VScript API of the engine) and HSQUIRRELVM (mostly used for internal squirrel functions like sq_pushbool etc..).
This refactor properly splits the CSquirrelVM* functions from the HSQUIRRELVM (SQVM*) ones. The functions have also been renamed accordingly and the prototypes have been adjusted to use the correct pointer type.
* Mostly rebuild CServer structure.
* Partially rebuild CNetworkStringTable structure.
* Partially rebuild CNetworkStringTableContainer structure.
* Removed redundant patterns which are now covered in the data structure.
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.
Add '-nodiscord' and '-nobakedparticles' to launch params for dedicated.
Add hook for 'MemAlloc_Internal()'.
Rename loggers to be more consistent with naming.
Revert omitting frame pointers.
Show colors on console and use color constant to determine color instead of comparing strings in the console render loop. removed 5 string compares which should once again bump the performance quite a bit. The last string compares will be removed soon
* Rebuild SetRestrictedServerCommand and SetRestrictedClientCommands
* Implemented new CMemory Function to walk through a VTable.
* pDetours->GetCon() gets called first now.
*
Note: this does not work reliably still.
The only way we could make this work 100% reliable would be to fully rebuild '0x140341D40' in the SDK and load our pak files among with the pre-existing g_pakLoadApi->AsyncLoad() call in this function, as this will ensure everything will be ran synchronously.
The current approach by taking some JT fifolock wrapper will only work reliably between one level change, unsure why the second and up fail.
Rare crash when the sqvm tries to look for an animation sequence on a missing prop_dynamic model (mdl/error.rmdl doesn't support animations), its purely to indicate there is a problem).
This is mainly for development only and in the event so many models/textures/shaders are missing, the engine would effectively crash otherwise (if some of these aren't disabled).
In 'datacache/mdlcache.cpp' the function 'CMDLCache::FindMDL' attempts to find 'mdl/error.rmdl' and assigns the studiohdr and handle to the members of CMDLFallback.
In 'CMDLCache::FindUncachedMDL' we check if a model exists, if a model does not exist, we replace the studiohdr with the one of error.rmdl we stored in the CMDLFallback structure.
This does actually work (on the dedicated server it doesn't crash at all!), but on the client it crashes when trying to gather props (right before rendering), setting the ConVar* 'old_gather_props' does interesting things (check IDA around this ConVar*). setting this to 1 causes it to crash in another CMDLCache method when trying to deref something in the global cache pool.
This method is easy to rebuild. I will do this soon and attempt to return error.rmdl parts from here as well if results are null (this might actually just work).
Leaving 'old_gather_props' to 0 causes it to crash in the middle of the function which is supposed to gather the props the 'new' way.
The gather props functions are kind of daunting
NOTE: Currently only confirmed to work somewhat properly on the dedicated server for prop_static. prop_dynamic is unconfirmed. And (almost?) works on the client.
* Added new function to CMemory allowing you to hook a virtual method from a virtual method table.
* Added SVC_Print Class
* Hooked SVC_Print::Process and print the messages the server sends.
*!! Still needs verification for earlier seasons.
* 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).
* Improve ConVar class (fixed several bugs).
* Hook CEngineAPI::ModInit() and set m_bRestrictServerCommands from there.
* Disable unused ConVar's and purge unused ConCommands in CEngineAPI::ModInit() for dedicated.
* Small relocation of malloc related signatures.
* 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.
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.
* Added 2 new FileSystem pointers with new features in their classes.
* Register all factory instances created by the GameDLL in the SDK.
* Added new command 'fs_mount_vpk' to mount a specified VPK file.
* Renamed 'fs_decompress_pak' to 'fs_unpack_vpk'.
* Some renaming of Factory and VPK types.
* Some light optimizations/cleanup.