733 Commits

Author SHA1 Message Date
Kawe Mazidjatari
b9c7cabda9 ImGui: move initialization code to DX hook setups
Also removed unused global declaration 'g_bImGuiInitialized'.
2024-04-05 18:19:38 +02:00
Kawe Mazidjatari
6cf88dc16c Engine: render ImGui in main thread and fix many threading bugs
ImGui drawing code now takes place in the main thread, a snapshot of the render data is created in CMaterialSystem::SwapBuffers(), and is being rendered in the render thread right before SpinPresent().

The reason why this was necessary, is because ConVar::GetString() isn't thread safe if its not marked FCVAR_MATERIAL_SYSTEM_THREAD or FCVAR_ACCESSIBLE_FROM_THREADS, and we used it for the console suggestions window, which iterates over every ConVar, accessible from threads or not.
2024-04-05 18:17:12 +02:00
Kawe Mazidjatari
6e7f9d2ae2 Engine: reject connection is session ID hashing failed
If hashing failed, the other checks will fail regardless, return out early.
2024-04-05 18:13:33 +02:00
Kawe Mazidjatari
eb04bc2fea Engine: close RCON socket on password hashing failure
Must also be closed here
2024-04-05 18:13:33 +02:00
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
a4a1d6fc68 Engine: reduce reason buffer stack size
64 chars will cover all reasons returned by l8w8jwt_get_validation_result_desc.
2024-04-05 18:13:31 +02:00
Kawe Mazidjatari
6e7bfab4bd RTech: major cleanup of pak globals and improvement
Add missing types to fully mapped out PakGlobals_s struct, which is a 13MiB+ structure! This covers the vast majority of the pakfile system which is why we had to change a bunch of stuff for this patch. This patch also comes with:

- Reversed 'JobFifoLock_s' structure
- Reversed 'PakTracker_s' structure
- Reversed 'PakAssetTracker_s' structure

Many globals have been dropped as they were covered by the large PakGlobals_s singleton.

The pak decoder logic has been changed up as well, we now use a decode mode enumerant which will make it easier to add in more decoders for the pak files in the future.
2024-04-05 18:13:31 +02:00
Kawe Mazidjatari
ff484c3f52 Engine: fix RCON bugs and improve security
- Upgraded hashing algorithm to SHA-512, and store the raw hash instead of a string copy, which is way cheaper to compute and compare.
- Only ever close sockets once in CRConServer::SetPassword().
- Made the game server & game client RCON singletons static.
- Added calls to gracefully shutdown RCON server and RCON client on Engine/SDK shutdown.
- Added more prints so RCON user knows when its shutdown, or when their password change is in effect, etc.
- Fixed bug where we could tokenize an empty string when we dispatch a console command.
2024-04-05 18:07:38 +02:00
Kawe Mazidjatari
2baa80d253 Engine: improve CClient::Authenticate performance
- Removed 2 std::string copy constructions
- Removed 32 sprintf calls per token auth request.
- Fixed a bug where we format the NucleusID as s64 instead of u64.
- Added additional hardening for when token/sessionId stitching fails, this will now always reject the connection.
- Improved the macro to make sure we always free the JWT claims if it has been allocated.
2024-04-05 18:07:38 +02:00
Kawe Mazidjatari
1ae9028535 Engine: print COM_ExplainDisconnection() text as CLIENT
Only used on the client, print it as client.
2024-04-05 18:07:38 +02:00
Kawe Mazidjatari
715cb53157 Engine: remove deprecated cvar 'cl_move_use_dt'
No longer used, the vftable call made when this was false is stubbed and thus will cause movement to bug when unset; removed.
2024-04-05 18:07:38 +02:00
Kawe Mazidjatari
74da5c7c20 Engine: cleanup data block sender/receiver and add types
* Move member vars to correct place, to match it with the engine.
* Added out-of-band network message ID's for the R5 engine.

Also implemented 'ServerDataBlockSender::SendDataBlock()' and 'ClientDataBlockReceiver::AcknowledgeTransmission()'. NOTE that these are currently not tested, and also not in use! The code uses the version stored in the vftable which is what the engine itself provides. These have been implemented for reference only. If they need to be used, they need to be thoroughly tested first!
2024-04-05 18:06:36 +02:00
Kawe Mazidjatari
a26821759e Engine: fix bug regarding packet compression override
Only encrypt and decrypt packets if the initial argument tells it to do so. Some connectionless packets aren't supposed to be encrypted
2024-04-05 18:01:22 +02:00
Kawe Mazidjatari
f18a4c17a4 Engine: rebuild CClientState::ProcessCreateStringTable()
Rebuild CClientState::ProcessCreateStringTable() and add notes for multiple 'potential' exploit vectors that are currently in place. Also add wrappers for compressing/decompressing net packets.
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
0d390955fd Engine: partial rebuild for data block sender/receiver
This patch partially rebuilds the data block sender/receiver. The receiver leaks memory if the sender sends a bogus LZ4 packet, it would allocate memory to copy the encoded data into, from which it would decode it to the scratch buffer, but it would never deallocate this temporary buffer is the LZ4 decoder failed. This has been fixed. The second reason to rebuild these was to look into potential compression optimization. The data block rebuild now also features the latest LZ4 codec.
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
c786d86eae Engine: fix netchan bugs and add SendData()
Fixed bug in CNetChan::SendNetMsg() where the return value of INetMessage::WriteToBuffer() was not checked, nor did we return if the stream we added the message in was overflowed. If the function gets to the stage of writing the msg in the buffer, we need to return true only if we didn't overflow AND if the msg was successfully written. Also added a method for sending bitbuf data into stream of choice.
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
8b53027264 Engine: fix bug in networking code caused by incorrect constants
Mixed MAX_BACKUP_COMMANDS with MAX_NEW_COMMANDS, added proper (confirmed) defines. Also fixed MAX_BACKUP_COMMANDS_PROCESS, which was 60 but was supposed to be 64, so we were 4 backup commands short in CPlayer::ProcessUsercmds().
2024-04-05 17:59:53 +02:00
Kawe Mazidjatari
d22800b43b Engine: fix bug causing level assets to not load properly
The level has changed when strcmp returns a non-null value.
2024-04-05 17:56:53 +02:00
Kawe Mazidjatari
ab5e009f8b Engine: remove unused variable
No longer used as of commit b29be00d.
2024-04-05 17:56:53 +02:00
Kawe Mazidjatari
b094040c64 Engine: revert server tick msg rebuild to old behavior
Only update statistics, this code was mainly added for testing, but testing revealed no additional performance or smoothness improvements, even during >6 hour sessions. The clock drift already gets corrected each frame from Host_RunFrame(). Only update statistics to update CPU and frame times on the client's debug panels if enabled.
2024-04-05 17:56:53 +02:00
Kawe Mazidjatari
60a3cee531 Engine: hoststate loop cleanup
Logic hasn't been changed, conditions have been brought into the loop itself
2024-04-05 17:56:53 +02:00
Kawe Mazidjatari
8feffd2487 Engine: add missing include
Needed for NucleusID_t.
2024-04-05 17:56:53 +02:00
Kawe Mazidjatari
dd20e9f4aa Engine: use NucleusID_t type for CClient 2024-04-05 17:56:51 +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
fe2a95e4ec RTech: major pak system overhaul and rebuild
* split rtech_game and rtech_utils cpp files into multiple files
* rebuilt several large pak load routines for debugging and custom implementations
* moved rson code to rtech_game
* reworked and improved engine and sdk pak precache system
* reversed more of the jobthreads system
2024-04-05 17:51:19 +02:00
Kawe Mazidjatari
3c10bf0e8d Netconsole: refactor & improvements
* Fix multiple issues related to threading, such as not locking the mutex when using thread-unsafe members or methods.
* Netconsole now logs its output to a file on the disk.
* Properly handle close events, to allow netconsole to shutdown properly, so stuff like log buffers could flush properly. Input is now ran in a separate thread so main thread could check if we need to shutdown, and do so if needed. This was needed as previously input was ran in the main thread and the issue is that its blocking until an input is given.
2024-04-05 17:46:55 +02:00
Kawe Mazidjatari
ee82d5d8e0 Tier1: move KeyValues class to Tier1
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
2024-04-05 17:42:05 +02:00
Kawe Mazidjatari
b2ce189ba1 Tools: rename NETCONSOLE define to _TOOLS
Rename since this would actually be used for all tools. Also moved 'plat_time.cpp' to tier0 so anything could compile it.
2024-04-05 17:35:10 +02:00
Kawe Mazidjatari
82b56fed5c DataCache: enable old gather props in proper location
Fix hack and handle this properly.
2024-04-05 17:26:16 +02:00
Kawe Mazidjatari
a85d9a556e DataCache: clear fallback handler if main pak gets unloaded
If common.rpak is unloaded, the fallback model handles/pointers become invalid.
2024-04-05 17:24:29 +02:00
Kawe Mazidjatari
1f4a96a3d6 DataCache: add proper fallback mdl handler and fix rendering
Add a proper class for dealing with fallback models and the warnings thereof. Also reverted the 'old_gather_props' removal, as otherwise fallback models won't draw (new gather props solution doesn't call CMDLCache::GetHardwareData()).
2024-04-05 17:24:29 +02:00
Kawe Mazidjatari
0f3a40ee1f DataCache: harden mdl error handling logic
Rebuild 'CMDLCache::GetPhysicsGeometry()' and properly handle missing cache pointers. Also cleaned up various methods in CMDLCache and renamed 'studiophysicscache_t' to 'studiophysicsref_t'. The changes made the 'old_gather_props' convar hack redundant and has thus been removed.
2024-04-05 17:24:28 +02:00
Kawe Mazidjatari
5763e0ee20 ModelLoader: don't compile sprite functions for dedicated 2024-04-05 17:19:34 +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
a27f1b7fc9 RConServer: remove extraneous copy
CSocketCreator::GetAcceptedSocketAddress() returns a reference.
2024-04-05 17:19:31 +02:00
Kawe Mazidjatari
4934528909 CEngine: rename fields 2024-04-05 17:19:31 +02:00
Kawe Mazidjatari
f2da299b99 InputSystem: add note to 'CGame::DispatchKeyEvent()'
These are hardcoded delay values for if you want to pick and swap an item from the ground. Perhaps nice to make a cvar and an in-game UI setting for adjusting them.
2024-04-05 17:19:31 +02:00
Kawe Mazidjatari
145943d3a6 InputSystem: fix controller hold keys not working
Should've been !keyInfo.m_bKeyDown.
2024-04-05 17:19:31 +02:00
Kawe Mazidjatari
e2b508748d Server: improve extended client class
Use setters/getters and make members private and only accessible from CClient or CClientExtended.
2024-04-05 17:19:30 +02:00
Kawe Mazidjatari
8ae53d8336 CL_MoveEx: const correctness 2024-04-05 17:19:30 +02:00
Kawe Mazidjatari
e551e58a7d Server: rename 'ServerPlayer_t' to 'CClientExtended'
A more correct name + comments as to why this structure exists.
2024-04-05 17:19:30 +02:00
Kawe Mazidjatari
0cab94fb12 Server: sync client's clock with server's
This should in theory fix the server and client desync that takes place after multiple hours of uptime without disconnecting or reloading. Note that in this version of the engine the server tick is only send on connect (Titanfall 2 does seem to send it every tick, as this netmsg is also responsible for updating the server percentage on the 'cl_showfps' HUD, which does work as designed). The patched code still writes a 'statistics only' server tick update every tick, but only sends full if the interval time has been reached for that particular client instance.
2024-04-05 17:19:30 +02:00
Kawe Mazidjatari
35de4a2c15 Server: add CServer::BroadcastMessage()
Add CServer::BroadcastMessage and rename CServer::FrameJob parameter.
2024-04-05 17:19:29 +02:00
Amos
35bec64a5f Fix dedicated compile errors 2024-04-05 17:19:29 +02:00
Kawe Mazidjatari
714674ae33 Engine: reversed some CGame field names
Reversable thanks to the CInputSystem rebuild.
2024-04-05 17:19:28 +02:00
Kawe Mazidjatari
81ccefb74d NVIDIA: limit to 1 sleep per frame
The purpose of this bool was to only limit nv sleep to 1 per frame, but the bool was never reset.
2024-04-05 17:19:28 +02:00
Kawe Mazidjatari
c954640527 InputSystem: rename function parameter 2024-04-05 17:12:53 +02:00
Kawe Mazidjatari
735a9e0489 NVIDIA: properly enqueue frame ID
Sync Frame ID between main thread and render thread, this changes makes the integration PASS the reflex test utility.
2024-04-05 17:12:52 +02:00
Kawe Mazidjatari
4d521b60c9 Engine: fix incorrect function names
Was actually pointing to Host_Init_DuringVideo, not Host_Init. Added all Host_Init functions to avoid confusion in the future.
2024-04-05 17:12:52 +02:00