Now uses new JSON member lookup utilities implemented in commit f6e93ee457876ce869ce04067fe9344ff81083ca. All lookups (typically 3 per member) have been reduced to 1 by caching and reusing all value pointers or iterators. Also added error strings for 2 missing error cases in CPylon::GetEULA(), previously it would only set the error string during fetch error, but not when the data is missing or the schema is incorrect.
RCON lacked encryption, added AES-CTR encryption on RCON frames. Slightly adjusted protocol to take this into account (sending nonces, encrypted data itself, etc).
- Don't free console if the process is being closed from the console, this will cause the process to freeze within the FreeConsole() call
- Properly check for CPU features in order, and moved all checks to a single function utilizing the CPUInformation struct.
- Made SDK_Init() and SDK_Shutdown() more resilient against mistakes with new checks and error messages (added since they are exported now).
Fix taken from IcePixelx/silver-bun@e11bfb7fa7
We should migrate to the new header only implementation once there's more time to mifrate the code + testing it.
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.
This is overall also a better code architecture.
This change also forced changes in the ImGui server browser window, which contained a bunch of threading bugs too.
Engine changes:
- g_pCVar is no longer exported, as this wasn't necessary in the end.
- g_ThreadMainThreadID and g_ThreadServerFrameThreadID are now exported from the game executable, as these are required as soon as the DLL is loaded.
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.
Fix syntax error on page protection flags check when determining whether we encountered a return address. Also limit the amount of dynamic memory allocation calls, offer a large enough static buffer where we can just write into when we crash without needing to alloc or realloc anything. Also removed some hacky code like the whitelist set, and made the module handle array static into the class as well. The CrashHandler singleton is now a static class instance.
Instead of seeking to the very start again when GetSize() is called, seek back to the original position. Also added dedicated methods for seeking put or get instead of using the mode since this is a fstream
The printf specifier does not allow limiting buffer reads. Made the FourCCToString more performant by using a fixed size stack array and creating the fourcc into that which we now use to properly print out the asset magic.
Fix bug where even the last path would be processed in the loop, making the return call always return an error as the path would've been created by that time. This ensures that we always return the value returned by mkdir when creating the last path
* 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
CCommandLine isn't implemented in tools, thus unresolved external symbol errors will be thrown. HushAsserts() was unused and therefore removed which fixes these errors.
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.
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.
Structure now fully aligns with that of the engine, with exception of newly added fields for the SDK (new fields are marked in the structure definition).