273 Commits

Author SHA1 Message Date
Kawe Mazidjatari
dbc47f81aa CAI_Utility: only check ConVar's once a frame
Obtain values of ConVar once a frame instead of checking within loop. There is no point changing the values while we are rendering. Thi sshould increase performance when drawing larger NavMeshes.
2022-10-01 00:25:21 +02:00
Kawe Mazidjatari
69491acb49 Additional NavMesh draw optimizations using SIMD
* Construct min/max for AI Script Network boxes using SIMD (significantly reduced instruction count!).
* Move NavMesh debug draw to dedicated class for future changes.
2022-09-30 01:16:26 +02:00
Kawe Mazidjatari
e111587dd7 Utilize SIMD for 'DrawNavMeshPortals'
* Use SIMD to construct vertices into single XMM register.
* Use SIMD to construct origin and destination vectors from vertices.
* Deref 'navmesh_debug_camera_range' only once outside the render loop.
* Light code cleanup.
2022-09-29 22:26:27 +02:00
Kawe Mazidjatari
f06c9a01e2 Utilize SIMD for 'DrawNavMeshPolys'
* Use SIMD to construct a Vector3D in a single instruction, instead of setting the vector fields individually.
* Store ConVar value as const bool outside loop.
* Slightly improved variable naming.
2022-09-29 20:14:39 +02:00
Kawe Mazidjatari
a6a44feb4d More NavMesh visualization SIMD optimizations
Use SIMD to construct Vector3D's for the BVTree's min/max.
2022-09-29 15:59:48 +02:00
Kawe Mazidjatari
2df13ecdfc NavMesh optimizations
Use SSE for subtraction of origin scalars
2022-09-29 10:59:27 +02:00
Kawe Mazidjatari
cc26113c9e Implement debug draw AIN node links to nearest node
Feature can be toggled using the "ai_script_nodes_draw_nearest" cvar.
2022-09-28 00:14:33 +02:00
Kawe Mazidjatari
0b77621129 Add missing function dbg print 2022-09-21 21:07:43 +02:00
rexx
7d8d515190 add global text chat
use sv_forceChatToTeamOnly 0 to enable global chat
2022-09-18 20:42:16 +01:00
Kawe Mazidjatari
729475c74c Light cleanup
Use NO_ERROR instead of NULL for error code parameter passed to Error(..).
2022-09-14 01:14:51 +02:00
Kawe Mazidjatari
3d6d6644bd Logging bug fix and error handling improvements
* 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.
2022-09-14 00:39:38 +02:00
Kawe Mazidjatari
34a06147d7 Fix spelling errors
Overall spelling improvements and cleanup..
2022-09-09 19:47:31 +02:00
Kawe Mazidjatari
c35829013e Change VFTavle indexes from read only to contant 2022-08-31 14:38:49 +02:00
Kawe Mazidjatari
1f41f3c9d0 Update ai_networkmanager.cpp 2022-08-31 12:49:48 +02:00
Kawe Mazidjatari
8dd7b70d61 Fixed small bug in DevMsg log from 'CAI_NetworkManager::LoadNetworkGraph()'
'(checksum: '0x%X' expected: '0x%X')': checksum was NavMesh, and expected is the nodegraph.
'checksum' should be the nodegraph crc (what we obtain from the AINet header), and expected should be the computed NavMesh crc, since we consider the AIN 'out of date' when its checksum doesn't match the NavMesh one.
2022-08-31 03:00:50 +02:00
Kawe Mazidjatari
cf5ab260da Improve spelling 2022-08-24 00:42:59 +02:00
Kawe Mazidjatari
6af5c7cdcf Use internal FileSystem for loading and handling
AIN files are now written to GAME dir, and the engine attempts to load the AI files from any GAME dir (search includes the VPK's).
2022-08-23 21:32:12 +02:00
Kawe Mazidjatari
5548a74d59 Major cleanup (see description)
* Fix all compiler error for GameSDK on S0 and S1.
* Remove some unused patterns and globals (launch performance gains of 100ms).
* Remove most duplicate patterns.
* Relocate globals from engine to a more appropriate location.
* Renamed some unknown vars to a more appropriate name (most of these where obtained a while back, but as we reversed more parts of the engine, some of these vars become known).
* Renamed some vars to fit the naming convention used in the SDK.
* Fixed pattern debug logging using the wrong pointer, thus displaying the wrong address.
2022-08-18 02:15:23 +02:00
Kawe Mazidjatari
52ee409f5f Use CIOStream for reading NavMesh and AIN files 2022-08-11 12:09:38 +02:00
Kawe Mazidjatari
88b3336758 Many small code improvements and optimizations
* Use c++ methods as much as possible.
* Use enum types for accessing NavMesh objects from array.
* Use size_t for for loops when testing against size types.
* Don't compute strlen twice of more on the same string.
* Don't use unnecessary c string casts if there is a method with a std::string overload.
* Don't create string objects from string pointers if we could use them directly.
* Don't initialize RCON password twice on each change, and don't set if the new password equals the old.
2022-08-11 11:07:45 +02:00
Kawe Mazidjatari
329621c6ad Move all public headers into root of 'public' 2022-08-09 17:18:07 +02:00
Kawe Mazidjatari
e92b5d1300 General cleanup
Use c++ methods, remove unnecessary casts, unnecessary use of auto, etc..
2022-08-09 15:19:12 +02:00
Kawe Mazidjatari
8c6ee8a834 Remove 'm' prefix from dll globals
Large commit.
2022-08-09 03:02:00 +02:00
Kawe Mazidjatari
9d06a02614 General cleanup
* Use Cbuf functions for executing commands in ImGui panels.
* Use const qualifiers for all vftable indexes.
2022-08-09 02:35:00 +02:00
Kawe Mazidjatari
93375d9a1f Improve NavMesh debug draw colors 2022-07-25 20:40:28 +02:00
Kawe Mazidjatari
086489a000 AIN/NavMesh debug draw improvements
* Move AIN/NavMesh debug draw to ai_utility_shared.cpp.
* Use shift index + range for AIN debug draw.
* Added cvar for determining max distance between camera and tile (anything outside this range doesn't get draw).
2022-07-25 16:39:07 +02:00
Kawe Mazidjatari
799dac882a Add 'MainViewOrigin()' and 'MainViewAngles()'
Implemented g_vecRenderOrigin and g_vecRenderAngles to SDK.
2022-07-25 12:46:57 +02:00
Kawe Mazidjatari
f314b9b4e7 Start of C_Player reversing 2022-07-24 12:59:40 +02:00
Kawe Mazidjatari
be42e98197 CAI_NetworkBuilder::SaveNetworkGraph improvements 2022-07-20 21:06:19 +02:00
Kawe Mazidjatari
5486923f47 Improve CAI_NetworkBuilder::SaveNetworkGraph
* Use proper format specifier for short.
* Remove redundant IsBadReadPtrV2 call when writing script nodes (this was initially for debugging but hasn't been removed after development finished).
2022-07-20 16:22:03 +02:00
Kawe Mazidjatari
bd0edc663d Add 'g_pHullMasks' into SDK
Static array of hull masks
2022-07-20 12:33:39 +02:00
Kawe Mazidjatari
59dd3e2228 NavMesh system improvements
* Confirmed DT_MAX_AREAS size being 32 (originally 64).
* header->offMeshEnds to -1.
* Added pointer to 'g_pHullMask'.
2022-07-19 22:00:40 +02:00
Kawe Mazidjatari
0026723aef Add g_pNavMeshQuery signature to SDK 2022-07-17 12:55:38 +02:00
Kawe Mazidjatari
c79cfa4968 Declare GetNavMeshForHull() 2022-07-13 11:44:38 +02:00
Kawe Mazidjatari
2dd66662b2 Add g_pNavMesh to SDK
Add g_pNavMesh to SDK and a simple wrapper for obtaining NavMesh from array.
2022-07-13 11:42:07 +02:00
Kawe Mazidjatari
96abdf619c Rebuild 'ai_script_nodes_draw'
Originally stripped from retail.
2022-07-11 12:00:08 +02:00
Kawe Mazidjatari
7d89a42b56 Mathlib implementation
SourceSDK mathlib port with light modifications.
Renamed Vector to Vector3D (to avoid confusion with std::vector (declared as vector) and Vector2D/Vector4D).
2022-07-06 21:11:32 +02:00
Kawe Mazidjatari
fbcee16f97 CAI_NetworkBuilder::SaveNetworkGraph improvements
Use CIOStream class.
Use proper type for CAI_Network::m_iNumNodes.
Improved CIOStream to take std::filesystem::path instead of std::string.
2022-06-24 16:56:28 +02:00
Kawe Mazidjatari
79372aa485 Prefix internal function pointers with 'v_' 2022-06-12 13:24:30 +02:00
Kawe Mazidjatari
49be7e4e96 Update ai_networkmanager.cpp 2022-05-26 01:44:54 +02:00
Kawe Mazidjatari
4b72afb74f Light refactor for logging
Moved logging functions to dbg.h (tier0) and export them from the dll.
Added additional functions for checking bad pointers (debug only!).
Reduced output code size.
2022-05-25 14:18:29 +02:00
Kawe Mazidjatari
efb7c36408 Light project restructure
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.
2022-05-20 11:52:19 +02:00
Kawe Mazidjatari
3144227ec8 Update GetAdr implementations to feature spdlog
Fixed all alignments and reduced code verbosity
2022-05-13 14:53:25 +02:00
Kawe Mazidjatari
611ea6447a Console performance improvements and bug fixes
* Heavily reduced string compares for coloring logs (the left overs require a dedicated hook, this is for the future)
The new method uses a ImVec 4 constant containing the color obtained via a switch case by context, this is then out into the new CConLog structure where the loop in the console will now gather the colors directly from.
Error/Warning use a single constant.

* Fixed bugs in several log locations where the ostringstream was cleared before the emission causing double logs.

* Added global log mutex to log wrappers that lacked those.
2022-05-09 02:20:07 +02:00
Kawe Mazidjatari
c1da90db33 Update ai_networkmanager.cpp 2022-05-08 19:09:31 +02:00
Kawe Mazidjatari
34fddf723a Use uppercase for hex 2022-05-06 16:28:13 +02:00
Kawe Mazidjatari
d0974f7317 Validate AI Network during load
Compares AINet version, map version and NavMesh (large) checksum, warns and logs to console if conditions aren't satisfied.
2022-05-06 16:20:51 +02:00
Kawe Mazidjatari
7dd107916c Fix rare crash
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).
2022-04-30 18:59:55 +02:00
Kawe Mazidjatari
3cb4976c23 Start or 'mdl/error.rmdl' fallback implementation (see description)
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.
2022-04-29 05:30:06 +02:00
Kawe Mazidjatari
e32cc6ae6a Code overhaul
Moved every pattern to IDetour interface. This allows for debugging patterns scans more easily, and create threads during pattern searching (Operation is now fired in APIENTRY).

Also cleaned up some unused code/extraneous comments.
Slightly increased performance by purging duplicate patterns.
Made variable search less dependent from other results (except if pattern-to-scan results is within the same header)
2022-04-18 03:35:08 +02:00