- 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).
Full implementation of all LiveAPI events into the game server.
NOTE: The only event left to be implemented in code is CustomEvent.
NOTE: ObserverSwitched and WeaponSwitched events are implemented in code, but they need a proper CodeCallback to hook them up properly in scripts.
The events.proto file is from build "R5pc_r5-200_J33_CL6243000_2024_02_27_14_53" with some slight modifications:
- PlayerStatChanged.newValue is now a oneof field, which can be either int, float or bool as Season 3 Apex still handles stats in one of those 3 types while retail was only int (which is most likely why they kept it just int only int he proto file).
- PlayerRespawnTeam.respawned is now a repeated Player field instead of a string. Initially the respawned field contained a comma separated list of player names that were respawned in the team, it now contains the actual Player data that is respawned as this was much easier to get from scripts, and also makes a bunch more sense than just string names.
- New CustomEvent event: since R5Reloaded is a modding platform, and we can't make new events for literally all gamemodes that modders create, we added another event "CustomEvent" which allows modders to sent their own data to their own tracker or anything while still remaining compatibility with the protocol.
The WebSocket system is now fully split up. The global network module initialization is moved to DLL init so the websocket class could be used for anything. The LiveAPI system now also mostly runs in the server frame thread, the convar change callbacks still need to be latched to the server frame thread however.
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.
- 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.
* 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
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.
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.
Display the EULA (fetched from masterserver), which the end user MUST accept before they can make use of the multiplayer features of R5Reloaded. NOTE: user doesn't need to agree to this to use the listenserver.
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).