The string buffer was moved to the stack on a recent refactor, but the data must persist even outside the function scope. Moved back to class in form of a buffer.
Make use of newly added flag "ImGuiWindowFlags_OverlayHorizontalScrollbar" as per commit 60e4514b7b5c56db89102a3d66ef28a14118b8fd. Also removed flag "ImGuiWindowFlags_AlwaysVerticalScrollbar", only show the vertical scrollbar when its visible. Enabled code that takes the scrollbar into account in function CTextLogger::EnsureCursorVisible().
If host status is set to offline after the server is launched, the browser would continue to broadcast the server. This patch makes sure that if the visibility has been set to offline, the server would no longer be broadcasted to the master server.
This patch splits host logic from CServerListManager. CServerListManager is actually meant for the client to manage the server list to which the client could connect to. The hosting logic has been moved to the new CServerHostManager class.
Previously, we stored all the hosting details in CServerListManager, with connection criteria in CPylon, this data has been moved over to CServerHostManager as well.
Previously, we also needed a mutex to access the server host data, function HostState_KeepAlive() has been refactored to the point this mutex is no longer necessary as the only threaded process is the actual request, the rest is being applied in the main thread. We also now only construct a NetGameServer_t struct if we actually plan to host.
Access to CPylon::m_Language is now also protected by a mutex, as the change callback of cvar 'language' and the threaded method 'CPylon::QueryServer()' are competing for access.
Make sure the autocomplete suggest window is always behind the console window with nothing in between. Previously, the server browser or modal panel ended up between the autocomplete suggest window and console window if the console was focused after the browser was invoked and moved partially on top of the console.
This fixes corner case bugs like selecting currently entered text, and deleting it at once. If we happen to show a ConVar's value, and do the mentioned action, it wouldn't clear it as "if (iData->BufTextLen)" won't satisfy.
The pass filter has some features (including, or excluding with the '-' prefix), but this isn't very clear. Added the original 'usage' text back, which caused the following issue: the summary text (showing how many history items, or the currently selected convar's current value/default value) would clip outside the console window on ConVar's that had larger string values, like URL's. The summary text has been moved to just above the input text field to fix this issue. This patch also contains some slight improvement to styling of the console.
Made the style of the code more consistent. Not much logic-wise had changed during the refactor, but there are some.
Console:
* Removed m_bSuggestUpdate and the logic bound to it, this var was never set and the logic was never used. This was the initial workaround for resetting the autocomplete selection pos to kPark (-1), but this is currently done in a more mature way, but the old code was never removed
* CreateSuggestionsFromPartial() (previously, FindFromPartial()) would break if a ConCommand/ConVar was found that was already added in the list. Although this is an engine/sdk level bug, we shouldn't stop iterating there. Added an assert instead and made the loop continue.
* Removed member m_bCopyToClipBoard, this was used to check if the copy button was pressed, to copy the text the next frame. The copy now happens directly in the site of the Copy button which is a better approach.
* Due to the changes with removing m_bCopyToClipBoard, the mutex for m_colorTextLogger is now released right after rendering the color text to fully minimize blocking time between other threads.
Browser:
* Moved ImGui::Begin() call from RunFrame() to DrawSurface(), it fits better there and we can now also return false if the frame didn't render.
* Improved the "Broadcasting" text formatting when server browser is hosting and broadcasting without a server token (public server).
Both:
* Added virtual Shutdown() method.
Use convars to determine the size, by default the width is the same size as the input text bar. The height has also been increased with 90f (shows 12 elements now, this fits perfectly when the game is launched with default options). Also properly clamp the autocomplete window
This code originated from an imgui code editor, where it would make sense to have per-character colors. But for the console, we only ever do 1 color per line. Just store the string and one color instance, this also allows us to just take the string instead of manually reconstructing it which is very slow. The code now also only stores 32bits for color (per line) instead of 128 bits (ImVec4) as we only ever need to convert it once.
As a result, a bunch of rendering code could be dropped, and the pass filter is now also very fast as we don't need to reconstruct the string to check for the filter, we just pass a char* in which doesn't cost any perf.
Moved implementation to dedicated class 'CImguiSystem' with the following changes:
* Added mutex for ImGui_ImplWin32_WndProcHandler(), the window proc is ran from a different thread than CImguiSystem::SampleFrame() is being called from. Needs a mutex as both functions interact with the input queue list.
* Added init stages for debugging and preventing the system from running certain parts of the code if a certain stage hasn't been reached yet.
* NULL out ImGuiContext::ConfigNavWindowingKeyNext , we don't need any nav window shortcuts as users don't need then in-game, and it also interferes with certain key binds some users have.
* CImguiSystem::SampleFrame() (previously ImguiSystem_SampleFrame()), is now being called from CMaterialSystem::SwapBuffers(), as that function is called from the main thread while also getting updated during level loads/etc, so instead of switching between 2 static buffers for as long as the levels are being loaded, we imgui updates properly too and directly swap afterwards.
* Removed hack in CGame::WindowProc() where we would only run windowproc if we aren't shutting the game down. This was needed as there was a chance of a crash at some rare cases, but this was simply due to a missing mutex which has been addressed and fixed as of this commit.
* Lock mutex during init and shutdown.
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.
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.
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.
* Use CThreadFastMutex instead
* Rename ISurface to IDebugSurface to prevent a potential name collision with VGUI's ISurface iface if we ever add it
* Fix race condition when setting CPylon::m_HostIP from materialsystem thread, this has been dispatched to the main thread
* Marked 'pylon_matchmaking_hostname' FCVAR_MATERIAL_SYSTEM_THREAD as we use it in the server browser panel.
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.
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.
They were all strings; changed them to what made most sense for each field type. Changes:
"hidden": string -> bool
"port": string -> int
"checksum": string -> uint
"playerCount": string -> int
"maxPlayers": string -> int
The game internally obtains a auth token from Origin. On connect to a gameserver, it will send it to the masterserver. The master server will create a JWT token and send this back to the client. The client stores this token in 3 userinfo cvars (token, sig1, sig2). the sig1 and sig2 cvars are there to compensate for the truncation caused by sending the cvar, as each cvar string length could be up to 255 (byte max). The server verifies this token (the signature, timestamp, expiry); if they are valid, the has successfully authenticated and will connect.
Combine ClearAutoComplete with ResetAutoComplete, full reset needs to be performed when calling this. Combining avoids confusion and potential bugs later on.
* Fixed redundant call (every frame) to 'ResetAutoComplete()' if the list was empty while having text in the buffer.
* 'ResetAutoComplete()' also resets 'm_bCanAutoComplete' now.
Don't update the view once we already found the 'active' object, or if we are at the park position (-1). This fixes the hack of having to have CConsole::m_bSuggestMoved to be true all the time.
If you had a list of suggestions, and had an active element halfway through the list, and then update the suggestion list again by changing what's in the input buffer, the view would remain at the old position (displaying whatever is there). This makes sure the view gets reset all the way to the top if the list was updated.