18 Commits

Author SHA1 Message Date
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
47dfc39ad5 NVIDIA: add PC_LATENCY_PING marker to msg pump 2024-04-05 17:12:51 +02:00
Kawe Mazidjatari
13fa6d902b EngineAPI: key event dispatcher rebuild 2024-04-05 17:12:51 +02:00
Kawe Mazidjatari
44cf99acc1 InputSystem: add comment to field 2024-04-05 17:10:59 +02:00
Kawe Mazidjatari
b72f02d123 InputSystem: fixup enumerants and controller structs
Enumerants:
* ButtonCode_t::JOYSTICK_MAX_BUTTON_COUNT = 32 (previously 26, incorrect...).
* AnalogCode_t::JOYSTICK_FIRST_AXIS = 2 (previously 4, incorrect...).
* Added: ButtonCode_t::KEY_CREDITSIGN (k104, last key).
* Fixed up Xbox controller enums.

Structs xdevice_t:
* Added partially reversed unkownhiddevice_t structure (used for non-xbox hardware).

General:
* Added static assertions for structure sizes.
2024-04-05 17:10:58 +02:00
Kawe Mazidjatari
bbebbdac13 InputSystem: largely reversed struct and fully reversed iface
Struct has been largely mapped out (still requires a bit of work, mostly the Xbox/Hid data structures). The vftable has been fully mapped out.
2024-04-05 17:09:47 +02:00
Kawe Mazidjatari
144d5f62e1 IDetour: code refactor
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.
2024-04-05 16:41:09 +02:00
Kawe Mazidjatari
a618990937 Detour code refactor
This change was planned for a long time. This moves all REGISTER calls to a single translation unit, this is required as we currently added a very dirty workaround for not registering duplicates by checking if VFTable pointer was already present in the vector... Registering from single translation unit prevents duplicate instances that gets created if header is included by more cpp files.
Reworking this reduced 100kb+ of compiled code. This commit also reworked the way functions/variables/constant gets logged with their addresses; the new code formats them on the fly, and allows for resize at any time. Formatting is no longer required by programmer.

TODO: currently there are some compile errors for dedicated and client dll's. These will be resolved very soon as they need to be properly worked out still (server & client only stuff needs to be properly split). Use the 'main' (stable) branch for the time being if you need to compile these dll's.
2023-01-25 02:26:52 +01:00
Kawe Mazidjatari
2501c37044 Globally convert all byte patterns to strings
These get reconverted to masked byte patterns at runtime. With the signature map cache system, this will only happen when building the cache.
2022-12-01 22:44:55 +01:00
Kawe Mazidjatari
91052d8e9e Add more InputSystem methods 2022-11-10 15:32:56 +01:00
Kawe Mazidjatari
31845425d6 Only enable/disable input system on open/close events
Previously we enabled/disabled the input system each frame, depending on the state of the ImGui windows. This commit changes the behavior into only enabling/disabling when the menu's are closed (either through the keyboard or the close button).

I added a simple callback to ImGui::Begin which will be called when the close button on the ImGui panel is pressed and the callback pointer isn't nullptr, this was required as there was otherwise no way to determine when the close button was clicked.
2022-10-20 12:29:50 +02:00
Kawe Mazidjatari
8c6ee8a834 Remove 'm' prefix from dll globals
Large commit.
2022-08-09 03:02:00 +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
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
Kawe Mazidjatari
092b7e9d43 Start of migration to IDetour interface
Migrating to this to initialize all patterns and prototypes in Systems_Init() instead.
This should make debugging missing/not found patterns easier and allow for opting out variable/constant search (some of these require other patterns to be found, thus resulting in seg faults..).

Also added check to detect if user has a eligible CPU to run this SDK.
The game requires SSE and SSE2 instruction sets. Our SDK requires this too due to the use of SSE intrinsics, so we cannot let the game handle this. We have to check it ourselves.
2022-04-11 01:44:30 +02:00
Kawe Mazidjatari
b3631facbe Update all function casts 2022-04-09 06:05:47 +02:00
IcePixelx
f43c5da8ae Huge engine/host commit.
* Rebuild CModGroupApp::Main, did not include the dedicated routine with the empty class global.
* Using a template function now for virtual function calls
* Implemented most of the CEngine class and grabbing its global var now.
* Using local CEngine now in FrameUpdate
* Implemented EngineParms_t fully and grabbing its global var.
* Added macro for adding class member variables at offsets.

A lot of comments added regarding what needs to be done for this commit.

* Check other season compability, wasn't able to do that due to not having access to said binaries at the moment.
* Fix sdklauncher to use widestrings to fix the bug with other languages in path
2022-01-23 18:26:48 +01:00
Amos
d5b2e58dae Code base refactor + major performance and readability improvement. Read description for details.
* Codebase restructured to SourceSDK codebase style and .cpp/.h assertion paths in the game executable.
* Document most functions with valve style 'Purpose' blocks.
* Rename variables to match the rest of the codebase and Valve's naming convention.
* Dedicated DLL and the SDKLauncher now share the same codebase as the DevSDK.

* Obtain globals or pointers directly instead of waiting for runtime initialized data.
* Dynamically search for all functions and globals (this doesn't count for dedicated yet!).
* Initialize most in-SDK variables.

* Move certain prints and other utilities under ConVars to reduce verbosity and increase performance.
* Print all pattern scan results through a virtual function to make it easier to add and debug new patterns in the future.
* Type global var pointers appropriately if class or type is known and implemented.
* Forward declare 'CClient' class to avoid having 2 'g_pClient' copies.
* Add IDA's pseudo definitions for easier prototyping with decompiled assembly code.

* RPAK decompress Command callback implementation.
* Load decompressed RPaks from 'paks\Win32\' overriding the ones in 'paks\Win64\' (the decompress callback will automatically fix the header and write it to 'paks\Win32\').

* VPK decompress Command callback implementation.
* Move CRC32 ands Adler32 to implementation files.

* Server will print out more details about the connecting client.

* Upgrade ImGui lib to v1.86.
* Don't compile id3dx.h for dedicated.
* Don't compile id3dx.cpp for dedicated
* Implement DevMsg print function allowing to print information to the in-game VGUI/RUI console overlay, ImGui console overlay and the external windows console

* Fixed bug where the Error function would not properly terminate the process when an error is called. This caused access violations for critical/non-recoverable errors.
* Fixed bug where the game would crash if the console or server browser was enabled while the game was still starting up.
* Several bug fixes for the dedicated server (warning: dedicated is still considered work-in-progress!).
2021-12-25 22:36:38 +01:00