16 Commits

Author SHA1 Message Date
Kawe Mazidjatari
fc1c911c81 VPhysics: add CPhysicsCollision singleton
Used for CStudioVCollide::~CStudioVCollide().
2024-01-07 14:19:31 +01:00
Kawe Mazidjatari
4df2c83247 Tier1: add refcount class 2024-01-04 16:08:27 +01:00
Kawe Mazidjatari
e825a1e7a8 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.
2024-01-02 15:21:36 +01:00
Kawe Mazidjatari
98d47ce8ed InputSystem: add reversed KeyInfo_t and KeyEvent_t struct
Almost fully mapped out, the unknown fields seem to be unused or padding.
2023-12-24 15:17:08 +01:00
Kawe Mazidjatari
d608c734bd Add/update core headers 2023-12-23 01:22:02 +01:00
Kawe Mazidjatari
5105ea771d NVIDIA: initial implementation of latency markers 2023-12-22 14:42:28 +01:00
Kawe Mazidjatari
e541814482 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.
2023-11-26 13:21:20 +01:00
Kawe Mazidjatari
8932a9bfec Fix emblem misalignment 2023-11-01 02:08:08 +01:00
Kawe Mazidjatari
46b9561ae9 Update emblem for 2.4 release 2023-11-01 01:49:24 +01:00
Kawe Mazidjatari
234dc312fe EULA dialog implementation
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.
2023-10-20 19:16:33 +02:00
Kawe Mazidjatari
9145faafd5 Bump sigcache version to 2.8 and rename methods
Bump version and rename CSigCache::LoadCache to CSigCache::ReacCache.
2023-10-15 16:29:26 +02:00
Kawe Mazidjatari
6709fcb058 R5Reloaded 2.3 emblem 2023-10-15 16:28:30 +02:00
Kawe Mazidjatari
59fab7ac93 Client token authentication implementation
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.
2023-10-15 10:40:46 +02:00
Kawe Mazidjatari
6b344ad52f Only compile signature results in dev mode 2023-10-15 10:32:35 +02:00
Kawe Mazidjatari
ab1d28c778 Improve CPU detection code
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).
2023-10-08 16:27:10 +02:00
Kawe Mazidjatari
fd3e227a86 Align folder structure with p4 2023-09-19 22:13:22 +02:00