24 Commits

Author SHA1 Message Date
Kawe Mazidjatari
21093ca1a1 Implement NVIDIA Reflex Low Latency technology 2023-09-09 15:12:58 +02:00
Kawe Mazidjatari
7e247d9943 Create separate cvar to enable Base_CmdKeyValues netmsg's
The server can exploit the client with these netmessages, therefore, sv_cheats shouldn't be used to toggle it. Create a cvar that the server and client have to enable individually to enable the system.
2023-09-04 09:48:47 +02:00
rexx
356f0ce7c0 send language to MS 2023-08-17 20:02:42 +01:00
Amos
e66680881b Add 'sv_clockcorrection_msecs' cvar to SDK 2023-08-17 01:56:42 +02:00
Amos
3ff85c174a Finish unlag exploit fix
- Make sure cmdTime is never lower than last.
- Make sure delta doesn't exceed maxUnlag.
- Make sure latency gets clamped to maxUnlag (clamp appears to be missing in the engine).
- Only check for cmdTime if we are not discarding the cmd; previously, already processed queued cmd's got checked before being discarded.
2023-08-15 00:45:58 +02:00
Amos
631e6d9e17 Work in progress unlag exploit fix
Temporary lag compensation exploit fix by clamping the difference. Exploiter could carefully control the detonation time of a grenade, or alter the ability cool downs by altering the 'CUserCmd::command_time' field before sending it up.
2023-08-14 20:47:02 +02:00
Kawe Mazidjatari
d0544a3bc7 Remove development only flags for some cvars
Removed for:
* base_tickinterval_sp
* base_tickinterval_mp
* sv_updaterate_sp
* sv_updaterate_mp
* cl_updaterate_mp

Cvar 'cl_cmdrate' is deprecated in the engine and SDK since the CL_Move rebuild, and therefore has been removed entirely.
2023-08-08 13:05:33 +02:00
Kawe Mazidjatari
a840fd1493 Remove devonly flag from 'discord_updatePresence'
Allow user to enable it, seems to work perfectly fine.
2023-08-07 17:54:57 +02:00
Kawe Mazidjatari
2d6a1c79ac Comment 'sv_rcon_banpenalty' out for now
Nice to implement at some point, but its not a priority. The current system just disables itself if its under attack (requires action from server owner to re-enable).
2023-08-05 01:14:03 +02:00
Kawe Mazidjatari
f2783ae93f Make use of 'CConnectedNetConsoleData::m_bInputOnly' properly
This member was in the class when RCON was added to the r5sdk, but it was never utilized. Now, each netconsole can toggle whether they are input only or not, the server only sends logs to netconsoles that are not input only. This patch also contains a fix in which the listen server sends logs to the client of its own process, causing an infinite recursive call to DevMsg.
2023-08-04 17:28:01 +02:00
rexx
b8744a9ab8 create sv_language cvar
currently unused, will be implemented in #103
2023-08-01 22:45:58 +01:00
Kawe Mazidjatari
31d92b439f Move cvars from curlutils.cpp
Move it elsewhere so this code can be shared among tools that don't feature the ConVar class.
2023-07-26 16:52:49 +02:00
Kawe Mazidjatari
36376e3b2f Rename 'con_suggestion_*' cvars to 'con_suggest_*'
Matches the suggest class name more.
2023-07-22 15:01:00 +02:00
Kawe Mazidjatari
00f349c745 Use ICVar iterator for console partial suggest
Added public interface to ICVarIteratorInternal, this class also deals with the deletion of the iterator. This fixes the problem of cvars not showing up that have been registered after 'CModAppSystemGroup::Create()' has been called. Currently, no cvar is registered after it. This will/could change when the plugin system is utilized.

Additional changes:
- Cvar 'con_suggestion_flags_realtime' has been removed, as we no longer keep an early copy anymore; real time flags are always shows from now on.
 - Fixed a bug in 'CConsole::FindFromPartial()' where we would return in the loop when 'm_vSuggest.size() >= con_suggestion_limit->GetInt()', instead of breaking out, which skips the element sorting process.
2023-07-22 14:51:15 +02:00
Kawe Mazidjatari
dccb897c27 Make 'sv_usercmd_dualwield_enable' server and client
Must be for server and client, as its used in shared code.
2023-07-19 02:14:09 +02:00
Kawe Mazidjatari
728eff81c8 Remove devonly flag from 'sv_single_core_dedi' cvar
Allow setting this in retail mode.
2023-07-11 00:18:58 +02:00
Kawe Mazidjatari
4f806ee2ba Remove dead cvar
No longer used.
2023-07-08 18:28:27 +02:00
Kawe Mazidjatari
8f480d924b Add cvars for modsystem
Add cvars to enable/disable the modsystem, also added cvars to toggle modsystem debug.
2023-07-08 13:22:30 +02:00
Kawe Mazidjatari
7d456b8b61 Add 'player_userCmdsQueueWarning' cvar to SDK
Will be used for the 'CPlayer::ProcessUserCmds' rebuild.
2023-07-02 21:28:49 +02:00
Kawe Mazidjatari
f2615b10de Improve CClient class structure
* Added structure for send/recv datablocks vtable.
* Mapped out CClient structure more.
* Fixed incorrect tick member offsets for CClient.
2023-06-22 00:33:00 +02:00
Kawe Mazidjatari
51ea9c7c4f CUserCmd hardening
Fix several exploitable bugs in the CUserCmd class. Some of these have been used to exploit/cheat in-game. Fixes contain:
- Camera position clamping (the only patch that hasn't been tested yet!)
- Weapon activity exploit, allowing player to infinitely throw ordnances, and perform other 'cheats'.
- Akimbo exploit + server crasher, allowing client to set multiple inventory weapons as active. The active weapon index bounds were also not checked, a properly crafter CUserCmd message would therefore be able to crash the server.

Note that this does not fix all issues related to the UserCmd class; further reversing and testing revealed there is more to be fixed, these fixes will get implemented with a future commit.
2023-06-13 17:43:32 +02:00
Kawe Mazidjatari
9f2b1b1bb5 Improve CL_Move rebuild
Ported the logic from the more recent builds into the SDK rebuild. Note that this isn't all that has changed in the live builds, but were the only things worth porting back. Frame times are now properly clamped on the client. Some testing revealed that the movement now feels identical to the live version of the game, which was the target. This commit also fixes a bug in CL_Move were the datagram was not send, and the next cmd time wasn't set if the client was NOT active, while it should have.
2023-06-05 00:27:36 +02:00
Kawe Mazidjatari
1afa75fec3 Fix >190FPS input system/simulation problems
Function 'CL_Move' has been fully rebuild in the SDK. Originally, the game checked if the delta time exceeded an amount defined by an immediate value, and dropped usercmd's if that was the case. This logic has been replaced with a more dynamic solution, and the console variable regulating this ('fps_input_max') is set to 200.0 by default (the same as the fix applied in the Season 9.1 Genesis update). This function also has been slightly optimized by removing duplicate operations that were performed in the original function. A second fix has been applied to 'CInput::JoyStickApplyMovement' that was also found changed in the Season 9.1 Genesis executable. In that function, an extraneous clamp was performed on the frame time causing viewstick problems when usercmd's get dropped in CL_Move.
2023-06-03 21:20:23 +02:00
Kawe Mazidjatari
f120354e96 Initial port to CMake
* All libraries have been isolated from each other, and build into separate artifacts.
* Project has been restructured to support isolating libraries.
* CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example).
* Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp).

TODO:
* Add a batch file to autogenerate all projects.
* Add support for dedicated server.
* Add support for client dll.

Bugs:
* Game crashes on the title screen after the UI script compiler has finished (root cause unknown).
* Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
2023-05-10 00:05:38 +02:00