r5sdk/r5dev/core/init.cpp
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

183 lines
7.2 KiB
C++

//=============================================================================//
//
// Purpose: Main systems initialization file
//
//=============================================================================//
#include "core/stdafx.h"
#include "core/init.h"
#include "common/opcodes.h"
#include "tier0/ConCommand.h"
#include "tier0/completion.h"
#include "tier0/cvar.h"
#include "tier0/IConVar.h"
#include "vpc/IAppSystem.h"
#include "vpc/keyvalues.h"
#include "vpc/basefilesystem.h"
#include "vpc/keyvalues.h"
#include "launcher/IApplication.h"
#include "ebisusdk/EbisuSDK.h"
#include "vphysics/QHull.h"
#include "bsplib/bsplib.h"
#ifndef DEDICATED
#include "vgui/CEngineVGui.h"
#include "vgui/vgui_fpspanel.h"
#include "vguimatsurface/MatSystemSurface.h"
#include "client/cdll_engine_int.h"
#endif // !DEDICATED
#include "client/client.h"
#include "client/IVEngineClient.h"
#include "server/server.h"
#include "server/IVEngineServer.h"
#include "squirrel/sqinit.h"
#include "squirrel/sqapi.h"
#include "squirrel/sqvm.h"
#include "rtech/stryder.h"
#include "engine/baseclient.h"
#include "engine/host_state.h"
#include "engine/net_chan.h"
#include "engine/sys_dll.h"
#include "engine/sys_dll2.h"
#include "engine/sys_utils.h"
#ifndef DEDICATED
#include "inputsystem/inputsystem.h"
#include "windows/id3dx.h"
#endif // !DEDICATED
/////////////////////////////////////////////////////////////////////////////////////////////////
//
// ██╗███╗ ██╗██╗████████╗██╗ █████╗ ██╗ ██╗███████╗ █████╗ ████████╗██╗ ██████╗ ███╗ ██╗
// ██║████╗ ██║██║╚══██╔══╝██║██╔══██╗██║ ██║╚══███╔╝██╔══██╗╚══██╔══╝██║██╔═══██╗████╗ ██║
// ██║██╔██╗ ██║██║ ██║ ██║███████║██║ ██║ ███╔╝ ███████║ ██║ ██║██║ ██║██╔██╗ ██║
// ██║██║╚██╗██║██║ ██║ ██║██╔══██║██║ ██║ ███╔╝ ██╔══██║ ██║ ██║██║ ██║██║╚██╗██║
// ██║██║ ╚████║██║ ██║ ██║██║ ██║███████╗██║███████╗██║ ██║ ██║ ██║╚██████╔╝██║ ╚████║
// ╚═╝╚═╝ ╚═══╝╚═╝ ╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝╚═╝╚══════╝╚═╝ ╚═╝ ╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═══╝
//
/////////////////////////////////////////////////////////////////////////////////////////////////
void Systems_Init()
{
// Begin the detour transaction to hook the the process
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
// Hook functions
IApplication_Attach();
CBaseClient_Attach();
CBaseFileSystem_Attach();
//QHull_Attach();
//BspLib_Attach();
#ifndef DEDICATED
CEngineVGui_Attach();
CFPSPanel_Attach();
CHLClient_Attach();
#endif // !DEDICATED
CServer_Attach();
#ifdef DEDICATED
CHostState_Attach(); // Dedicated only for now until backwards compatible with S1.
#endif // DEDICATED
CNetChan_Attach();
ConCommand_Attach();
IConVar_Attach();
CKeyValueSystem_Attach();
IVEngineServer_Attach();
SQAPI_Attach();
SQVM_Attach();
SysDll_Attach();
SysUtils_Attach();
// Patch instructions
RuntimePtc_Init();
// Commit the transaction
if (DetourTransactionCommit() != NO_ERROR)
{
// Failed to hook into the process, terminate
TerminateProcess(GetCurrentProcess(), 0xBAD0C0DE);
}
IConVar_InitConVar();
#ifdef DEDICATED
Dedicated_Init();
#endif // DEDICATED
}
//////////////////////////////////////////////////////////////////////////
//
// ███████╗██╗ ██╗██╗ ██╗████████╗██████╗ ██████╗ ██╗ ██╗███╗ ██╗
// ██╔════╝██║ ██║██║ ██║╚══██╔══╝██╔══██╗██╔═══██╗██║ ██║████╗ ██║
// ███████╗███████║██║ ██║ ██║ ██║ ██║██║ ██║██║ █╗ ██║██╔██╗ ██║
// ╚════██║██╔══██║██║ ██║ ██║ ██║ ██║██║ ██║██║███╗██║██║╚██╗██║
// ███████║██║ ██║╚██████╔╝ ██║ ██████╔╝╚██████╔╝╚███╔███╔╝██║ ╚████║
// ╚══════╝╚═╝ ╚═╝ ╚═════╝ ╚═╝ ╚═════╝ ╚═════╝ ╚══╝╚══╝ ╚═╝ ╚═══╝
//
//////////////////////////////////////////////////////////////////////////
void Systems_Shutdown()
{
// Begin the detour transaction to unhook the the process
DetourTransactionBegin();
DetourUpdateThread(GetCurrentThread());
// Unhook functions
IApplication_Detach();
CBaseClient_Detach();
CBaseFileSystem_Detach();
//QHull_Detach();
//BspLib_Detach();
#ifndef DEDICATED
CEngineVGui_Detach();
CFPSPanel_Detach();
CHLClient_Detach();
#endif // !DEDICATED
CServer_Detach();
#ifdef DEDICATED
CHostState_Detach(); // Dedicated only for now until backwards compatible with S1.
#endif // DEDICATED
CNetChan_Detach();
ConCommand_Detach();
IConVar_Detach();
CKeyValueSystem_Detach();
IVEngineServer_Detach();
SQAPI_Detach();
SQVM_Detach();
SysDll_Detach();
SysUtils_Detach();
// Commit the transaction
DetourTransactionCommit();
}
//////////////////////////////////////////////////////////
//
// ██████╗ ███████╗███████╗██╗ ██╗██╗ ████████╗███████╗
// ██╔══██╗██╔════╝██╔════╝██║ ██║██║ ╚══██╔══╝██╔════╝
// ██████╔╝█████╗ ███████╗██║ ██║██║ ██║ ███████╗
// ██╔══██╗██╔══╝ ╚════██║██║ ██║██║ ██║ ╚════██║
// ██║ ██║███████╗███████║╚██████╔╝███████╗██║ ███████║
// ╚═╝ ╚═╝╚══════╝╚══════╝ ╚═════╝ ╚══════╝╚═╝ ╚══════╝
//
//////////////////////////////////////////////////////////
void PrintHAddress() // Test the sigscan results
{
std::cout << "+----------------------------------------------------------------+" << std::endl;
for (IDetour* pdetour : vdetour)
{
pdetour->debugp();
}
}