r5sdk/r5dev/server/IVEngineServer.h
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

31 lines
1.4 KiB
C++

#pragma once
namespace
{
/* ==== CVENGINESERVER ================================================================================================================================================== */
ADDRESS p_IVEngineServer_PersistenceAvailable = g_mGameDll.FindPatternSIMD((std::uint8_t*)"\x3B\x15\x00\x00\x00\x00\x7D\x33", "xx????xx");
bool (*IVEngineServer_PersistenceAvailable)(void* entidx, int clientidx) = (bool (*)(void*, int))p_IVEngineServer_PersistenceAvailable.GetPtr(); /*3B 15 ?? ?? ?? ?? 7D 33*/
}
///////////////////////////////////////////////////////////////////////////////
bool HIVEngineServer_PersistenceAvailable(void* entidx, int clientidx);
void IVEngineServer_Attach();
void IVEngineServer_Detach();
///////////////////////////////////////////////////////////////////////////////
extern bool g_bIsPersistenceVarSet[128];
///////////////////////////////////////////////////////////////////////////////
class HVEngineServer : public IDetour
{
virtual void debugp()
{
std::cout << "| FUN: IVEngineServer::PersistenceAvailable : 0x" << std::hex << std::uppercase << p_IVEngineServer_PersistenceAvailable.GetPtr() << std::setw(npad) << " |" << std::endl;
std::cout << "+----------------------------------------------------------------+" << std::endl;
}
};
///////////////////////////////////////////////////////////////////////////////
REGISTER(HVEngineServer);