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https://github.com/Mauler125/r5sdk.git
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* 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!).
124 lines
3.4 KiB
C++
124 lines
3.4 KiB
C++
#include "core/stdafx.h"
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#include "core/logdef.h"
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#include "engine/sys_utils.h"
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#include "vgui/CEngineVGui.h"
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#include "gameui/IConsole.h"
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//-----------------------------------------------------------------------------
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// Sys_Error
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//
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//-----------------------------------------------------------------------------
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void HSys_Error(char* fmt, ...)
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{
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static char buf[1024];
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va_list args;
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va_start(args, fmt);
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vsnprintf(buf, sizeof(buf), fmt, args);
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buf[sizeof(buf) -1] = 0;
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va_end(args);
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DevMsg(eDLL_T::ENGINE, "%s\n", buf);
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Sys_Error(buf);
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}
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//-----------------------------------------------------------------------------
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// Sys_Print
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//
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//-----------------------------------------------------------------------------
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void DevMsg(eDLL_T idx, const char* fmt, ...)
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{
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int vmIdx = (int)idx;
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static bool initialized = false;
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static char buf[1024];
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static std::string vmType[7] = { "Native(S):", "Native(C):", "Native(U):", "Native(E):", "Native(F):", "Native(R):", "Native(M):" };
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static auto iconsole = spdlog::stdout_logger_mt("sys_print_iconsole"); // in-game console.
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static auto wconsole = spdlog::stdout_logger_mt("sys_print_wconsole"); // windows console.
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static auto sqlogger = spdlog::basic_logger_mt("sys_print_logger", "platform\\logs\\sys_print.log"); // file logger.
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std::string vmStr = vmType[vmIdx].c_str();
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g_spd_sys_w_oss.str("");
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g_spd_sys_w_oss.clear();
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if (!initialized)
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{
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iconsole = std::make_shared<spdlog::logger>("sys_print_ostream", g_spd_sys_p_ostream_sink);
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iconsole->set_pattern("[%S.%e] %v");
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iconsole->set_level(spdlog::level::debug);
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wconsole->set_pattern("[%S.%e] %v");
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wconsole->set_level(spdlog::level::debug);
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sqlogger->set_pattern("[%S.%e] %v");
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sqlogger->set_level(spdlog::level::debug);
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initialized = true;
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}
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va_list args;
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va_start(args, fmt);
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vsnprintf(buf, sizeof(buf), fmt, args);
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buf[sizeof(buf) - 1] = 0;
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va_end(args);
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vmStr.append(buf);
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iconsole->debug(vmStr);
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wconsole->debug(vmStr);
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sqlogger->debug(vmStr);
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#ifndef DEDICATED
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std::string s = g_spd_sys_w_oss.str();
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const char* c = s.c_str();
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g_pLogSystem.AddLog((LogType_t)eDLL_T::ENGINE, s);
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Items.push_back(Strdup((const char*)c));
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#endif // !DEDICATED
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}
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//-----------------------------------------------------------------------------
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// Sys_LoadAssetHelper
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//
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//-----------------------------------------------------------------------------
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void* HSys_LoadAssetHelper(const CHAR* lpFileName, std::int64_t a2, LARGE_INTEGER* a3)
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{
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std::string mod_file;
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std::string base_file = lpFileName;
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const std::string mod_dir = "paks\\Win32\\";
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const std::string base_dir = "paks\\Win64\\";
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if (strstr(lpFileName, base_dir.c_str()))
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{
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base_file.erase(0, 11); // Erase 'base_dir'.
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mod_file = mod_dir + base_file; // Prepend 'mod_dir'.
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if (FileExists(mod_file.c_str()))
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{
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// Load decompressed pak files from 'mod_dir'.
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DevMsg(eDLL_T::RTECH, "Loading pak: '%s'\n", mod_file.c_str());
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return Sys_LoadAssetHelper(mod_file.c_str(), a2, a3);
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}
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}
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if (strstr(lpFileName, base_dir.c_str()))
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{
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DevMsg(eDLL_T::RTECH, "Loading pak: '%s'\n", lpFileName);
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}
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return Sys_LoadAssetHelper(lpFileName, a2, a3);
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}
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void SysUtils_Attach()
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{
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DetourAttach((LPVOID*)&Sys_Error, &HSys_Error);
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DetourAttach((LPVOID*)&Sys_LoadAssetHelper, &HSys_LoadAssetHelper);
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}
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void SysUtils_Detach()
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{
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DetourDetach((LPVOID*)&Sys_Error, &HSys_Error);
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DetourDetach((LPVOID*)&Sys_LoadAssetHelper, &HSys_LoadAssetHelper);
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}
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