r5sdk/r5dev/windows/console.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

100 lines
2.9 KiB
C++

#include "core/stdafx.h"
#include "core/init.h"
#include "rtech/rtech.h"
#ifndef DEDICATED
#include "windows/id3dx.h"
#endif // !DEDICATED
#include "windows/console.h"
#include "client/IVEngineClient.h"
#include "common/opcodes.h"
//#############################################################################
// INITIALIZATION
//#############################################################################
void Console_Init()
{
///////////////////////////////////////////////////////////////////////////
// Create the console window
if (AllocConsole() == FALSE)
{
OutputDebugString("Failed to create console window!\n");
return;
}
///////////////////////////////////////////////////////////////////////////
// Set the window title
FILE* sBuildTxt;
CHAR sBuildBuf[1024] = { 0 };
fopen_s(&sBuildTxt, "build.txt", "r");
if (sBuildTxt)
{
while (fgets(sBuildBuf, sizeof(sBuildBuf), sBuildTxt) != NULL)
{
fclose(sBuildTxt);
}
}
SetConsoleTitle(sBuildBuf);
///////////////////////////////////////////////////////////////////////////
// Open input/output streams
FILE* fDummy;
freopen_s(&fDummy, "CONIN$", "r", stdin);
freopen_s(&fDummy, "CONOUT$", "w", stdout);
freopen_s(&fDummy, "CONOUT$", "w", stderr);
///////////////////////////////////////////////////////////////////////////
// Create a worker thread to process console commands
DWORD threadId;
DWORD __stdcall ProcessConsoleWorker(LPVOID);
HANDLE hThread = CreateThread(NULL, 0, ProcessConsoleWorker, NULL, 0, &threadId);
// Initialize global spdlog.
auto console = spdlog::stdout_logger_mt("console");
console->set_pattern("[%S.%e] %v"); // Set pattern.
spdlog::set_level(spdlog::level::trace);
spdlog::set_default_logger(console); // Set as default.
spdlog::flush_every(std::chrono::seconds(5)); // Flush buffers every 5 seconds for every logger.
if (hThread)
{
spdlog::debug("THREAD ID: {}\n\n", threadId);
CloseHandle(hThread);
}
}
//#############################################################################
// WORKER THREAD
//#############################################################################
DWORD __stdcall ProcessConsoleWorker(LPVOID)
{
// Loop forever
while (true)
{
static std::string sCommand = "";
///////////////////////////////////////////////////////////////////////
// Get the user input on the debug console
printf(">");
std::getline(std::cin, sCommand);
///////////////////////////////////////////////////////////////////////
// Debug toggles
if (sCommand == "pattern test") { PrintHAddress(); PrintOAddress(); continue; }
if (sCommand == "opcodes test") { RuntimePtc_Toggle(); continue; }
///////////////////////////////////////////////////////////////////////
// Execute the command in the r5 SQVM
IVEngineClient_CommandExecute(NULL, sCommand.c_str());
sCommand.clear();
///////////////////////////////////////////////////////////////////////
// Sleep and loop
Sleep(50);
}
return NULL;
}