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commit 477152b35443246dace6f5b4deccd52ea1cc6e9c Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Fri Dec 31 03:45:48 2021 +0100 Fix compiler error commit 5f664d8e6ba9a2e0bd72c29c5f4ba5279e29e75a Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Fri Dec 31 03:41:33 2021 +0100 Create signatures for all used Dedicated functions commit 2c7ced128d8c48a5abf8fd64dbb06909dc632f35 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Thu Dec 30 22:13:15 2021 +0100 Heavy dedicated cleanup * Since the material mode is set to '2', all of the render loops and shader loading functions are no longer called. These have all been removed. * Added description for patches that missed them * Traced root caller/cause for certain patches to skip even more unnecessary code and save more memory. commit 22c0b5c867664a2524c18d865dbc54ff067dda22 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Thu Dec 30 17:20:41 2021 +0100 Dedicated server improvements commit 6d4f7e345f38872ce45751604b40871b969cec8f Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Thu Dec 30 02:47:42 2021 +0100 Fix a typo commit 39a8a8fd30612522a274e1474c9a66e5019aeea3 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Thu Dec 30 02:36:43 2021 +0100 Implement patch to enable 'DrawAllOverlays()'. commit 83129e88f8a6033f8f4c13e3cac639097068cb3c Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 22:59:34 2021 +0100 Fix LLVM compiler error commit c48ed7f7a53a9985e3c2642db3639007d7c9129a Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 18:06:37 2021 +0100 Rename dedicated variables commit d1ba2bd56720a0776824a8e309d7d859704244bc Author: IcePixelx <41352111+PixieCore@users.noreply.github.com> Date: Wed Dec 29 15:35:48 2021 +0100 Fixed changelevel, needs more research tho. commit 46950125716c05171f25a12d8805811112e90551 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 13:58:03 2021 +0100 Fix 'C_PropDoor' not spawning properly on the server commit 6a9a00735a9d4b8c415acc248c83e6e8d6dc2ff1 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 13:57:16 2021 +0100 Rename hooked command callbacks commit b514f928a69a9c4ac1d3d1e5c662f93a1f0d131d Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 02:16:21 2021 +0100 Use a separate executable for dedicated server The dedicated server still has directx dll imports which will cause issues with ReShade or 3DMigoto, or trying to load it on a headless machine with no directx installed. The imports have to be cleared to avoid issues. The most convenient approach is to do this with a separate exe rather then patching it in runtime. commit bc8f9400d3911e360757059700a31510e329546d Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Wed Dec 29 00:18:56 2021 +0100 Fix collisions for headless dedicated server commit 0e36aa647ffb15ca4f8c76b0431f7c3a83741d80 Author: Amos <48657826+Mauler125@users.noreply.github.com> Date: Tue Dec 28 20:19:17 2021 +0100 Dedicated without ShaderApi and DirectX pre-alpha The instruction at 'CalcPropStaticFrustumCull' [0x14028F3B0 + 0x5C7] moves RSP + 0x70 into the R13 register. RSP + 0x70 seems to contain a pointer to collission data for that particular prop model. When running NoShaderApi() and passing the dedicated server the '-noshaderapi' command line parameter, RSP + 0x70 will be a nullptr. This has to be fixed to have prop static collissions on the server.
100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
#include "core/stdafx.h"
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#include "core/init.h"
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#include "rtech/rtech_utils.h"
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#ifndef DEDICATED
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#include "windows/id3dx.h"
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#endif // !DEDICATED
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#include "windows/console.h"
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#include "client/IVEngineClient.h"
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#include "common/opcodes.h"
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//#############################################################################
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// INITIALIZATION
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//#############################################################################
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void Console_Init()
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{
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///////////////////////////////////////////////////////////////////////////
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// Create the console window
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if (AllocConsole() == FALSE)
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{
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OutputDebugString("Failed to create console window!\n");
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return;
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}
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///////////////////////////////////////////////////////////////////////////
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// Set the window title
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FILE* sBuildTxt;
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CHAR sBuildBuf[1024] = { 0 };
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fopen_s(&sBuildTxt, "build.txt", "r");
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if (sBuildTxt)
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{
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while (fgets(sBuildBuf, sizeof(sBuildBuf), sBuildTxt) != NULL)
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{
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fclose(sBuildTxt);
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}
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}
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SetConsoleTitle(sBuildBuf);
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///////////////////////////////////////////////////////////////////////////
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// Open input/output streams
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FILE* fDummy;
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freopen_s(&fDummy, "CONIN$", "r", stdin);
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freopen_s(&fDummy, "CONOUT$", "w", stdout);
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freopen_s(&fDummy, "CONOUT$", "w", stderr);
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///////////////////////////////////////////////////////////////////////////
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// Create a worker thread to process console commands
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DWORD threadId;
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DWORD __stdcall ProcessConsoleWorker(LPVOID);
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HANDLE hThread = CreateThread(NULL, 0, ProcessConsoleWorker, NULL, 0, &threadId);
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// Initialize global spdlog.
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auto console = spdlog::stdout_logger_mt("console");
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console->set_pattern("[%S.%e] %v"); // Set pattern.
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spdlog::set_level(spdlog::level::trace);
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spdlog::set_default_logger(console); // Set as default.
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spdlog::flush_every(std::chrono::seconds(5)); // Flush buffers every 5 seconds for every logger.
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if (hThread)
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{
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spdlog::debug("THREAD ID: {}\n\n", threadId);
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CloseHandle(hThread);
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}
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}
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//#############################################################################
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// WORKER THREAD
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//#############################################################################
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DWORD __stdcall ProcessConsoleWorker(LPVOID)
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{
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// Loop forever
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while (true)
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{
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static std::string sCommand = "";
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///////////////////////////////////////////////////////////////////////
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// Get the user input on the debug console
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printf(">");
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std::getline(std::cin, sCommand);
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///////////////////////////////////////////////////////////////////////
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// Debug toggles
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if (sCommand == "pattern test") { PrintHAddress(); continue; }
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if (sCommand == "opcodes test") { RuntimePtc_Toggle(); continue; }
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///////////////////////////////////////////////////////////////////////
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// Execute the command in the r5 SQVM
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IVEngineClient_CommandExecute(NULL, sCommand.c_str());
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sCommand.clear();
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///////////////////////////////////////////////////////////////////////
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// Sleep and loop
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Sleep(50);
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}
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return NULL;
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}
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