| Commit message (Collapse) | Author | Age | Files | Lines |
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I think memcpy might have been returning the wrong thing before,
actually, but I guess it didn't matter in practice. Who the hell uses
the return value from memcpy?
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Mandatory reading for new contributors just kidding. But maybe someone
will find this interesting. I tried to make it at least kind of funny if
nothing else. For people who don't want to read the whole thing, the
examples should be possible to skim through quickly to get a rough idea.
The licence is a contrived ISC variant because it seemed weird to call
the documentation "software" even though I guess technically it is.
Since it's contrived already, I went ahead and shortened the disclaimer.
The disclaimers on these things are always way too long, and I'm not as
worried about having a familiar, standard licence in an ancillary
non-code file like this, especially one that isn't really subject to
contributions from anyone else. I reckon this will be the copyright
licence for any other substantial documentation files going forward.
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Specifically when building in debug mode, we now:
* Display all features on load, including skipped and internal ones,
sorted by internal name instead of display name.
* Print the names of all matched gametype tags after the feature list.
* Add an sst_dbg_getcmdcb command to get the address of a command
callback for quick breakpoint insertion or Ghidra lookup.
* Add an sst_dbg_sendtables command to dump out the full ServerClass
tree to help get names for entprops.txt. Note: this output is very
long so you'll likely need to log console output to a file to be able
to read it all.
There's a bunch of developer experience and debug help stuff I want to
get done eventually. This is just a very small piece, but it's a start.
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With apologies to Hayden, whose code was mostly fine until my quest to
make it neater ended up bungling stuff. I wanted it reviewed and tested
before pushing it anywhere public but people have limited free time -
how dare they!!!! - and at some point I kind of impatiently just sent
it because I had a pile of unrelated changes I didn't want to untangle.
I didn't really know how to reproduce the bad performance myself to test
the fix here properly, so I was kind of unfairly relying on him to do
it, even though he'd already tested his own code and made sure it worked
*before* I decided to break it.
My bad.
Don't worry though, I was never actually going actually release SST in
such a broken state. I mean, I have released it in worse states before,
but I wasn't gonna do it on this occasion. :^)
Now this is definitely done correctly, I think, and I've done yet
another pass over the comments, I'm pretty confident that 0.9 is around
the corner. Just a few more commits of entirely non-user facing stuff to
get out of the way first...
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This probably should have been the design from the start.
It's still possible to use void pointers, and this is done in a couple
of places for simplicity, but wherever possible, we have actual structs
for things now.
Additionally, in places where vtables are fiddled with, e.g. vtable
hooks, we have actual struct definitions with vtable pointers so there's
need for pointer-casting horror.
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These gamedata entries are always available, but there's no reason not
to check for them in case that changes in future. As-is now, the checks
will be trivial for the compiler to optimise out.
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I had this hunch that Intel's strong memory model wouldn't actually
require anything like this, and some cursory research suggests this is
correct even across threads, or at least definitely within the same
thread which is what we care about.
I kind of don't know why FlushInstructionCache() even exists in that
case. Maybe it's for other architectures or maybe it's just for the
benefit of debuggers. Microsoft's documentation helpfully asserts that
it is necessary to call it even though it isn't, and doesn't elaborate
further. Of course.
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This both simplifies and complicates things, but probably hopefully
maybe simplifies things overall. Certainly in cases like the L4D1 demo
thing where there's 3 inline hooks at once, it seems simpler to be able
to batch the fallible stuff to avoid rollbacks. In cases where you only
need one hook, it's a bit more verbose, but what can you do.
Thanks bill for discussing this with me pretty exhaustively and giving a
lot of good input.
I think both of us still kind of hate it actually.
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Also pointed out by bill. D'oh, guess I'm fired.
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I had at one point tried to macrofy the repetitive functions. After
being talked down from that madness, I LSP-expanded all the macros out
and went through rewriting the crazy expressions into constants.
Except those two for some reason, because I'm blind I guess.
Thanks bill for pointing this out.
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This will help catch bugs in code, including incorrect use of
unreachable/assume() macros.
Best to test our assumptions before relying on them.
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Doesn't matter how many history rewrites I do before pushing my local
branch, there will always be something I still got wrong.
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Turns out this was fixed in version 2112 (October 2012), so it was
fairly easy to isolate in Ghidra (I had previously thought this was
fixed by TLS). The CDirector::FinaleEscapeState member is used in
CDirector::IsFinaleWon (and maybe another function, I don't remember).
Prior to Valve's fix, the value was never reset to 0 after finishing a
campaign, so when the Swamp (or Crash Course) "minifinale" events ran,
the game would behave as though the player was entering the
end-of-finale cutscene and block votes, make players invincible etc.
2112 fixed this bug by setting the member back to 0 in CDirector::Reset,
so here we just set it to 0 when quickreset is used, since that is
essentially the recommended way to start a run at this point.
Now co-op hosts won't need to restart their game after finishing
a campaign anymore!
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They're legally unnecessary as far as I know, and kind of annoying to
maintain on a long-term basis.
This was done with the consent of all 3 other contributors, in case
anyone was wondering.
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Confusingly, the old matchmaking interface refers to No Mercy as
apartments (plural), but refers to the first level as apartment
(singular). Good meme.
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This isn't useful to us at all, but might be useful to someone else.
I always try to write code for multiple compilers for this reason, even
if SST ultimately still requires Clang.
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This probably works for basically every game, but it was only tested for
L4D/L4D2/L4D:S/Portal 2.
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1022 is the update that adds Mac support and introduces some of the
already known vtable changes (this update is similar to 2040 for L4D2 in
that regard), the tag will also see some use in some upcoming features.
The 1015 tag is questionably necessary, but will be used for at least
one feature (it's also the update that adds the newer matchmaking
interfaces used in l4dreset.c, but having the tag available doesn't
help anything there).
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Turns out the cvar we use to detect 2147 was actually added in 2125.
Since renaming it doesn't currently break anything (and 2125 was a
fairly notable code shuffling update, given it was the first update with
a native Linux build of the game), it makes most sense to just do this.
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This checks off another bug that we knew about for ages and I never had
time to fix.
Note that I've since learned that font handles don't work the way I
assumed they did; things get cached and reused so there's no need to
worry about leaks. As such, we could probably revisit how fonts are done
here. However, the current implementation does work so that's
potentially a job for some future release after 0.9.
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This makes it unnecessary to call hud_screensize in basically
every handler.
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Wine doesn't implement these it seems. Not sure why this crashed as
opposed to just failing to load sst.dll but I guess it doesn't matter.
This also improves compat with very old Windows 10 builds, to the extent
that we really care about those which I guess we don't really, but
still, it can't hurt.
I did also try dynamically loading the symbols but at that point it just
started crashing on unload on Windows as well. No idea what's going on
there, but whatever, it's not that important, just get rid of it.
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This should greatly improve the experience of running newest/TLS as well
as custom campaigns.
The bugginess in question is quite a lot to explain so there's some
rather substantial exposition via code comments. The actual fixes are
comparatively simple, although still a little subtle to get exactly
right and took a few iterations to nail down the edge cases.
Thanks to bill for helping me with the RE & assistance on writing the
hooks/code and so on. I tracked down a lot of this myself, but the end
result wouldn't have been possible without his help.
Committers' note: I ended up wrangling this change a fair bit, as I am
apparently just always wont to do, and also fixed a bug in the process,
hence adding my copyright notice as well. Nonetheless, big thanks to
aciidz (and bill) for doing the bulk of the *actual* hard work of
figuring out how to do any of this! The actual code changes I made to
the original submitted patch were relatively minor; a lot of my effort
honestly went into attempting to shorten the massive wall of comment
text. At the end of the day, there's still a really long comment, but
it's just a lot to explain really so it is what it is. I hope it's at
least somewhat understandable to a reader, anyway.
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Thanks, months-ago Hayden! Finally remembered to do this.
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- Add reverse-put functions for stack-based and/or left-pad-inspired
use cases.
- Fix an incorrect return value.
- Clean up the doc comments, fixing a few errors and omissions.
- Make some trivial functions static inline.
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In the future we can also consider moving to {} instead of {0} for
initialisers, but my old Clang (16) doesn't support this, so it might be
wise to wait longer on that one so people don't need too bleeding-edge
of a compiler just to build this thing.
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Also switch to somewhat proper C23 flags while we're at it.
This is a huge change. It took me forever, in between being really busy.
Sorry about that. But the good news is I'm now free to start integrating
the various patches that have accumulated since last release. Well, at
least in between still being really busy. Gotta manage expectations.
The main benefit of introducing GAMESPECIFIC() is that features
that don't apply to a particular game no longer show up *at all*, and
less time is wasted on init. It also enables a cool optimisation wherein
unnecessary REQUIRE_GAMEDATA() checks can elided at compile time
whenever the gamedata is known up-front to always exist in supported
games.
The DEF_FEAT_CVAR macro family meanwhile makes it easier to manage the
lifecycle of cvars/ccmds, with less manual registering, unhiding and
such.
Originally I was going to try and just hack these features into the
existing codegen abomination, but it just got too terrible. This rewrite
should make it easier to continue tweaking codegen behaviour in future.
It also has slightly better error messages.
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Actually kind of Neovim's fault, I think. Whatever.
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- Get rid of +left/+right things, as they were deemed unnecessary.
- Add missing reload button in L4D games
- Put a vertical gap between the group of directional buttons and
attacks, and all the other buttons.
While we're at it, add a few branch hints and fix up the includes.
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Just had a brain fart when writing this code initially, woops. Just as
well I have people pointing these things out to me before I end up
making releases with such mistakes. At least, usually. :^)
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Turns out window messages still get generated after the plugin is
unloaded, causing now-unloaded SST code to get called.
In some edge cases some Windows appCompat logic will also then start
suppressing FreeLibrary calls for that game, which breaks plugin hot
reloading. Very dumb and very confusing.
I didn't notice the crashing before due to lack of minidumps from the
relevant games, so thanks aciidz for pointing this issue out.
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This tells MinGW toolchains, which we don't use, to use wmain() instead
of main(), which we're also not doing for these programs.
With the regular Clang toolchain that we do use, it makes no
difference. In any case, then, we might as well remove it.
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Avoids the need to manually mess around with mem_offset() and gamedata
off_ and sz_ values as often, because that's kind of annoying.
Should also make the codebase a little less confusing for new players.
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There was never a need to calculate more precision and then throw it
away again. This was just an oversight.
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Woops!
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- Check the player's team before attempting any form of warp prediction
(as per the code bill wrote before)
- Avoid overlapping boxes and an unnecessary line draw in the case where
the player is never actually stuck.
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Requested repeatedly by Portal people, and I don't see why not. We were
conservative at first but I've yet to come up with a real reason why
slowing mouse input further would be a problem.
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Committer's note: this is heavily modified from the original code
contributed by woz (and somewhat improved by bill and aciidz). Copyright
notices reflect joint authorship accordingly. woz still gets commit
authorship though because it feels wrong to yoink that from someone. :^)
And yes, the original code was written in 2022. Time flies.
A lot of the code is still kind of hacky and ugly and I'd like to
improve it later but there's other things to do so that can wait.
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