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* Remove years from copyright headersGravatar Michael Smith 2025-04-071-2/+2
| | | | | | | | 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.
* Remove Wer* calls that crash under Wine/ProtonGravatar Michael Smith 2025-04-061-18/+10
| | | | | | | | | | | | 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.
* Use C23 void-argument-free prototypesGravatar Michael Smith 2025-04-061-12/+12
| | | | | | | 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.
* Rewrite and redesign codegen and feature systemGravatar Michael Smith 2025-04-061-13/+10
| | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-231-51/+59
| | | | | | | | | My new programming style is branch hints. All non-confusing branches must be hinted when I can be bothered. It's faster, sometimes, maybe. Also, start trying to use more signed sizes in at least some of the places where it makes sense. Unsigned sizes are surprisingly error-prone!
* Rework OS abstractionsGravatar Michael Smith 2024-08-221-4/+7
| | | | | | | | | | | | | | | | | | | | | | - As much as possible avoid dragging system headers into translation units. This should avoid namespace pollution and, hopefully, speed up builds a little bit. - Avoid leaning on the UCRT so much on Windows - prefer native win32 calls and native file handles except where doing so is inconvenient (in particular, for stat(), which we might try and replace later). - Also, switch from SystemFunction036 to ProcessPrng on Windows. This requires us to generate a stub for bcryptprimitives.dll because Microsoft haven't bothered to provide a link library, but the function is better-documented and seems to be a more direct under-the-hood call as well. Apparently it's what's used by the major web browsers these days, which seems like a good indication it's stable and trusted. - Lastly, remove a bunch of functions and macros and stuff that weren't actually being used. It seems good to try and keep the scope of OS-dependent stuff relatively contained and only add to it when actually required.
* Remove some unnecessary and/or confusing stuffGravatar Michael Smith 2024-02-261-3/+0
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* Rethink mem_loadoffset, and consequently, kill itGravatar Michael Smith 2024-01-211-3/+3
| | | | | | | | | Suggested by bill. Having something semantically pointer-sized that's only ever used for stuff that's always 32-bit doesn't really make sense. Note that I intentionally did not add a copyright line for myself in hud.c because, I mean, come on. I'll just say I waive any claim to that tiny trivial change.
* Hook Key_Event instead of DispatchInputEvent in ACGravatar Willian Henrique 2023-11-261-24/+33
| | | | | | This fixes a crash in later L4D2 versions caused by the fact we were unknowingly hooking Key_Event already. Now we hook it all the time on purpose.
* Perform very minor load/unload optimisationsGravatar Michael Smith 2023-08-301-0/+1
| | | | Because why not.
* Get things at least compiling under LinuxGravatar Michael Smith 2023-08-271-3/+3
| | | | | | | | | | | Nothing really works yet, but at least test.h and fastspin are fixed and some of the issues with RTTI and libdl and stuff are maybe kind of sorted, subject to more testing later. The main issue now seems to be the cvar interface not quite lining up and crashing pretty much immediately. That'll probably take a lot more debugging to figure out, which likely still won't be a priority for quite a while.
* Make various preparations for upcoming featuresGravatar Michael Smith 2023-08-021-58/+199
| | | | | | | | | | | | | | | | | | | | | | A lot of this is random WIP from a while back, at least a month ago, and is being committed now to get it out of the way so that other patches can be brought in and integrated against it without causing headaches. Also rolled into this commit is a way to distinguish plugin_unload from exiting the game. This is required for another soon-to-be-integrated feature to avoid crashing on exit, and could in theory also be used to speed up unloading on exit in future. While we're at it, this also avoids the need to linearly scan through the plugin list to do the old branch unloading fix, because we can. Rough summary of the other smaller stuff I can remember doing: - Rework bitbuf a bit - Add some cryptographic nonsense in ac.c (not final at all) - Introduce the first couple of "chunklets" libraries as a sort-of subproject of this one - Tidy up random small bits and bobs - Add source for a small keypair generation tool - Rework democustom to be very marginally more useful
* Prune some comments and tidy up other minor thingsGravatar Michael Smith 2023-06-101-2/+1
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* Do some pedantic spring cleaningGravatar Michael Smith 2023-05-161-8/+5
| | | | | | | | | | | | | | | | | | | | | | | - Use const in more places where it makes sense - not absolutely everywhere because it can get a bit annoying - Make all the instruction search loops a bit more readable by casting the function pointer into a temporary variable to loop over - Add a few more doc comments and fix a typo or two - Make that RTTI thing flexibly-sized, finally - Don't include gamedata.h in vcall.h for no reason; consequently include gamedata.h in a bunch of places where it was implictly pulled in before - Fix dbg_toghidra() and ent_getedict() having mismatched return types between their headers and respective source files - Remove that one broken, hacky, secret Portal non-feature that probably nobody even ended up using; it can be implemented properly later if required
* Somewhat expand on WIP ac.c stuffGravatar Michael Smith 2023-05-051-18/+55
| | | | | | This still isn't totally complete, or used anywhere yet, but it's been sitting here for literally months, so it might as well get committed so there's one less thing to deal with later.
* Move towards C23, improve events and vcall macrosGravatar Michael Smith 2022-09-131-3/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | Another big one. Here's a list of things: - Since the upcoming C23 standardises typeof(), use it as an extension for the time being in order to allow passing arbitrary types as macro/codegen parameters. It wouldn't have been a big leap to do this even without standardisation since it's apparently an easy extension to implement - and also, to be honest, this project is essentially glued to Clang anyway so who cares. - Likewise, bool, true and false are becoming pre-defined, so pre-pre-define them now in order to get the benefit of not having to remember one header everywhere. - Really ungodly/amazing vcall macro stuff now allows us to call C++ virtual functions like regular C functions. It's pretty cool! - Events can now take arbitrary parameters and come in two types: regular events and predicates. All this makes the base code even uglier but makes the feature implementation nicer. In other words, it places more of the cognitive burden on myself and less on other people who might want to contribute. This is a good tradeoff, because I'm a genius.
* Add magical feature codegen system, at long lastGravatar Michael Smith 2022-08-101-17/+31
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* Add stuff to track keypressesGravatar Willian Henrique 2022-07-231-0/+106
| | | | | | Committer's note: this is somewhat adapted from Bill's original code, written a while back, but he gets full credit for actually doing the hard part.
* Add alias management plus input filtering skeletonGravatar Michael Smith 2022-07-231-0/+150
Some of the alias stuff was kind of stolen from earlier figuring-out Bill did. More Bill code is also on the way. :^)