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* Put some error paths in the fridgeGravatar Michael Smith 2025-04-084-104/+115
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* Remove years from copyright headersGravatar Michael Smith 2025-04-075-5/+5
| | | | | | | | 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.
* Use C23 void-argument-free prototypesGravatar Michael Smith 2025-04-063-17/+17
| | | | | | | 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 2025-04-068-1207/+1220
| | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Fix mkentprops for real this time, probablyGravatar Michael Smith 2024-08-291-18/+26
| | | | | Last fix was apparently enough to make the release work, but not enough to actually work in general, lol. With any luck, it's actually good now.
* Fix broken mkentprops code generationGravatar Michael Smith 2024-08-261-3/+5
| | | | I screwed things up even more than I thought!
* Rewrite the gamedata and entprops systems entirelyGravatar Michael Smith 2024-08-233-296/+498
| | | | | | | | | | | | This removes the horrible janky old KeyValues parser and replaces it with a couple of trivial ad-hoc text parsers. In doing so, make the format of the actual gamedata files more human-friendly too. We also gain support for nested SendTables in mkentprops, which are required to get at various things like player velocity. And, the actual string matching is made more efficient (or, at least, more scalable) by way of a cool radix tree thing which generates a bunch of switch cases on distinct characters.
* Revise syntax macros and add a ton of branch hintsGravatar Michael Smith 2024-08-233-7/+8
| | | | | | | | | 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 2024-08-225-22/+23
| | | | | | | | | | | | | | | | | | | | | | - 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.
* Rethink mem_loadoffset, and consequently, kill itGravatar Michael Smith 2024-01-211-2/+2
| | | | | | | | | 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.
* Perform very minor load/unload optimisationsGravatar Michael Smith 2023-08-301-9/+1
| | | | Because why not.
* Get things at least compiling under LinuxGravatar Michael Smith 2023-08-273-24/+18
| | | | | | | | | | | 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 2023-08-022-12/+16
| | | | | | | | | | | | | | | | | | | | | | 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
* Tweak feature sorting and fix a chibicc bugGravatar Michael Smith 2023-06-201-6/+6
| | | | | | | | | That sorting function was a bit wonky, so make it just a little bit wonky instead. chibicc would produce confusing lex errors if given a stray single quote somewhere, so make it give non-confusing errors. Also get rid of canonicalize_newline() because it's unnecessary for SST so long as Windows Git isn't left in its default misconfigured state.
* Refactor the RGBA colour struct into engineapi.hGravatar Michael Smith 2023-05-041-10/+9
| | | | | | In both the engine and SST it's used in more places than just console printing, so it makes more sense to give it a more appropriate nanme and location.
* Fix dumb oversight in codegenGravatar Michael Smith 2022-09-201-0/+1
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* Move towards C23, improve events and vcall macrosGravatar Michael Smith 2022-09-136-41/+139
| | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* Fix malloc return check in mkentpropsGravatar Michael Smith 2022-08-161-1/+1
| | | | Spotted by Bill the other day.
* Add magical feature codegen system, at long lastGravatar Michael Smith 2022-08-103-41/+401
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* Add event systemGravatar Michael Smith 2022-07-233-1/+163
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* Fix dodgy "has" initialisation case in mkgamedataGravatar Michael Smith 2022-07-231-6/+6
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* Properly solve load order issues via deferred initGravatar Michael Smith 2022-05-191-0/+3
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* Clean up some random bits and bobsGravatar Michael Smith 2022-05-161-7/+7
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* Fix GetEngineBuildNumber and entity property stuffGravatar Michael Smith 2022-05-151-4/+9
| | | | | | | | | | I still haven't bothered to flesh out all the possible indices for GetEngineBuildNumber but we're back to being able to use it to detect The Last Stand (as a result of some old version testing Aciidz did - thanks again!). This means we can do away with the terrible map file- based hotfix. Also, turns out sst_l4d_testwarp doesn't work if the plugin gets loaded early via VDF because certain SendTable offsets start out negated, so we work around that too now.
* Add entity property finding and L4D warp testingGravatar Michael Smith 2022-05-036-4/+417
| | | | | | | | This was a lot more code than expected, but it might be finally close to time to release the next beta... We'll see if any more rabbit holes present themselves to jump into, though.
* Centralise engine access, add Portal FOV changerGravatar Michael Smith 2022-04-302-129/+225
| | | | | | | | | | | | | | | - A bunch of stuff is now defined in one header, engineapi.h - engineapi.c is responsible for setting up any interfaces/stuff that's used in more than one place - mkgamedata is pretty much rewritten and now supports nested conditionals - gamedata variables no longer have the gamedata_ prefix because it was just annoyingly long all the time - vcall macros are somewhat revamped and support dynamic (gamedata) indices - Portal 1 FOV can be set anywhere from 75-120 using fov_desired - tested in both the main versions currently used by runners - A few typos were also fixed ("intput," "writeable," "indexes")
* Add engine_no_focus_sleep backport, fix codegenGravatar Michael Smith 2022-04-251-7/+13
| | | | Default gamedata values actually work the way they're supposed to now.
* Replace udis86 with a very small x86 decoderGravatar Michael Smith 2022-04-243-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | hook_inline() uses the new x86_len() function to get instruction lengths instead of doing full-blown disassembly, which should be a tiny bit quicker, and also removes the next for about 90KiB of lookup tables and such in the final binary. The code-digging logic in demorecord is also rewritten to be opcode-based rather than mnenmonic based. In general, going forward the plan is to always rely on opcodes and thus avoid a bunch of disassembly work every plugin load. udis86 is still in the tree for now to provide dbg_asmdump(), but it's only compiled into debug builds and left out of releases completely. As such, the whole BSD licence statement is also gone from the distribution LICENCE files. There's now also a dbg_toghidra() which spits out a rebased address to look stuff up for proper reverse engineering, which might be more useful than dbg_asmdump() anyway. If nobody ends up using the latter ever again, udis86 could get chucked completely. We'll see. Also shoehorned into this commit are a couple more forgotten copyright year bumps and some general minor cleanup here and there, because I couldn't be bothered wading through all the diff hunks. Oh, and makebindist.bat now makes an effort to make the zip file timestamps predictable/reproducible. That should be a different commit for sure, but oh well too bad.
* Support deferring cvar registrationGravatar Michael Smith 2022-03-203-35/+55
| | | | | | | | This allows stuff to be registered conditionally. Unfortunately cmeta is now truly the worst thing of all time, but cleaning it up isn't a huge priority. On the plus side, codegen actually got simpler.
* Fix some old KV parser issuesGravatar Michael Smith 2022-03-191-5/+6
| | | | | | | - Implement conditionals in the lexer and reject or ignore them in callbacks. This will allow something to use them later if needed. - Make error handling less stupid (return a bool instead of using the state struct).
* Fix build scripts and codegen on LinuxGravatar Michael Smith 2022-01-062-3/+13
| | | | | | | | | | | SST itself doesn't build, but it's a start! Really interesting is the declaration after a switch label. That's of course invalid, but Clang on Windows never complained. I guess it's an MSVC extension, eh? How annoying. Also, haha yes the script wasn't even executable. Forgot to update-index when I remade the repo, I guess...
* Split up os.h, inline functions and fix some typosGravatar Michael Smith 2021-12-301-1/+1
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* Make convar init macro type-genericGravatar Michael Smith 2021-12-291-1/+1
| | | | | | | | | | | | | This removes the need to call atof() on each cvar on plugin load; now all that's required is the memory allocations for the string values. The syntax is also a bit nicer since numbers can just be numbers rather than quoted strings. Minor issue: specifying a string value that also happens to be numeric will break this since the numeric representation will be zero, but I can't see a reason this would ever happen. Also, add a DEF_CVAR_MAX just for completeness.
* Initial public snapshotGravatar Michael Smith 2021-11-204-0/+615
With code from Bill. Thanks Bill!