In the current ongoing effort for sourcemod to fully support 64 bits, we are introducing "virtual address".
# Explanation
Because SourcePawn does not yet support a 64 bits-wide type it's been impossible for any plugins to hold addresses in regular 32-bits wide variable.
A first attempt at solving this issue was made in commit ce1a4dcac0 therein dubbed "PseudoAddress", however this turned out to be an unsatisfactory solution, as any 'high' address if offsetted could turn invalid (or outright be impossible to map).
This leaves us with three alternatives :
- New type
- Convert Address into a handle
- Virtual Address
A new type is the most destructive solution, as it entails breaking every single Address related method. While that solution is still not off the table, we're reserving it as the last attempt should this commit fail.
Converting into a handle type is a good compromise between a brand new type whilst also preserving the Address methods. However, this comes with two issues: the first being that you can no longer offset Address, the second is that we would require authors to free the handle type which will be very confusing. This will likely not be implemented.
# Virtual address
Under a reasonable assumption, we've noted that the average plugin is unlikely to play with more than 4 GB of memory; this shouldn't be too surprising as all valve games were once 32bits and therefore limited to 4GB. Assuming this stays mostly true and a plugin isn't interested with the mapped memory of lesser known modules (like soundlib or matlib), it is fair to assume plugins are unlikely to access more than 4GB of mapped memory. Working with this in mind, we map the memory the plugins are likely to access to our custom virtual address ranges (from 0 to 4Gb, the values of which can fit on 32bits variable). If any memory was missed and plugins were to try an access it later those ranges will be late-mapped to our virtual address ranges until we run out of them.
In order to use virtual addressing, whether on 32 bits or 64 bits. Plugins must now "#include <virtual_address>", as well as use the new SDKCall_VirtualAddress, SDKType_VirtualAddress, LoadAddressFromAddress & StoreAddressToAddress where it's appropriate to.
* Fix pointer to string marshaling in ClientPrefs for x64
* Fix other cases where pointers were formatted with %x
* Fix warnings in ClientPrefs IsAuthIdConnected
* Initial attempt at compiling against tf2_sdk2013
* compilation fix for css
* Switch to AMTL platform arch defines
* Add CBasePlayer forward decl for dods and hl2dm as well
* Update hl2sdk-manifests
* Add dods to CI
* Actually include am-platform.h
---------
Co-authored-by: Kenzzer <kenzzer@users.noreply.github.com>
Co-authored-by: Nicholas Hastings <nshastings@gmail.com>
* Reconcile the concept of Edict & Networkable across the codebase
* There's no need to check this, it's done elsewhere. Also could be null (segfault)
* This was never needed
* Pseudo review changes
Re-added removed null checks, and added new ones.
Changed the error messages in Get/SetProp natives to better reflect reality.
* Don't change the behaviour of GetEntityNetClass
* Overload IGameHelpers::FindServerClass
* Make error messages more accurate
* Fix a dev comment
* Rename FindServerClass
---------
Co-authored-by: Kenzzer <kenzzer@users.noreply.github.com>
* Initial PVKII branch support
* Change PVKII code to 23, DOTA uses 22 in MM
* Bunch more SE_PVKII preprocessor that was missed
* Add some missing SOURCE_ENGINE_PVKII cases
* Update PVKII FireOutput signature for Linux
* Update checkout-deps with 'pvkii'
* Fix FireOutput signature for PVKII, accidentally used one from newer build
* Change PVKII code to 10, and bump others by 1
* Only check against SE_SDK2013 here, like Metamod
* More SE_PVKII preprocessor cleanup
FindSendPropOffs is deprecated and FindSendPropInfo behaves correctly
here, but there are still a lot of old plugins using FindSendPropOffs.
One of the SendPropArray props broken by the changes here is
m_hViewModel which there are known plugins in the wild accessing.
This rounds out the work started in #1548 to complete support for
reading the older SendPropArray type array netprops, along with bringing
SDKTools' GameRule netprop code in sync with core to add string array
support.
There aren't many SendPropArray type props around but this opens up a
few interesting opportunities for plugin developers, particularly in
L4D2 with manipulation of the EMS HUD.
Tested reading the `m_vCPPositions` array in TF2, and reading/writing
the `m_szScriptedHUDStringSet` EMS HUD netprop in L4D2. Closes#1386.
When a netprop is an array the name resolves to the outer DataTable
array, which we then need to recurse into to find the actual prop.
For string_t props we need their sendprop info to call the proxy
function to get their real storage address, but when accessing an array
we were trying to read the prop off the outer DataTable prop, rather
than the real string_t prop. Fix this by using the pProp variable that
FIND_PROP_SEND helpfully provides for us.
Tested by writing/reading the `m_szCrosshairCodes` array, which got
changed to a string_t prop sometime since #1372.
Fixes#1484
When variant support was added for props, the validation checks in the
float related functions weren't updated to allow them.
Tested with the plugin from the forum thread with a spawned
`math_counter`.
Fixes#1501
Regression in #583
The `CBaseHandle *` was compared to a `IHandleEntity **` always failing
instead of comparing the actual base handles.
Fixes a small typo in MatchTypeDescAsInteger too, where a FIELD_CUSTOM
could fall through badly.
This var is only used when setting a direct string, rather than a string_t. Some flawed
logic was causing it to only be set if the sendprop didn't have a proxy function (although
all strings should; that's how we detect whether it's a string_t or not). The var only needs
to be set if it's not a string_t, but does not hurt anything if it is.
Adds new AllowPooledString func to CHalfLife2 to allocate a string in the game's string pool.
Also fixes SetEntPropString using incorrect offset for nested sendprops.