gbe_fork/CHANGELOG.md

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2023-12-20 11:22:02 +08:00
## 20/Dec/2023
* fixed the implementation of BIsAppInstalled(), it must lock the global mutex since it is thread-safe, otherwise it will cause starvation and the current thread wion't yield, which triggers some games
* more accurate behavior for BIsAppInstalled(), reject app ID if it was in the DLC list and isUnlockAllDlc was false
* basic implementation for RequestAppProofOfPurchaseKey() and RequestAllProofOfPurchaseKeys()
* a simple implementation for GetEarliestPurchaseUnixTime()
* more accurate implementation for BGetSessionClientResolution, set both x & y to 0
* return false in Steam_Apps::BIsDlcInstalled() when the given app ID is the base game
* check for invalid app ID uint32_max in different places
* more accurate implementation for Steam_Client::BReleaseSteamPipe(), return true if the pipe was released successfully
* lock the global mutex and the overlay mutex in different places just to be on the safe side, without it, some games suffer from thread starvation, might slow things down
* added missing env var "SteamOverlayGameId" to steam_client and client_loader
* added a startup timer + counter for reference, currently used to print timestamp in debug log
* consistent debug log location, for games that change cwd multiple times while running
* fixed error propagation in Windows build script, apparently set /a var+=another_var works only if another_var is a defined env var but NOT one of the "magic" builtins like errorlevel
## 17/Dec/2023
2023-12-18 11:33:55 +08:00
* More accurate implementation for BIsAppInstalled(), it now rejects uint32_max
* Allow behavior customizization via installed_app_ids.txt config file
* Limit/Lock list of installed apps on an empty file (similar to dlc.txt)
* Changed the behavior of GetCurrentBetaName() to comply with the docs, might break stuff
* Allow customizing the behavior via is_beta_branch.txt + force_branch_name.txt config files
* New script to generate native executable for `generate_emu_config` on Linux using pyinstaller
* Setup Github Worflows to:
* Build `generate_emu_config` for `Linux` when you push code to a branch whose name matches the pattern `ci-build-gen-linux*`
* Build `generate_emu_config` for `Windows` when you push code to a branch whose name matches the pattern `ci-build-gen-win*`
* Build the emu for `Linux` when you push code to a branch whose name matches the pattern `ci-build-emu-linux*`
* Build the emu for `Windows` when you push code to a branch whose name matches the pattern `ci-build-emu-win*`
* Build everything when you push code to a branch whose name is `ci-build-all`
* Build everything and create a release when you push a tag whose name matches the pattern `release*`
* Packaging scripts for both Windows & Linux, usable locally and via Github Workflows
* For the emu:
* First run `build_win_deps.bat` (Windows)
or `sudo ./build_linux_deps.sh` (Linux)
* Run `build_win.bat release` + `build_win.bat debug` (Windows)
or `./build_linux.sh release` + `./build_linux.sh debug` (Linux)
* Finally run `package_win.bat release` + `package_win.bat debug` (Windows)
or `sudo ./package_linux.sh release` + `sudo ./package_linux.sh debug` (Linux)
* The same goes for `generate_emu_config` (scripts folder) but the scripts do not take any arguments, so no `release` or `debug`
* Added all third-party dependencies as local branches in this repo + refer to these branches as submodules, making the repo self contained
2023-12-09 18:58:35 +08:00
* based on cvsR4U1 by ce20fdf2 from viewtopic.php?p=2936697#p2936697
* apply the fix for the Linux build (due to newer glibc) from this pull request by Randy Li: https://gitlab.com/Mr_Goldberg/goldberg_emulator/-/merge_requests/42/
* add updated translation of Spanish + Latin American to the overlay by dragonslayer609 from viewtopic.php?p=2936892#p2936892
* add updated translation of Russian to the overlay by GogoVan from viewtopic.php?p=2939565#p2939565
* add more interfaces to look for in the original steam_api by alex47exe from viewtopic.php?p=2935557#p2935557
* add fix for glyphs icons for xbox 360 controller by 0x0315 from viewtopic.php?p=2949498#p2949498
2023-12-20 11:22:02 +08:00
## 14/Dec/2023
2023-12-09 18:58:35 +08:00
* bare minimum implementation for SDK 1.58a
+ backup the current version of the interface 'steam ugc'
- create new file: isteamugc017.h
> copy the current version of the interface to this file
> don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
> rename the abstract class to include the current version number in its name, i.e. 'class ISteamUGC017'
> create a file header guard containing the interface version in its name, i.e. 'ISTEAMUGC017_H'
> if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
+ isteamugc.h (this always contains the declaration of latest interface version)
- declare the new API: GetUserContentDescriptorPreferences()
- update the API: SetItemTags() to use the new argument
- update the interface version to STEAMUGC_INTERFACE_VERSION018
+ steam_ugc.h (this always contains the implementation of ALL interfaces versions)
- add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamUGC017'
- (needs revise) implement the new API: GetUserContentDescriptorPreferences()
- add a new overload of the API: SetItemTags() which takes the new additional argument
+ backup the current version of the interface 'steam remote play'
- create new file: isteamremoteplay001.h
> copy the current version of the interface to this file
> don't copy enums, structs, constants, etc..., just copy the pure virtual (abstract) class of the interface
> rename the abstract class to include the current version number in its name, i.e. 'class ISteamRemotePlay001'
> create a file header guard containing the interface version in its name, i.e. 'ISTEAMREMOTEPLAY001_H'
> if the file has '#pragma once', then guard this line with '#ifdef STEAM_WIN32' ... '#endif', I don't know why
+ isteamremoteplay.h (this always contains the declaration of latest interface version)
- declare the new API: BStartRemotePlayTogether()
- update the interface version to STEAMREMOTEPLAY_INTERFACE_VERSION002
- fix file header guard from _WIN32 to STEAM_WIN32
+ steam_remoteplay.h (this always contains the implementation of ALL interfaces versions)
- add the backed-up abstract class to the list of inheritance, i.e. 'public ISteamRemotePlay001'
- (needs revise) implement the new API: BStartRemotePlayTogether()
+ steam_api.h
- #include the backed-up interface files:
> #include "isteamugc017.h"
> #include "isteamremoteplay001.h"
- declare the new API: SteamInternal_SteamAPI_Init()
- add a new enum ESteamAPIInitResult
- fix return type of SteamAPI_InitSafe() from bool to steam_bool (some stupid games read the whole EAX register)
- add a useless inline implementation for the API: SteamAPI_InitEx(), not exported yet but just in case for the future
+ steam_gameserver.h
- declare the new API: SteamInternal_GameServer_Init_V2()
- fix return type of SteamGameServer_Init() from bool to steam_bool (some stupid games read the whole EAX register)
- add a useless inline implementation for the API: SteamGameServer_InitEx(), not exported yet but just in case for the future
+ steam_api_common.h
- declare a new type: SteamErrMsg
+ dll.cpp (this has the implementation of whatever inside steam_api.h + steam_gameserver.h)
- (needs revise) implement the new API: SteamInternal_SteamAPI_Init()
- (needs revise) implement the new API: SteamInternal_GameServer_Init_V2()
- read some missing interfaces versions when parsing steam_interfaces.txt
- initialize all interfaces versions with the latest ones available, instead of hardcoding them
+ steam_client.cpp
- add a new version string for the interface getter GetISteamUGC()
- add a new version string for the interface getter GetISteamRemotePlay()
+ isteamnetworkingsockets.h
- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
> ConnectP2PCustomSignaling()
> ReceivedP2PCustomSignal()
+ isteamnetworkingsockets009.h
- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
> ConnectP2PCustomSignaling()
> ReceivedP2PCustomSignal()
+ steam_networking_sockets.h
- implement the missing overloads of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
> ConnectP2PCustomSignaling()
> ReceivedP2PCustomSignal()
+ steam_api_flat.h
////////////////////
- declare new interfaces getters:
> SteamAPI_SteamUGC_v018()
> SteamAPI_SteamGameServerUGC_v018()
- declare the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
- (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to add the new argument
this will potentially break compatibility with older version of the flat API
////////////////////
- declare new interface getter: SteamAPI_SteamRemotePlay_v002()
- declare the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
////////////////////
- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
> SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
> SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
+ flat.cpp
////////////////////
- implement new interfaces getters:
> SteamAPI_SteamUGC_v018()
> SteamAPI_SteamGameServerUGC_v018()
- implement the new API: SteamAPI_ISteamUGC_GetUserContentDescriptorPreferences()
- (needs revise) update signature of the API: SteamAPI_ISteamUGC_SetItemTags() to use the new argument
this will potentially break compatibility with older version of the flat API
////////////////////
- implement new interface getter SteamAPI_SteamRemotePlay_v002()
- implement the new API: SteamAPI_ISteamRemotePlay_BStartRemotePlayTogether()
////////////////////
- fix the signatures of the APIs: (ISteamNetworkingConnectionCustomSignaling vs ISteamNetworkingConnectionSignaling)
> SteamAPI_ISteamNetworkingSockets_ConnectP2PCustomSignaling()
> SteamAPI_ISteamNetworkingSockets_ReceivedP2PCustomSignal()
+ isteamfriends.h
- (needs revise) add a missing (or new?) member m_dwOverlayPID to the struct GameOverlayActivated_t, hopefully this doesn't break stuff
+ steamnetworkingtypes.h
- add new (or missing?) members to the enum ESteamNetworkingConfigValue:
> k_ESteamNetworkingConfig_RecvBufferSize
> k_ESteamNetworkingConfig_RecvBufferMessages
> k_ESteamNetworkingConfig_RecvMaxMessageSize
> k_ESteamNetworkingConfig_RecvMaxSegmentsPerPacket
+ add the file isteamdualsense.h, it isn't used currently but just in case for the future
+ update descriptions/comments or refactor/spacing
- isteamapplist.h
- isteamgamecoordinator.h
- isteamps3overlayrenderer.h
- isteamuserstats.h
- isteamutils.h
- isteamvideo.h
- steamhttpenums.h
- steamtypes.h
* use Unicode when sanitizing settings, mainly for local_save.txt config file
+ new dir "utfcpp": containg all the source/include files of this library: https://github.com/nemtrif/utfcpp
+ common_includes.h: include the new library "utfcpp"
+ settings.cpp: in Settings::sanitize(): convert to utf-32 first, do the sanitization, then convert back to std::string and return the result
* avoid locking the global mutex every time when getting the global steamclient instance
+ dll.cpp: in get_steam_client(): only lock when the instance is null and double check for null, should speed up things a little bit
* in different places, avoid locking gloal mutex if the relevant functionality was disabled
+ example in steam_user_stats.h: SetAchievement()
+ example in steam_overlay.cpp:
> Steam_Overlay::AddMessageNotification()
> Steam_Overlay::AddInviteNotification()
* explicitly use the ASCII version of Windows APIs to avoid conflict when building with define symbols UNICODE + _UNICODE
- base.cpp: GetModuleHandleA()
- steam_overlay.cpp: PlaySoundA()
* fix the implementation of RtlGenRandom stub:
+ return a number
+ use extern "C" if building in C++ mode
* add new build scripts for both Windows and Linux for a much easier dev/build experience,
both Windows and Linux scripts will run parallel build jobs for a much faster build times,
by default, the scripts will use 70% of the max available threads, but if the auto detection didn't work,
you can pass for example -j 10 to the scripts to use 10 parallel jobs
on Linux, archives (.a files) of third party libraries are bundled wholly, and built statically via:
-Wl,--whole-archive -Wl,-Bstatic -lssq -lcurl ... -Wl,-Bdynamic -Wl,--no-whole-archive
this ensures that the final output binary (for example: libsteam.so) won't require these libraries at runtime
+ to build on Linux (I'm using latest Ubuntu on WSL)
- run as sudo ./build_linux_deps.sh, this will do the following:
> download and install the required build tools via apt-install
> unpack the third party libraries (protobuf, zlib, etc...) from the folder third-party to build-linux-deps
> build the unpacked libraries from build-linux-deps
you only need this step once, additionally you can pass these arguments to the script:
-verbose: force cmake to display extra info
-j <n>: force cmake to use <n> parallel build jobs
- without sudo, run ./build_linux.sh and pass the argument "release" or "debug" to build the emu in the corresponding mode,
this will build the emu inside the folder build-linux
some additional arguments you can pass to the script:
-lib-32: prevent building 32-bit libsteam_api.so
-lib-64: prevent building 64-bit libsteam_api.so
-client-32: prevent building 32-bit steamclient.so
-client-64: prevent building 64-bit steamclient.so
-tool-clientldr: prevent copying the script steamclient_loader.sh
-tool-itf: prevent copying the script find_interfaces.sh
-tool-lobby-32: prevent building executable lobby_connect_x32
-tool-lobby-64: prevent building executable lobby_connect_x64
+lowperf: (UNTESTED) pass some arguments to the compiler to prevent emmiting instructions for: SSE4, popcnt, AVX
-j <n>: force build operations to use <n> parallel jobs
+ to build on Windows (just install Visual Studio 2019/2022)
- without admin, run build_win_deps.bat, this will do the following:
> unpack the third party libraries (protobuf, zlib, etc...) from the folder third-party to build-win-deps
> build the unpacked libraries from build-win-deps
you only need this step once, additionally you can pass these arguments to the script:
-verbose: force cmake to display extra info
-j <n>: force cmake to use <n> parallel build jobs
- without admin, run build_win.bat and pass the argument "release" or "debug" to build the emu in the corresponding mode,
this will build the emu inside the folder build-win
some additional arguments you can pass to the script:
-lib-32: prevent building 32-bit steam_api.dll
-lib-64: prevent building 64-bit steam_api64.dll
-ex-lib-32: prevent building experimental steam_api.dll
-ex-lib-64: prevent building experimental steam_api64.dll
-ex-client-32: prevent building experimental steamclient.dll
-ex-client-64: prevent building experimental steamclient64.dll
-exclient-32: prevent building experimental client steamclient.dll
-exclient-64: prevent building experimental client steamclient64.dll
-exclient-ldr: prevent building experimental client loader steamclient_loader.exe
-tool-itf: prevent building executable find_interfaces.exe
-tool-lobby: prevent building executable lobby_connect.exe
+lowperf: (UNTESTED) for 32-bit build only, pass the argument /arch:IA32 to the compiler
-j <n>: force build operations to use <n> parallel jobs
* added all required third-party libraries inside the folder "third-party"
* greatly enhanced the functionality of the generate_emu_config script + add a build script
+ run recreate_venv.bat to
> create a python virtual environemnt
> install all required packages inside this env
+ run rebuild.bat to produce a bootstrapped .exe built using pyinstaller
+ inside the folder of the built executable
> create a file called my_login.txt, then add your username in the first line, and your password in the second line
> run the .exe file without any args to display all available options
* revert the changes to SetProduct() and SetGameDescription()
* in steam_overlay.cpp: AddAchievementNotification(): prefer original paths of achievements icons first, then fallback to "achievement_images/"
////////// older changes
* add missing implementation of (de)sanitize_string when NO_DISK_WRITE is defined which fixes compilation of lobby_connect
* check for empty string in (de)sanitize_file_name() before accessing its items
* implement new API: GetAuthTicketForWebApi()
+ base.h: declare the new API: getWebApiTicket()
+ base.cpp: implement the new API: Auth_Ticket_Manager::getWebApiTicket()
+ steam_user.h: call the new API inside GetAuthTicketForWebApi()
* add an updated and safer impl for Local_Storage::load_image_resized() by RIPAciD from viewtopic.php?p=2884627#p2884627
* add missing note in ReadMe about libssq
* add new release 4 by ce20fdf2 from viewtopic.php?p=2933673#p2933673
* add hotfix 3 by ce20fdf2 from viewtopic.php?p=2921215#p2921215
* add hotfix 2 by ce20fdf2: viewtopic.php?p=2884110#p2884110
* add initial hotfix by ce20fdf2