gbe_fork/CHANGELOG.md

24 KiB

  • added a very basic crashes logger/printer, enabled by creating a file called crash_printer_location.txt inside the steam_settings folder,
    check README.realease.md for more details

2024/1/5


2024/1/3

  • added a new option to the Windows version of the client loader to aid in debugging.
    the option is called ResumeByDebugger, and setting it to 1 will prevent the loader from
    auto resuming the main app thread, giving you a chance to attach your debugger.
  • make the script generate_emu_config generate an empty DLC.txt if the app has no DLCs
  • windows build: sign each file after build with a self-signed generated certificate + note in the release readme regarding false-positives
  • windows build: note in readme about Windows SDK
  • windows build: added vesion resource (.rc file)
  • gen emu config: readme + icon attribution
  • added anonymous login to gen emu script, these accounts have very limited access
  • linux + win build scripts: introduce -verbose flag
  • windows build script: ensure /MT when compiling
  • output protoc generated in a subfolder in dll/ for easier code reference +
    don't cleanup protoc generated files, because VScode gets confused and cannot find files/types

2023/12/21 - 2023/12/27

  • [Detanup01] added option to send auth token with new Ticket! + an option to include the GC token
    by default the emu will send the old token format for various APIs, like:

    • Steam_GameServer::GetAuthSessionTicket()
    • Steam_User::GetAuthSessionTicket()
    • Steam_User::GetAuthTicketForWebApi()

    this allows the emu to generate new ticket data, and additionally the GC token.
    check the new config files new_app_ticket.txt and gc_token.txt in the steam_settings folder

  • [Detanup01] fixed print issues in some places

  • [remelt] use the index argument to grab the preview URL from UGC query result, fixed by: https://cs.rin.ru/forum/viewtopic.php?p=2964432#p2964432

  • [remelt] allow overriding mod path & mod preview_url in the mods.json file, suggested by: https://cs.rin.ru/forum/viewtopic.php?p=2964432#p2964432

  • allow setting the mod score in the mods.json

  • when the mod preview_url is not overridden, don't set it automatically if preview_filename was empty, otherwise the preview_url will be pointing to the entire mod_images folder, like: file://C:/my_game/steam_settings/mod_images/
    instead set it to an empty string

  • updated mods.EXAMPLE.json

  • added 2 new config files is_beta_branch.txt and force_branch_name.txt
    by default the emu will report a non-beta branch with the name public when the game calls Steam_Apps::GetCurrentBetaName()
    these new config files allow changing that behavior, check the steam_settings folder

  • refactored the steamclient_loader script for Linux + new options and enhancements to make it similar to the Windows version, check its new README!

  • for steamclient loader (Windows + Linux): pass loader arguments to the target exe, allowing it to be used from external callers, example by the lobby_connect tool

  • deprecated the find_interface scripts, now the executable is built for Windows & Linux!

  • included the steam_settings.EXAMPLE for Linux build

  • updated release READMEs!

  • added a README for the repo with detailed build steps


  • check for invalid data pointer in GetAuthSessionTicket()
  • additional sanity check in InitiateGameConnection() + print input data address in debug build
  • moved the example app id and interfaces files inside steam_settings folder, to avoid encouraging putting files outside

  • fixed all debug build warnings for Linux & Windows (no more scary messages!)
  • updated Linux & Windows build scripts to avoid removing the entire build folder before building + introduced clean flag
  • added licenses & sources of all extrnal libraries + added a new cryptography library Mbed TLS
    you have to rebuilt the deps
  • deprecated the separate/dedicated cleanup script for Windows, it's now inlined in the main build script
  • For Windows build script: deprecated low perf & win xp options
  • For Linux build script: deprecated low perf option
  • restored all original but unused repo files into their separate folder
  • lots of refactoring and relocation in the source repo:
    • all build stuff will be inside build folder
    • restructured the entire repo
    • generate proto source files in the build\tmp folder insead of the actual source folder

  • settings_parser.cpp:
    • cleanup the settings parser code by split it into functions
    • increase the buffer size for account_name to 100 chars
    • increase the buffer size for language to 64 chars
  • common_includes.h:
    • refactor includes order
    • added new helper function to keep yielding the thread for a given amount of time (currently unused)
  • build scripts:
    • in Linux build scripts don't use -d flag with rm
    • added global build stat message
    • use an obnoxious name for the file handle variable used if the PRINT_DEBUG macro to avoid collisions, in the caller has a variable with same name
  • don't cache deps build when pushing tag or opening pull requests
  • remove hardcoded repo path + remove Git LFS flag since it's no longer needed

2023/12/20

  • 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 BIsDlcInstalled() when the given app ID is the base game

  • check for invalid app ID uint32_max in different places

  • more accurate implementation for 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


2023/12/17

  • 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 ne config files: is_beta_branch.txt + force_branch_name.txt

  • New script to generate native executable for generate_emu_config on Linux using pyinstaller

  • Deprecate the old RtlGenRandom() in favor of the new BCryptGenRandom()

  • 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


2023/12/14

  • 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

  • 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, in 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