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<title>mike/sst/src/ac.c, branch v0.18-BETA</title>
<subtitle>Source Speedrun Tools: practice tools and handy features for Source Engine games</subtitle>
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<updated>2026-10-10T03:23:05+00:00</updated>
<entry>
<title>Abstract page allocation and locking in os.c</title>
<updated>2026-10-10T03:23:05+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2026-05-10T13:51:46+00:00</published>
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<id>urn:sha1:e66dbc42d523ec6d1a4e1b4fec21fb211eb660bb</id>
<content type='text'>
Simplifies ac.c just a little bit.
</content>
</entry>
<entry>
<title>Do away with memcpy/memset/memcmp</title>
<updated>2026-02-16T19:11:24+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-12-27T03:05:05+00:00</published>
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<id>urn:sha1:8d4b47298b6c9eeb9a3f79a5b80d894f80ed4a45</id>
<content type='text'>
Now everything is either explicitly a rep thing, or explicitly some
other small run of reasonably efficient instructions. No library calls
or function call overhead of any kind. Code size remains nice and small.

Ban a few other bad libc functions while we're at it. More can be added
later if we decide that's a useful idea.

This will require some discipline and workarounds to cope with Clang's
tendency to shove mem* calls in places you don't want them even when you
tell it not to. Well, c'est la vie.

I'm a little nervous that the __builtin_memmove() usage in shuntvars()
could still one day emit actual library calls. It appears we're not
importing memmove() from anywhere at the moment, though. So I guess it's
good enough for now.

Also I had to get rid of alloca() in con_.c but that was kind of bad
anyway, so that's fine.
</content>
</entry>
<entry>
<title>Move to static trampolines and type-safe hooks</title>
<updated>2026-02-16T19:11:24+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-12-26T23:12:11+00:00</published>
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<id>urn:sha1:af370088fc178996a46ee508aaa1a2c46318bbf2</id>
<content type='text'>
For some reason the DLL got a tiny little bit bigger again but that's
fine. This will make orig_ calls more efficient in the inline case, and
also make it harder to screw up and hook the wrong thing by mistake.

Self-explanatory-ish, apart from the fact it's a fairly large API change
of course. And it relies on some more bonkers assembler directive
hackery.

But it works!

The only complaint one might have is that the featsetup functions no
longer take an explicit string which occasionally yields slightly less
perfect error messages, but I've decided this isn't really a problem and
makes the API nicer to use. It's a tradeoff, innit.
</content>
</entry>
<entry>
<title>Turn x86 stuff into a chunklet to help out SPT</title>
<updated>2025-11-24T03:23:22+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-11-24T03:19:49+00:00</published>
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<id>urn:sha1:508878ff0a9e4cd8528727c41819bc2d70b33dd0</id>
<content type='text'>
Quick unused header cleanup pass while we're at it.
</content>
</entry>
<entry>
<title>Add type-safety to virtual calls and accessors</title>
<updated>2025-04-17T19:02:18+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-17T00:39:10+00:00</published>
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<content type='text'>
This probably should have been the design from the start.

It's still possible to use void pointers, and this is done in a couple
of places for simplicity, but wherever possible, we have actual structs
for things now.

Additionally, in places where vtables are fiddled with, e.g. vtable
hooks, we have actual struct definitions with vtable pointers so there's
need for pointer-casting horror.
</content>
</entry>
<entry>
<title>Rework API for inline hooking</title>
<updated>2025-04-16T20:31:20+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-16T01:13:01+00:00</published>
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<content type='text'>
This both simplifies and complicates things, but probably hopefully
maybe simplifies things overall. Certainly in cases like the L4D1 demo
thing where there's 3 inline hooks at once, it seems simpler to be able
to batch the fallible stuff to avoid rollbacks. In cases where you only
need one hook, it's a bit more verbose, but what can you do.

Thanks bill for discussing this with me pretty exhaustively and giving a
lot of good input.

I think both of us still kind of hate it actually.
</content>
</entry>
<entry>
<title>Remove years from copyright headers</title>
<updated>2025-04-07T20:31:32+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-07T20:31:32+00:00</published>
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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Remove Wer* calls that crash under Wine/Proton</title>
<updated>2025-04-06T19:59:36+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-04-04T23:53:33+00:00</published>
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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Use C23 void-argument-free prototypes</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T20:37:28+00:00</published>
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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Rewrite and redesign codegen and feature system</title>
<updated>2025-04-06T15:41:13+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2025-03-10T02:37:19+00:00</published>
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<id>urn:sha1:244fea664121acf12871ab5858a5fe95a2606b52</id>
<content type='text'>
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.
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