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<title>mike/sst/src/os.h, 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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<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>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>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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<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.
</content>
</entry>
<entry>
<title>Revise syntax macros and add a ton of branch hints</title>
<updated>2024-08-23T19:37:37+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-03T22:40:31+00:00</published>
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<content type='text'>
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!
</content>
</entry>
<entry>
<title>Rework OS abstractions</title>
<updated>2024-08-21T23:01:06+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2024-08-03T15:11:57+00:00</published>
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<content type='text'>
- 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.
</content>
</entry>
<entry>
<title>Move towards C23, improve events and vcall macros</title>
<updated>2022-09-13T21:50:30+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-09-13T20:46:21+00:00</published>
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<content type='text'>
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.
</content>
</entry>
<entry>
<title>Make the demo directory check more robust</title>
<updated>2022-05-16T19:23:39+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-16T19:23:39+00:00</published>
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<content type='text'>
This is how it should've been to begin with, but I was lazy.
</content>
</entry>
<entry>
<title>HOTFIX: Fix L4D2 2.0.0.0 crashing</title>
<updated>2022-05-05T23:49:53+00:00</updated>
<author>
<name>Michael Smith</name>
<email>mikesmiffy128@gmail.com</email>
</author>
<published>2022-05-05T23:49:53+00:00</published>
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<content type='text'>
Idiotic problems require idiotic solutions.
</content>
</entry>
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