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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
// fopen is needed to write steam_appid.txt
#undef fopen
#include <stdio.h>
#if defined(OSX) || defined(LINUX) || (defined (WIN32) && defined( DX_TO_GL_ABSTRACTION ))
#include "appframework/ilaunchermgr.h"
#endif
#if defined( _WIN32 )
#if !defined( _X360 )
#include "winlite.h"
#endif
#elif defined(LINUX)
#elif defined( _PS3 )
#elif defined(OSX)
#include <Carbon/Carbon.h>
#else
#error
#endif
#include "quakedef.h"
#include "idedicatedexports.h"
#include "engine_launcher_api.h"
#include "ivideomode.h"
#include "common.h"
#include "iregistry.h"
#include "keys.h"
#include "cdll_engine_int.h"
#include "traceinit.h"
#include "iengine.h"
#include "igame.h"
#include "tier1/fmtstr.h"
#include "engine_hlds_api.h"
#include "filesystem_engine.h"
#include "tier0/icommandline.h"
#include "cl_main.h"
#include "client.h"
#include "tier3/tier3.h"
#include "MapReslistGenerator.h"
#include "toolframework/itoolframework.h"
#include "DevShotGenerator.h"
#include "gl_shader.h"
#include "l_studio.h"
#include "IHammer.h"
#ifdef _WIN32
#include "vgui/ILocalize.h"
#endif
#include "sys_dll.h"
#include "materialsystem/materialsystem_config.h"
#include "server.h"
#include "avi/iavi.h"
#include "avi/ibik.h"
#include "datacache/idatacache.h"
#include "vphysics_interface.h"
#include "inputsystem/iinputsystem.h"
#include "appframework/IAppSystemGroup.h"
#include "tier0/systeminformation.h"
#ifdef _WIN32
#include "VGuiMatSurface/IMatSystemSurface.h"
#endif
#include "steam/steam_api.h"
// This is here just for legacy support of older .dlls!!!
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "eiface.h"
#include "matchmaking/imatchframework.h"
#include "profile.h"
#include "status.h"
#include "vjobs_interface.h"
#ifndef DEDICATED
#include "sys_mainwind.h"
#include "vgui/ISystem.h"
#include "vgui_controls/Controls.h"
#include "IGameUIFuncs.h"
#include "cl_steamauth.h"
#endif // DEDICATED
#if defined( INCLUDE_SCALEFORM )
#include "scaleformui/scaleformui.h"
#endif
#if defined(_WIN32)
#include <eh.h>
#include <imm.h>
#endif
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#else
#include "xbox/xboxstubs.h"
#endif
#if defined( _PS3 ) && !defined( NO_STEAM )
#include "ps3_pathinfo.h"
#include "steam/steamps3params_internal.h"
SteamPS3ParamsInternal_t g_EngineSteamPS3ParamsInternal; SteamPS3Params_t g_EngineSteamPS3Params; #endif
#ifdef _PS3
#include <np.h>
#include "ps3_cstrike15/ps3_title_id.h"
#include "ps3/saverestore_ps3_api_ui.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
IDedicatedExports *dedicated = NULL; extern CreateInterfaceFn g_AppSystemFactory; IHammer *g_pHammer = NULL; IPhysics *g_pPhysics = NULL; #if defined(OSX) || defined(LINUX) || (defined (WIN32) && defined( DX_TO_GL_ABSTRACTION ))
ILauncherMgr *g_pLauncherMgr = NULL; #endif
IAvi *avi = NULL; IBik *bik = NULL; #ifdef _PS3
IPS3SaveRestoreToUI *ps3saveuiapi = NULL; #endif
#if defined( INCLUDE_SCALEFORM )
IScaleformUI* g_pScaleformUI = NULL; #endif
#ifndef DEDICATED
extern CreateInterfaceFn g_ClientFactory; #endif
bool g_bRunningFromPerforce; AppId_t g_unSteamAppID = k_uAppIdInvalid;
CSysModule *g_pMatchmakingDllModule = NULL; CreateInterfaceFn g_pfnMatchmakingFactory = NULL;
IVJobs * g_pVJobs = NULL;
#ifdef ENGINE_MANAGES_VJOBS
CSysModule *g_pVjobsDllModule = NULL; CreateInterfaceFn g_pfnVjobsFactory = NULL; bool g_bVjobsReload = false; bool g_bVjobsTest = false; // this is temporary, debug-only variable
#endif
IMatchFramework *g_pIfaceMatchFramework = NULL; bool s_bIsDedicatedServer = false;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void Host_GetHostInfo(float *fps, int *nActive, int *nMaxPlayers, char *pszMap, int maxlen ); const char *Key_BindingForKey( ButtonCode_t code ); void COM_ShutdownFileSystem( void ); void COM_InitFilesystem( const char *pFullModPath ); void Host_ReadPreStartupConfiguration(); void EditorToggle_f();
#ifdef _WIN32
HWND *pmainwindow = NULL; #elif OSX
WindowRef pmainwindow; #elif LINUX
void *pmainwindow = NULL; #elif defined( _PS3 )
void *pmainwindow = NULL; #else
#error
#endif
//-----------------------------------------------------------------------------
// ConVars and console commands
//-----------------------------------------------------------------------------
#if !defined(DEDICATED)
static ConCommand editor_toggle( "editor_toggle", EditorToggle_f, "Disables the simulation and returns focus to the editor", FCVAR_CHEAT ); #endif
#ifndef DEDICATED
//-----------------------------------------------------------------------------
// Purpose: exports an interface that can be used by the launcher to run the engine
// this is the exported function when compiled as a blob
//-----------------------------------------------------------------------------
void EXPORT F( IEngineAPI **api ) { CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary to prevent the LTCG compiler from crashing.
*api = ( IEngineAPI * )(factory(VENGINE_LAUNCHER_API_VERSION, NULL)); } #endif // DEDICATED
extern bool cs_initialized; extern int lowshift; static char *empty_string = "";
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
extern void SCR_UpdateScreen(void); extern bool g_bMajorMapChange; extern bool g_bPrintingKeepAliveDots;
void Sys_ShowProgressTicks(char* specialProgressMsg) { #ifdef LATER
#define MAX_NUM_TICS 40
static long numTics = 0;
// Nothing to do if not using Steam
if ( !g_pFileSystem->IsSteam() ) return;
// Update number of tics to show...
numTics++; if ( isDedicated ) { if ( g_bMajorMapChange ) { g_bPrintingKeepAliveDots = TRUE; Msg("."); } } else { int i; int numTicsToPrint = numTics % (MAX_NUM_TICS-1); char msg[MAX_NUM_TICS+1];
Q_strncpy(msg, ".", sizeof(msg));
// Now add in the growing number of tics...
for ( i = 1 ; i < numTicsToPrint ; i++ ) { Q_strncat(msg, ".", sizeof(msg), COPY_ALL_CHARACTERS); }
SCR_UpdateScreen(); } #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClearIOStates( void ) { #ifndef DEDICATED
if ( g_ClientDLL ) { g_ClientDLL->IN_ClearStates(); } #endif
}
void MoveConsoleWindowToFront() { #ifdef _WIN32
// TODO: remove me!!!!!
// Move the window to the front.
HINSTANCE hInst = LoadLibrary( "kernel32.dll" ); if ( hInst ) { typedef HWND (*GetConsoleWindowFn)(); GetConsoleWindowFn fn = (GetConsoleWindowFn)GetProcAddress( hInst, "GetConsoleWindow" ); if ( fn ) { HWND hwnd = fn(); ShowWindow( hwnd, SW_SHOW ); UpdateWindow( hwnd ); SetWindowPos( hwnd, HWND_TOP, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW ); } FreeLibrary( hInst ); } #endif
}
#if defined( _WIN32 ) && !defined( _X360 )
#include <conio.h>
#endif
CUtlVector<char> g_TextModeLine;
char NextGetch() { return -1; // NOTE: for some reason, kbhit() KILLS performance on the client.. when using it, the client
// goes so slow that it's player's motion is all jerky. If we need input, probably the
// best thing to do is to hook the console window's wndproc and get the keydown messages.
/*
// Sort of hacky to overload the gamemsg loop with these messages, but it does the trick.
if ( VCRGetMode() == VCR_Playback ) { unsigned int uMsg, wParam; long lParam; if ( VCRHook_PlaybackGameMsg( uMsg, wParam, lParam ) ) { Assert( uMsg == 0xFFFF ); return (char)wParam; } else { return -1; } } else { if ( kbhit() ) { char ch = getch(); VCRHook_RecordGameMsg( 0xFFFF, ch, 0 ); return ch; } else { VCRHook_RecordEndGameMsg(); return -1; } } */ }
void EatTextModeKeyPresses() { if ( !g_bTextMode ) return; static bool bFirstRun = true; if ( bFirstRun ) { bFirstRun = false; MoveConsoleWindowToFront(); }
char ch; while ( (ch = NextGetch()) != -1 ) { if ( ch == 8 ) { // Backspace..
if ( g_TextModeLine.Count() ) { g_TextModeLine.Remove( g_TextModeLine.Count() - 1 ); } } else if ( ch == '\r' ) { // Finish the line.
if ( g_TextModeLine.Count() ) { g_TextModeLine.AddMultipleToTail( 2, "\n" ); Cbuf_AddText( Cbuf_GetCurrentPlayer(), g_TextModeLine.Base() ); g_TextModeLine.Purge(); } printf( "\n" ); } else { g_TextModeLine.AddToTail( ch ); }
printf( "%c", ch ); } }
//-----------------------------------------------------------------------------
// The SDK launches the game with the full path to gameinfo.txt, so we need
// to strip off the path.
//-----------------------------------------------------------------------------
const char *GetModDirFromPath( const char *pszPath ) { char *pszSlash = Q_strrchr( pszPath, '\\' ); if ( pszSlash ) { return pszSlash + 1; } else if ( ( pszSlash = Q_strrchr( pszPath, '/' ) ) != NULL ) { return pszSlash + 1; }
// Must just be a mod directory already.
return pszPath; }
//-----------------------------------------------------------------------------
// Purpose: Main entry
//-----------------------------------------------------------------------------
#ifndef DEDICATED
#include "gl_matsysiface.h"
#endif
//-----------------------------------------------------------------------------
// Inner loop: initialize, shutdown main systems, load steam to
//-----------------------------------------------------------------------------
class CModAppSystemGroup : public CAppSystemGroup { typedef CAppSystemGroup BaseClass; public: // constructor
CModAppSystemGroup( bool bServerOnly, CAppSystemGroup *pParentAppSystem = NULL ) : BaseClass( pParentAppSystem ), m_bServerOnly( bServerOnly ) { }
CreateInterfaceFn GetFactory() { return CAppSystemGroup::GetFactory(); }
// Methods of IApplication
virtual bool Create(); virtual bool PreInit(); virtual int Main(); virtual void PostShutdown(); virtual void Destroy();
private:
bool IsServerOnly() const { return m_bServerOnly; } bool ModuleAlreadyInList( CUtlVector< AppSystemInfo_t >& list, const char *moduleName, const char *interfaceName );
bool AddLegacySystems(); bool m_bServerOnly; };
#ifndef DEDICATED
//-----------------------------------------------------------------------------
//
// Main engine interface exposed to launcher
//
//-----------------------------------------------------------------------------
class CEngineAPI : public CTier3AppSystem< IEngineAPI > { typedef CTier3AppSystem< IEngineAPI > BaseClass;
public: virtual bool Connect( CreateInterfaceFn factory ); virtual void Disconnect(); virtual void *QueryInterface( const char *pInterfaceName ); virtual InitReturnVal_t Init(); virtual void Shutdown();
// This function must be called before init
virtual bool SetStartupInfo( StartupInfo_t &info );
virtual int Run( );
// Sets the engine to run in a particular editor window
virtual void SetEngineWindow( void *hWnd );
// Posts a console command
virtual void PostConsoleCommand( const char *pConsoleCommand );
// Are we running the simulation?
virtual bool IsRunningSimulation( ) const;
// Start/stop running the simulation
virtual void ActivateSimulation( bool bActive );
// Reset the map we're on
virtual void SetMap( const char *pMapName );
bool MainLoop();
private: int RunListenServer();
// Hooks a particular mod up to the registry
void SetRegistryMod( const char *pModName );
// One-time setup, based on the initially selected mod
// FIXME: This should move into the launcher!
bool OnStartup( void *pInstance, const char *pStartupModName ); void OnShutdown();
// Initialization, shutdown of a mod.
bool ModInit( const char *pModName, const char *pGameDir ); void ModShutdown();
// Initializes, shuts down the registry
bool InitRegistry( const char *pModName ); void ShutdownRegistry();
// Handles there being an error setting up the video mode
InitReturnVal_t HandleSetModeError();
// Purpose: Message pump when running stand-alone
void PumpMessages();
// Purpose: Message pump when running with the editor
void PumpMessagesEditMode( bool &bIdle, long &lIdleCount );
// Activate/deactivates edit mode shaders
void ActivateEditModeShaders( bool bActive );
private: void *m_hEditorHWnd; bool m_bRunningSimulation; StartupInfo_t m_StartupInfo; };
//-----------------------------------------------------------------------------
// Singleton interface
//-----------------------------------------------------------------------------
static CEngineAPI s_EngineAPI; EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CEngineAPI, IEngineAPI, VENGINE_LAUNCHER_API_VERSION, s_EngineAPI );
//-----------------------------------------------------------------------------
// Connect, disconnect
//-----------------------------------------------------------------------------
bool CEngineAPI::Connect( CreateInterfaceFn factory ) { // Store off the app system factory...
g_AppSystemFactory = factory;
if ( !BaseClass::Connect( factory ) ) return false;
g_pFileSystem = g_pFullFileSystem; if ( !g_pFileSystem ) return false;
#ifndef DBGFLAG_STRINGS_STRIP
g_pFileSystem->SetWarningFunc( Warning ); #endif
if ( !Shader_Connect( true ) ) return false;
g_pPhysics = (IPhysics*)factory( VPHYSICS_INTERFACE_VERSION, NULL );
if( IsPS3() ) { // only PS/3 uses vjobs.prx
g_pVJobs = (IVJobs *)factory( VJOBS_INTERFACE_VERSION, NULL ); }
g_pSoundEmitterSystem = (ISoundEmitterSystemBase *)factory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL); #if defined( INCLUDE_SCALEFORM )
g_pScaleformUI = ( IScaleformUI* ) factory( SCALEFORMUI_INTERFACE_VERSION, NULL ); #endif
if ( IsPC() && !IsPosix() ) { avi = (IAvi*)factory( AVI_INTERFACE_VERSION, NULL ); if ( !avi ) return false; }
#if ( !defined( _GAMECONSOLE ) || defined( BINK_ENABLED_FOR_CONSOLE ) ) && defined( BINK_VIDEO )
bik = (IBik*)factory( BIK_INTERFACE_VERSION, NULL ); if ( !bik ) return false; #endif
#ifdef _PS3
ps3saveuiapi = (IPS3SaveRestoreToUI *)factory( IPS3SAVEUIAPI_VERSION_STRING, NULL ); if ( !ps3saveuiapi ) return false; #endif
if ( !g_pStudioRender || !g_pDataCache || !g_pPhysics || !g_pMDLCache || !g_pMatSystemSurface || !g_pInputSystem || !g_pSoundEmitterSystem) { Warning( "Engine wasn't able to acquire required interfaces!\n" ); return false; }
if (!g_pStudioRender) { Sys_Error( "Unable to init studio render system version %s\n", STUDIO_RENDER_INTERFACE_VERSION ); return false; }
g_pHammer = (IHammer*)factory( INTERFACEVERSION_HAMMER, NULL );
#if defined( USE_SDL )
g_pLauncherMgr = (ILauncherMgr *)factory( SDLMGR_INTERFACE_VERSION, NULL ); #elif defined( OSX )
g_pLauncherMgr = (ILauncherMgr *)factory( COCOAMGR_INTERFACE_VERSION, NULL ); #endif
ConnectMDLCacheNotify();
return true; }
void CEngineAPI::Disconnect() { DisconnectMDLCacheNotify();
g_pHammer = NULL; g_pPhysics = NULL; g_pSoundEmitterSystem = NULL;
Shader_Disconnect();
g_pFileSystem = NULL;
BaseClass::Disconnect();
g_AppSystemFactory = NULL; }
//-----------------------------------------------------------------------------
// Query interface
//-----------------------------------------------------------------------------
void *CEngineAPI::QueryInterface( const char *pInterfaceName ) { // Loading the engine DLL mounts *all* engine interfaces
CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary
return factory( pInterfaceName, NULL ); // to prevent the LTCG compiler from crashing.
}
static bool WantsFullMemoryDumps() { #if defined( _WIN32 )
return CommandLine()->FindParm( "-full_memory_dumps" ) ? true : false; #else
return false; #endif
}
//-----------------------------------------------------------------------------
// Sets startup info
//-----------------------------------------------------------------------------
bool CEngineAPI::SetStartupInfo( StartupInfo_t &info ) { g_bTextMode = info.m_bTextMode;
// Set up the engineparms_t which contains global information about the mod
host_parms.basedir = const_cast<char*>( info.m_pBaseDirectory );
// Copy off all the startup info
m_StartupInfo = info;
#if defined( _PS3 ) && !defined( NO_STEAM )
{ bool bPublicUniverse = !CommandLine()->FindParm( "-steamBeta" ); //////// DISABLE FOR SHIP! //////////
// BETA: bPublicUniverse = !!CommandLine()->FindParm( "-steamPublic" ); // default=beta; require -steamPublic to run against public
// PUBLIC: bPublicUniverse = !CommandLine()->FindParm( "-steamBeta" ); // default=public; require -steamBeta to run against beta
if ( bPublicUniverse ) { Msg( "Connecting to Steam Public\n" ); g_EngineSteamPS3Params.m_nAppId = 710; } else { Msg( "Connecting to Steam Beta\n" ); g_EngineSteamPS3Params.m_nAppId = 710; g_EngineSteamPS3ParamsInternal.m_nVersion = STEAM_PS3_PARAMS_INTERNAL_VERSION; g_EngineSteamPS3ParamsInternal.m_eUniverse = k_EUniverseBeta; g_EngineSteamPS3ParamsInternal.m_pchCMForce = ""; g_EngineSteamPS3ParamsInternal.m_bAutoReloadVGUIResources = false; g_EngineSteamPS3Params.pReserved = &g_EngineSteamPS3ParamsInternal; }
if ( int nSteamTTY = CommandLine()->ParmValue( "-steamTTY", int(0) ) ) g_EngineSteamPS3Params.m_cSteamInputTTY = nSteamTTY;
g_EngineSteamPS3Params.m_unVersion = STEAM_PS3_CURRENT_PARAMS_VER; Q_strncpy( g_EngineSteamPS3Params.m_rgchInstallationPath, g_pPS3PathInfo->PrxPath(), sizeof( g_EngineSteamPS3Params.m_rgchInstallationPath ) ); Q_strncpy( g_EngineSteamPS3Params.m_rgchSystemCache, g_pPS3PathInfo->SystemCachePath(), sizeof( g_EngineSteamPS3Params.m_rgchSystemCache ) ); Q_strncpy( g_EngineSteamPS3Params.m_rgchGameData, g_pPS3PathInfo->SystemCachePath(), sizeof( g_EngineSteamPS3Params.m_rgchGameData ) ); Q_strncpy( g_EngineSteamPS3Params.m_rgchNpServiceID, PS3_GAME_SERVICE_ID, STEAM_PS3_SERVICE_ID_MAX ); Q_strncpy( g_EngineSteamPS3Params.m_rgchNpCommunicationID, PS3_GAME_COMMUNICATION_ID, STEAM_PS3_COMMUNICATION_ID_MAX ); const SceNpCommunicationSignature npcommsign = PS3_GAME_COMMUNICATION_SIGNATURE; Q_memcpy( g_EngineSteamPS3Params.m_rgchNpCommunicationSig, &npcommsign, STEAM_PS3_COMMUNICATION_SIG_MAX ); Q_strncpy( g_EngineSteamPS3Params.m_rgchSteamLanguage, XBX_GetLanguageString(), STEAM_PS3_LANGUAGE_MAX ); if ( !V_stricmp( g_pPS3PathInfo->GetParamSFO_TitleID(), PS3_GAME_TITLE_ID_WW_SCEE ) ) Q_strncpy( g_EngineSteamPS3Params.m_rgchRegionCode, "SCEE", STEAM_PS3_REGION_CODE_MAX ); else if ( !V_stricmp( g_pPS3PathInfo->GetParamSFO_TitleID(), PS3_GAME_TITLE_ID_WW_SCEJ ) ) Q_strncpy( g_EngineSteamPS3Params.m_rgchRegionCode, "SCEJ", STEAM_PS3_REGION_CODE_MAX ); else Q_strncpy( g_EngineSteamPS3Params.m_rgchRegionCode, "SCEA", STEAM_PS3_REGION_CODE_MAX );
MEM_ALLOC_CREDIT_( "STEAM: g_EngineSteamPS3Params.m_sysNetInitInfo" ); g_EngineSteamPS3Params.m_sysNetInitInfo.m_bNeedInit = true; g_EngineSteamPS3Params.m_sysNetInitInfo.m_nMemorySize = 512 * 1024; g_EngineSteamPS3Params.m_sysNetInitInfo.m_pMemory = malloc( g_EngineSteamPS3Params.m_sysNetInitInfo.m_nMemorySize ); g_EngineSteamPS3Params.m_sysSysUtilUserInfo.m_bNeedInit = true;
g_EngineSteamPS3Params.m_sysJpgInitInfo.m_bNeedInit = true; g_EngineSteamPS3Params.m_sysPngInitInfo.m_bNeedInit = true; g_EngineSteamPS3Params.m_bIncludeNewsPage = false; #if defined(NO_STEAM_PS3_OVERLAY)
g_EngineSteamPS3Params.m_bPersonaStateOffline = true; #else
g_EngineSteamPS3Params.m_bPersonaStateOffline = false; #endif
} #endif
// Needs to be done prior to init material system config
TRACEINIT( COM_InitFilesystem( m_StartupInfo.m_pInitialMod ), COM_ShutdownFileSystem() );
//
// VPK content-shadowing overrides
// See below:
// CDedicatedServerAPI::ModInit
// to ensure that dedicated servers also mount the VPKs to check clients CRCs
//
// This is the client initializing, if we are running in lowviolence mode then inject the lowviolence VPK at the head of search path
if ( CommandLine()->FindParm( "-pakxv_lowviolence" ) ) { g_pFullFileSystem->AddSearchPath( "lowviolence", "COMPAT:GAME", PATH_ADD_TO_HEAD ); }
if ( CommandLine()->FindParm( "-perfectworld" ) ) { g_pFullFileSystem->AddSearchPath( "perfectworld", "COMPAT:GAME", PATH_ADD_TO_HEAD ); }
// Enable file tracking - client always does this in case it connects to a pure server.
// server only does this if sv_pure is set
if ( IsPC() ) { KeyValues *modinfo = new KeyValues("ModInfo"); if ( modinfo->LoadFromFile( g_pFileSystem, "gameinfo.txt" ) ) { // If it's not singleplayer_only
if ( V_stricmp( modinfo->GetString("type", "singleplayer_only"), "singleplayer_only") == 0 ) { DevMsg( "Disabling whitelist file tracking in filesystem...\n" ); g_pFileSystem->EnableWhitelistFileTracking( false, false, false ); } else { DevMsg( "Enabling whitelist file tracking in filesystem...\n" ); g_pFileSystem->EnableWhitelistFileTracking( true, false, false ); } } modinfo->deleteThis(); }
//
// Configure breakpad
//
// Parse AppID from steam.inf file
extern void Sys_Version( bool bDedicated ); Sys_Version( false );
#if !defined( NO_STEAM ) && !defined( _GAMECONSOLE )
if ( !CommandLine()->FindParm( "-nobreakpad" ) ) { // AppID of the client will be automatically used
extern int32 GetHostVersion(); extern int32 GetClientVersion(); CFmtStr fmtClientVersion( "%d.%d", GetHostVersion(), GetClientVersion() ); Msg( "Using breakpad minidump system %u/%s\n", g_unSteamAppID, fmtClientVersion.Access() ); SteamAPI_UseBreakpadCrashHandler( fmtClientVersion.Access(), __DATE__, __TIME__, WantsFullMemoryDumps(), NULL, NULL ); } #endif // !NO_STEAM && !_GAMECONSOLE
// turn on the Steam3 API early so we can query app data up front
#if !defined( DEDICATED ) && !defined( NO_STEAM )
TRACEINIT( Steam3Client().Activate(), Steam3Client().Shutdown() ); if ( IsPS3() ) { #if !defined( CSTRIKE15 )
// TODO: PS3_BUILDFIX: We probably want to turn this back on after we get the steam client working for CStrike15
// this is only relevant for PS3
if ( !Steam3Client().IsInitialized() ) { return false; } #endif // CSTRIKE15
}
if ( !Steam3Client().IsInitialized() || !Steam3Client().SteamUser() || !Steam3Client().SteamUser()->GetSteamID().IsValid() || !Steam3Client().SteamUser()->GetSteamID().BIndividualAccount() || !Steam3Client().SteamUser()->GetSteamID().GetAccountID() ) { Error( "FATAL ERROR: Failed to connect with local Steam Client process!\n\nPlease make sure that you are running latest version of Steam Client.\nYou can check for Steam Client updates using Steam main menu:\n Steam > Check for Steam Client Updates..." ); return false; }
//
// Setup a search path for USRLOCAL data (configs / save games / etc.) that isn't intended to be shared across multiple accounts
//
if ( g_pFileSystem ) { char chUserLocalDataFolder[ MAX_PATH ] = {}; if ( char const * pszLocalOverride = getenv( "USRLOCAL" DLLExtTokenPaste2( VPCGAMECAPS ) ) ) { Msg( "USRLOCAL path using environment setting '%s':\n%s\n", "USRLOCAL" DLLExtTokenPaste2( VPCGAMECAPS ), pszLocalOverride ); g_pFileSystem->AddSearchPath( pszLocalOverride, "USRLOCAL" ); } else if ( Steam3Client().SteamUser()->GetUserDataFolder( chUserLocalDataFolder, sizeof( chUserLocalDataFolder ) ) ) { Msg( "USRLOCAL path using Steam profile data folder:\n%s\n", chUserLocalDataFolder ); g_pFileSystem->AddSearchPath( chUserLocalDataFolder, "USRLOCAL" ); } else { Warning( "USRLOCAL path not found!\n" ); } } #endif
return true; }
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
InitReturnVal_t CEngineAPI::Init() { if ( CommandLine()->FindParm( "-sv_benchmark" ) != 0 ) { Plat_SetBenchmarkMode( true ); }
InitReturnVal_t nRetVal = BaseClass::Init(); if ( nRetVal != INIT_OK ) return nRetVal;
m_bRunningSimulation = false;
// Initialize the FPU control word
#if !defined( DEDICATED ) && !defined( _X360 ) && !defined( _PS3 ) && !defined( PLATFORM_64BITS ) && !defined( LINUX ) && !defined(__clang__)
_asm { fninit } #endif
SetupFPUControlWord();
// This creates the videomode singleton object, it doesn't depend on the registry
VideoMode_Create();
// Initialize the editor hwnd to render into
m_hEditorHWnd = NULL;
// One-time setup
// FIXME: OnStartup + OnShutdown should be removed + moved into the launcher
// or the launcher code should be merged into the engine into the code in OnStartup/OnShutdown
if ( !OnStartup( m_StartupInfo.m_pInstance, m_StartupInfo.m_pInitialMod ) ) { return HandleSetModeError(); }
#if defined( POSIX ) && !defined( _PS3 )
// on OSX by the time we've initialized cl_language we've already initialized the
// font manager and made a bunch of language-related decisions.
// on windows, the code sniffs the registry directly (slightly evil) and doesn't have
// this problem.
if ( Steam3Client().SteamApps() ) { extern ConVar cl_language; cl_language.SetValue( Steam3Client().SteamApps()->GetCurrentGameLanguage() ); } #endif
return INIT_OK; }
void CEngineAPI::Shutdown() { VideoMode_Destroy(); BaseClass::Shutdown(); }
//-----------------------------------------------------------------------------
// Sets the engine to run in a particular editor window
//-----------------------------------------------------------------------------
void CEngineAPI::SetEngineWindow( void *hWnd ) { if ( !InEditMode() ) return;
// Detach input from the previous editor window
game->InputDetachFromGameWindow();
m_hEditorHWnd = hWnd; videomode->SetGameWindow( m_hEditorHWnd ); }
//-----------------------------------------------------------------------------
// Posts a console command
//-----------------------------------------------------------------------------
void CEngineAPI::PostConsoleCommand( const char *pCommand ) { Assert( 0 ); // This isn't being used, but I'm assuming it would be for a dedicated server type console, so issueing the command into the server's buffer may make sense.
Cbuf_AddText( CBUF_SERVER, pCommand ); }
//-----------------------------------------------------------------------------
// Is the engine currently rinning?
//-----------------------------------------------------------------------------
bool CEngineAPI::IsRunningSimulation() const { return (eng->GetState() == IEngine::DLL_ACTIVE); }
//-----------------------------------------------------------------------------
// Reset the map we're on
//-----------------------------------------------------------------------------
void CEngineAPI::SetMap( const char *pMapName ) { // if ( !Q_stricmp( sv.mapname, pMapName ) )
// return;
char buf[MAX_PATH]; Q_snprintf( buf, MAX_PATH, "map %s", pMapName ); Cbuf_AddText( Cbuf_GetCurrentPlayer(), buf ); }
//-----------------------------------------------------------------------------
// Start/stop running the simulation
//-----------------------------------------------------------------------------
void CEngineAPI::ActivateSimulation( bool bActive ) { // FIXME: Not sure what will happen in this case
if ( ( eng->GetState() != IEngine::DLL_ACTIVE ) && ( eng->GetState() != IEngine::DLL_PAUSED ) ) { return; }
bool bCurrentlyActive = (eng->GetState() != IEngine::DLL_PAUSED); if ( bActive == bCurrentlyActive ) return;
// FIXME: Should attachment/detachment be part of the state machine in IEngine?
if ( !bActive ) { eng->SetNextState( IEngine::DLL_PAUSED );
// Detach input from the previous editor window
game->InputDetachFromGameWindow(); } else { eng->SetNextState( IEngine::DLL_ACTIVE );
// Start accepting input from the new window
// FIXME: What if the attachment fails?
game->InputAttachToGameWindow(); } }
//-----------------------------------------------------------------------------
// Purpose: Message pump when running stand-alone
//-----------------------------------------------------------------------------
void CEngineAPI::PumpMessages() { #if defined( WIN32 ) && !defined( USE_SDL )
MSG msg; while ( PeekMessageW( &msg, NULL, 0, 0, PM_REMOVE ) ) { #if defined( INCLUDE_SCALEFORM )
if ( g_pScaleformUI ) { // Scaleform IME requirement. Pass these messages to GFxIME BEFORE any TranlsateMessage/DispatchMessage.
if ( (msg.message == WM_KEYDOWN) || (msg.message == WM_KEYUP) || ImmIsUIMessage( NULL, msg.message, msg.wParam, msg.lParam ) || (msg.message == WM_LBUTTONDOWN) || (msg.message == WM_LBUTTONUP) ) { g_pScaleformUI->PreProcessKeyboardEvent( (size_t)msg.hwnd, msg.message, msg.wParam, msg.lParam ); } } #endif
TranslateMessage( &msg ); DispatchMessageW( &msg );
} #elif defined( OSX ) || defined( USE_SDL )
g_pLauncherMgr->PumpWindowsMessageLoop(); #else
#error
#endif
// Get input from attached devices
g_pInputSystem->PollInputState( GetBaseLocalClient().IsActive() );
// NOTE: Under some implementations of Win9x,
// dispatching messages can cause the FPU control word to change
if ( IsPC() ) { SetupFPUControlWord(); }
game->DispatchAllStoredGameMessages();
if ( IsPC() ) { EatTextModeKeyPresses(); } }
//-----------------------------------------------------------------------------
// Purpose: Message pump when running stand-alone
//-----------------------------------------------------------------------------
void CEngineAPI::PumpMessagesEditMode( bool &bIdle, long &lIdleCount ) {
if ( bIdle && !g_pHammer->HammerOnIdle( lIdleCount++ ) ) { bIdle = false; }
#ifdef WIN32
MSG msg; while ( PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE) ) { if ( msg.message == WM_QUIT ) { eng->SetQuitting( IEngine::QUIT_TODESKTOP ); break; }
if ( msg.hwnd == (HWND)game->GetMainWindow() ) { TranslateMessage(&msg); DispatchMessageW(&msg); } else { if ( !g_pHammer->HammerPreTranslateMessage(&msg) ) { TranslateMessage(&msg); DispatchMessageW(&msg); } }
// Reset idle state after pumping idle message.
if ( g_pHammer->HammerIsIdleMessage(&msg) ) { bIdle = true; lIdleCount = 0; } } #elif defined( OSX ) && defined( PLATFORM_64BITS )
// Do nothing, but let someone know we're doing nothing.
Assert( !"OSX-64 not implemented." );
#elif defined( OSX )
EventRef theEvent; EventTargetRef theTarget; EventTime eventTimeout = kEventDurationNoWait; theTarget = GetEventDispatcherTarget(); while ( ReceiveNextEvent( 0, NULL, eventTimeout, true, &theEvent ) == noErr) { OSErr ret = SendEventToEventTarget (theEvent, theTarget); if ( ret != noErr ) { EventRecord clevent; ConvertEventRefToEventRecord( theEvent, &clevent); if ( clevent.what==kHighLevelEvent ) { AEProcessAppleEvent( &clevent ); } } ReleaseEvent(theEvent); } #elif defined( _PS3 )
#elif defined( LINUX )
#else
#error
#endif
// NOTE: Under some implementations of Win9x,
// dispatching messages can cause the FPU control word to change
SetupFPUControlWord();
game->DispatchAllStoredGameMessages(); }
//-----------------------------------------------------------------------------
// Activate/deactivates edit mode shaders
//-----------------------------------------------------------------------------
void CEngineAPI::ActivateEditModeShaders( bool bActive ) { if ( InEditMode() && ( g_pMaterialSystemConfig->bEditMode != bActive ) ) { MaterialSystem_Config_t config = *g_pMaterialSystemConfig; config.bEditMode = bActive; OverrideMaterialSystemConfig( config ); } }
//-----------------------------------------------------------------------------
// Purpose: Message pump
//-----------------------------------------------------------------------------
bool CEngineAPI::MainLoop() { bool bIdle = true; long lIdleCount = 0;
// Main message pump
while ( true ) { // Pump messages unless someone wants to quit
if ( eng->GetQuitting() != IEngine::QUIT_NOTQUITTING ) { if ( eng->GetQuitting() != IEngine::QUIT_TODESKTOP ) return true; return false; }
// Pump the message loop
if ( !InEditMode() ) { PumpMessages(); } else { PumpMessagesEditMode( bIdle, lIdleCount ); }
// Deactivate edit mode shaders
ActivateEditModeShaders( false );
eng->Frame();
// Reactivate edit mode shaders (in Edit mode only...)
ActivateEditModeShaders( true );
if ( InEditMode() ) { g_pHammer->RunFrame(); } }
return false; }
//-----------------------------------------------------------------------------
// Initializes, shuts down the registry
//-----------------------------------------------------------------------------
bool CEngineAPI::InitRegistry( const char *pModName ) { if ( IsPC() ) { char szRegSubPath[MAX_PATH]; Q_snprintf( szRegSubPath, sizeof(szRegSubPath), "%s\\%s", "Source", pModName ); return registry->Init( szRegSubPath ); } return true; }
void CEngineAPI::ShutdownRegistry( ) { if ( IsPC() ) { registry->Shutdown( ); } }
#if defined( _PS3 )
int PS3_WindowProc_Proxy( xevent_t const &ev ); #endif
//-----------------------------------------------------------------------------
// One-time setup, based on the initially selected mod
// FIXME: This should move into the launcher!
//-----------------------------------------------------------------------------
bool CEngineAPI::OnStartup( void *pInstance, const char *pStartupModName ) { // This fixes a bug on certain machines where the input will
// stop coming in for about 1 second when someone hits a key.
// (true means to disable priority boost)
#ifdef WIN32
if ( IsPC() ) { SetThreadPriorityBoost( GetCurrentThread(), true ); } #endif
// FIXME: Turn videomode + game into IAppSystems?
// Try to create the window
COM_TimestampedLog( "game->Init" );
splitscreen->Init();
// This has to happen before CreateGameWindow to set up the instance
// for use by the code that creates the window
if ( !game->Init( pInstance ) ) { goto onStartupError; }
// Try to create the window
COM_TimestampedLog( "videomode->Init" );
// This needs to be after Shader_Init and registry->Init
// This way mods can have different default video settings
if ( !videomode->Init( ) ) { goto onStartupShutdownGame; }
COM_TimestampedLog( "InitRegistry" ); // We need to access the registry to get various settings (specifically,
// InitMaterialSystemConfig requires it).
if ( !InitRegistry( pStartupModName ) ) { goto onStartupShutdownVideoMode; }
COM_TimestampedLog( "materials->ModInit" );
materials->ModInit();
COM_TimestampedLog( "InitMaterialSystemConfig" );
// Setup the material system config record, CreateGameWindow depends on it
// (when we're running stand-alone)
InitMaterialSystemConfig( InEditMode() ); { #if defined( _X360 )
XBX_NotifyCreateListener( XNOTIFY_ALL ); #elif defined( _PS3 )
ps3syscbckeventhdlr_t hdlr = { PS3_WindowProc_Proxy }; XBX_NotifyCreateListener( reinterpret_cast< uint64 >( &hdlr ) ); #endif
}
COM_TimestampedLog( "ShutdownRegistry" );
ShutdownRegistry(); return true;
// Various error conditions
onStartupShutdownVideoMode: videomode->Shutdown();
onStartupShutdownGame: game->Shutdown();
onStartupError: return false; }
//-----------------------------------------------------------------------------
// One-time shutdown (shuts down stuff set up in OnStartup)
// FIXME: This should move into the launcher!
//-----------------------------------------------------------------------------
void CEngineAPI::OnShutdown() { if ( videomode ) { videomode->Shutdown(); }
// Shut down the game
game->Shutdown();
materials->ModShutdown(); TRACESHUTDOWN( COM_ShutdownFileSystem() );
splitscreen->Shutdown();
#ifdef _PS3
XBX_NotifyCreateListener( 0 ); #endif
}
static bool IsValveMod( const char *pModName ) { // Figure out if we're running a Valve mod or not.
return ( Q_stricmp( pModName, "cstrike" ) == 0 || Q_stricmp( pModName, "dod" ) == 0 || Q_stricmp( pModName, "hl1mp" ) == 0 || Q_stricmp( pModName, "tf" ) == 0 || Q_stricmp( pModName, "hl2mp" ) == 0 || Q_stricmp( pModName, "csgo" ) == 0 ); }
//-----------------------------------------------------------------------------
// Initialization, shutdown of a mod.
//-----------------------------------------------------------------------------
bool CEngineAPI::ModInit( const char *pModName, const char *pGameDir ) { COM_TimestampedLog( "ModInit" );
// Set up the engineparms_t which contains global information about the mod
host_parms.mod = COM_StringCopy( GetModDirFromPath( pModName ) ); host_parms.game = COM_StringCopy( pGameDir );
// By default, restrict server commands in Valve games and don't restrict them in mods.
bool bRestrictCommands = IsValveMod( host_parms.mod ); GetBaseLocalClient().m_bRestrictServerCommands = bRestrictCommands; GetBaseLocalClient().m_bRestrictClientCommands = bRestrictCommands;
// build the registry path we're going to use for this mod
InitRegistry( pModName );
// This sets up the game search path, depends on host_parms
TRACEINIT( MapReslistGenerator_Init(), MapReslistGenerator_Shutdown() ); #if !defined( _X360 )
TRACEINIT( DevShotGenerator_Init(), DevShotGenerator_Shutdown() ); #endif
COM_TimestampedLog( "Host_ReadPreStartupConfiguration - Start" );
// Slam cvars based on mod/config.cfg
Host_ReadPreStartupConfiguration();
COM_TimestampedLog( "Host_ReadPreStartupConfiguration - Finish" ); // Create the game window now that we have a search path
// FIXME: Deal with initial window width + height better
if ( !videomode || !videomode->CreateGameWindow( g_pMaterialSystemConfig->m_VideoMode.m_Width, g_pMaterialSystemConfig->m_VideoMode.m_Height, g_pMaterialSystemConfig->Windowed(), g_pMaterialSystemConfig->NoWindowBorder() ) ) { return false; }
return true; }
void CEngineAPI::ModShutdown() { COM_StringFree(host_parms.mod); COM_StringFree(host_parms.game); // Stop accepting input from the window
game->InputDetachFromGameWindow();
#if !defined( _X360 )
TRACESHUTDOWN( DevShotGenerator_Shutdown() ); #endif
TRACESHUTDOWN( MapReslistGenerator_Shutdown() );
ShutdownRegistry(); }
//-----------------------------------------------------------------------------
// Purpose: Handles there being an error setting up the video mode
// Output : Returns true on if the engine should restart, false if it should quit
//-----------------------------------------------------------------------------
InitReturnVal_t CEngineAPI::HandleSetModeError() { // show an error, see if the user wants to restart
if ( CommandLine()->FindParm( "-safe" ) ) { Sys_MessageBox( "Failed to set video mode.\n\nThis game has a minimum requirement of DirectX 7.0 compatible hardware.\n", "Video mode error", false ); return INIT_FAILED; } if ( CommandLine()->FindParm( "-autoconfig" ) ) { if ( Sys_MessageBox( "Failed to set video mode - falling back to safe mode settings.\n\nGame will now restart with the new video settings.", "Video - safe mode fallback", true )) { CommandLine()->AppendParm( "-safe", NULL ); return (InitReturnVal_t)INIT_RESTART; } return INIT_FAILED; }
if ( Sys_MessageBox( "Failed to set video mode - resetting to defaults.\n\nGame will now restart with the new video settings.", "Video mode warning", true ) ) { CommandLine()->AppendParm( "-autoconfig", NULL ); return (InitReturnVal_t)INIT_RESTART; }
return INIT_FAILED; }
//-----------------------------------------------------------------------------
// Purpose: Main loop for non-dedicated servers
//-----------------------------------------------------------------------------
int CEngineAPI::RunListenServer() { //
// NOTE: Systems set up here should depend on the mod
// Systems which are mod-independent should be set up in the launcher or Init()
//
// Innocent until proven guilty
int nRunResult = RUN_OK;
// Happens every time we start up and shut down a mod
if ( ModInit( m_StartupInfo.m_pInitialMod, m_StartupInfo.m_pInitialGame ) ) { CModAppSystemGroup modAppSystemGroup( false, m_StartupInfo.m_pParentAppSystemGroup );
#ifdef USE_HACKY_MATERIAL_SYSTEM_TEST
RunMaterialSystemTest(); #endif
// Store off the app system factory...
g_AppSystemFactory = modAppSystemGroup.GetFactory();
nRunResult = modAppSystemGroup.Run();
g_AppSystemFactory = NULL;
// Shuts down the mod
ModShutdown();
// Disconnects from the editor window
videomode->SetGameWindow( NULL ); }
// Closes down things that were set up in OnStartup
// FIXME: OnStartup + OnShutdown should be removed + moved into the launcher
// or the launcher code should be merged into the engine into the code in OnStartup/OnShutdown
OnShutdown();
return nRunResult; }
#if 0
CON_COMMAND( bigalloc, "huge alloc crash" ) { Msg( "pre-crash %d\n", g_pMemAlloc->MemoryAllocFailed() ); void *buf = malloc( UINT_MAX ); Msg( "post-alloc %d\n", g_pMemAlloc->MemoryAllocFailed() ); *(int *)buf = 0; } #endif
#if defined( _PS3 ) && !defined(NO_STEAM) && !defined(_CERT)
CON_COMMAND_F( steam_login_new_acct, "logs in and creates a new account if necessary", FCVAR_DEVELOPMENTONLY ) { Steam3Client().SteamUser()->LogOnAndCreateNewSteamAccountIfNeeded( false ); }
CON_COMMAND_F( steam_login_link_acct, "<username> <password>", FCVAR_DEVELOPMENTONLY ) { if ( args.ArgC() != 3 ) return;
Steam3Client().SteamUser()->LogOnAndLinkSteamAccountToPSN( false, args[1], args[2] ); }
CON_COMMAND_F( steam_login, "log into steam with an already linked account", FCVAR_DEVELOPMENTONLY ) { Steam3Client().SteamUser()->LogOn( false ); } #endif
CON_COMMAND( reload_vjobs, "reload vjobs module" ) { const char * pModuleName = "vjobs" DLL_EXT_STRING; extern CAppSystemGroup *s_pCurrentAppSystem; if( g_pVJobs ) { MaterialLock_t matlock = materials->Lock(); g_pVJobs->BeforeReload(); s_pCurrentAppSystem->ReloadModule( pModuleName ); g_pVJobs->AfterReload(); materials->Unlock( matlock ); } else { Warning("vjobs interface not connected\n"); } }
CON_COMMAND( render_blanks, "render N blank frames" ) { uint nFrames = 0; if( *args[1] ) nFrames = atoi( args[1] ); if( !nFrames || nFrames > 1000 ) { nFrames = 10; Msg("Clamping to %d frames", nFrames ); } MaterialLock_t matlock = materials->Lock(); materials->SpinPresent( nFrames ); materials->Unlock( matlock ); }
extern void S_ClearBuffer(); #endif // #ifndef DEDICATED
extern bool g_bUpdateMinidumpComment; void GetSpew( char *buf, size_t buflen );
#if defined( _X360 )
#define DUMP_COMMENT_SIZE 3500
#else
// should not exceed 32K, since current breakpad minidump reading code limits total comment size to 32k.
#define DUMP_COMMENT_SIZE 32768
#endif
// Turn this to 1 to allow for > 3kb of comments in dumps
static ConVar sys_minidumpexpandedspew( "sys_minidumpexpandedspew", "0" );
extern "C" void __cdecl FailSafe( unsigned int uStructuredExceptionCode, struct _EXCEPTION_POINTERS * pExceptionInfo ) { // Nothing, this just catches a crash when creating the comment block
}
class CErrorText { public: explicit CErrorText( int size ) : m_Size( size ), m_errorText( new char[ size ] ) { Q_memset( m_errorText, 0x00, m_Size ); }
~CErrorText() { delete[] m_errorText; }
void BuildComment( char const *pchSysErrorText ) { #if !defined( _PS3 )
#ifdef IS_WINDOWS_PC
// This warning is not actually true in this context.
#pragma warning( suppress : 4535 ) // warning C4535: calling _set_se_translator() requires /EHa
_se_translator_function curfilter = _set_se_translator( &FailSafe ); #endif
try { int nSize = m_Size; nSize = MIN( nSize, DUMP_COMMENT_SIZE );
Q_memset( m_errorText, 0x00, nSize );
if ( pchSysErrorText ) { // Strip trailing return character (note this overwrites the return character built into the string)
char *pchFixup = (char *)pchSysErrorText; int lenFixed = Q_strlen( pchFixup ); if ( pchFixup[ lenFixed - 1 ] == '\n' ) { pchFixup[ lenFixed - 1 ] = 0; } V_snprintf( m_errorText, nSize, "\nSys_Error( %s )\n", pchFixup ); } else { V_snprintf( m_errorText, nSize, "\nCrash\n" ); }
V_strncat( m_errorText, Status_GetBuffer(), nSize );
// Latch in case below stuff crashes
#if !defined( NO_STEAM )
SteamAPI_SetMiniDumpComment( m_errorText ); #endif
bool bExtendedSpew = sys_minidumpexpandedspew.GetBool(); if ( bExtendedSpew ) { try { V_strncat( m_errorText, "\nConVars (non-default)\n\n", nSize ); char header[ 128 ]; V_snprintf( header, sizeof( header ), "%25.25s %25.25s %25.25s\n", "var", "value", "default" ); V_strncat( m_errorText, header, nSize );
int len = V_strlen( m_errorText ); if ( len < nSize ) { int remainder = nSize - len; char *pbuf = m_errorText + len;
ICvar::Iterator iter( g_pCVar ); for ( iter.SetFirst() ; iter.IsValid() ; iter.Next() ) { ConCommandBase *var = iter.Get(); if ( var->IsCommand() ) continue;
const ConVar *cvar = ( const ConVar * )var; if ( cvar->GetFlags() & ( FCVAR_SERVER_CANNOT_QUERY | FCVAR_PROTECTED ) ) continue;
if ( !( cvar->GetFlags() & FCVAR_NEVER_AS_STRING ) ) { char var1[ MAX_OSPATH ]; char var2[ MAX_OSPATH ];
Q_strncpy( var1, Host_CleanupConVarStringValue( cvar->GetString() ), sizeof( var1 ) ); Q_strncpy( var2, Host_CleanupConVarStringValue( cvar->GetDefault() ), sizeof( var2 ) );
if ( !Q_stricmp( var1, var2 ) ) continue; } else { if ( cvar->GetFloat() == Q_atof( cvar->GetDefault() ) ) continue; }
char cvarcmd[ MAX_OSPATH ]; int add = 0; if ( !( cvar->GetFlags() & FCVAR_NEVER_AS_STRING ) ) { add = Q_snprintf( cvarcmd, sizeof(cvarcmd),"%25.25s %25.25s %25.25s\n", cvar->GetName(), Host_CleanupConVarStringValue( cvar->GetString() ), cvar->GetDefault() ); } else { add = Q_snprintf( cvarcmd, sizeof(cvarcmd),"%25.25s %25.25f %25.25f\n", cvar->GetName(), cvar->GetFloat(), Q_atof( cvar->GetDefault() ) ); }
int toCopy = MIN( add, remainder ); if ( toCopy <= 0 ) break;
Q_memcpy( pbuf, cvarcmd, toCopy );
pbuf += toCopy; remainder -= toCopy; if ( remainder <= 0 ) break; } *pbuf = 0; }
V_strncat( m_errorText, "\nConsole History (reversed)\n\n", nSize );
// Get console
len = V_strlen( m_errorText ); if ( len < nSize ) { GetSpew( m_errorText + len, nSize - len ); } } catch ( ... ) { Q_strncat( m_errorText, "exception thrown building console/convar history!!!\n", nSize ); }
#if !defined( NO_STEAM )
SteamAPI_SetMiniDumpComment( m_errorText ); #endif
} } catch ( ... ) { // Oh oh
} #ifdef IS_WINDOWS_PC
_set_se_translator( curfilter ); #endif
#endif
}
public: int m_Size; char *m_errorText; };
static CErrorText errorText( DUMP_COMMENT_SIZE );
void BuildMinidumpComment( char const *pchSysErrorText ) { errorText.BuildComment( pchSysErrorText ); }
#ifndef DEDICATED
extern "C" void __cdecl WriteMiniDumpUsingExceptionInfo( unsigned int uStructuredExceptionCode, struct _EXCEPTION_POINTERS * pExceptionInfo ) { // TODO: dynamically set the minidump comment from contextual info about the crash (i.e current VPROF node)?
#if !defined( NO_STEAM ) && !defined( _PS3 )
if ( g_bUpdateMinidumpComment ) { Status_Update(); BuildMinidumpComment( NULL ); }
SteamAPI_WriteMiniDump( uStructuredExceptionCode, pExceptionInfo, build_number() ); // Clear DSound Buffers so the sound doesn't loop while the game shuts down
// try
// {
// S_ClearBuffer();
// }
// catch ( ... )
// {
// }
#endif
}
extern "C" void __cdecl WriteMiniDump( void );
//-----------------------------------------------------------------------------
// Purpose: Main
//-----------------------------------------------------------------------------
int CEngineAPI::Run() { if ( CommandLine()->FindParm("-insecure") ) { extern void Host_DisallowSecureServers(); Host_DisallowSecureServers(); }
#ifdef _X360
return RunListenServer(); // don't handle exceptions on 360 (because if we do then minidumps won't work at all)
#elif defined ( _WIN32 )
if ( !Plat_IsInDebugSession() && !CommandLine()->FindParm( "-nominidumps") ) { // This warning is not actually true in this context.
#pragma warning( suppress : 4535 ) // warning C4535: calling _set_se_translator() requires /EHa
_set_se_translator( WriteMiniDumpUsingExceptionInfo );
try // this try block allows the SE translator to work
{ return RunListenServer(); } catch( ... ) { #if defined(_WIN32) && !defined( _X360 )
// We don't want global destructors in our process OR in any DLL to get executed.
// _exit() avoids calling global destructors in our module, but not in other DLLs.
TerminateProcess( GetCurrentProcess(), 100 ); #else
_exit( 100 ); #endif
return RUN_OK; } } else { return RunListenServer(); } #elif defined( _PS3 )
return RunListenServer(); #else
Assert( !"Impl minidump handling on Posix" ); return RunListenServer(); #endif
} #endif // DEDICATED
bool g_bUsingLegacyAppSystems = false;
bool CModAppSystemGroup::AddLegacySystems() { g_bUsingLegacyAppSystems = true;
AppSystemInfo_t appSystems[] = { { "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION }, { "", "" } // Required to terminate the list
};
if ( !AddSystems( appSystems ) ) return false;
#if !defined( _LINUX ) && !defined( _GAMECONSOLE )
// if ( CommandLine()->FindParm( "-tools" ) )
{ AppModule_t toolFrameworkModule = LoadModule( "engine" DLL_EXT_STRING );
if ( !AddSystem( toolFrameworkModule, VTOOLFRAMEWORK_INTERFACE_VERSION ) ) return false; } #endif
return true; }
//-----------------------------------------------------------------------------
static int VerToInt( const char *pszVersion ) { char szOut[ 32 ]; const char *pIn = pszVersion; char *pOut = szOut;
if ( !pszVersion || strlen( pszVersion ) > sizeof( szOut ) ) // double check we won't overflow the buffer
{ return 0; }
while ( *pIn ) { if ( *pIn != '.' ) { *pOut++ = *pIn; } pIn++; } *pOut = '\0';
return atoi( szOut ); }
#define VERSION_KEY "PatchVersion="
#define CLIENT_VERSION_KEY "ClientVersion="
#define SERVER_VERSION_KEY "ServerVersion="
#define PRODUCT_KEY "ProductName="
#define APPID_KEY "AppID="
#define PRODUCT_STRING "valve"
#define VERSION_STRING "1.0.1.0"
#define FS_MAGIC_NUM_KEY "FSKey="
static CUtlString g_sVersionString; static CUtlString g_sProductString; static int32 sHostVersion; static int32 sClientVersion; static int32 sServerVersion;
//-----------------------------------------------------------------------------
const char *GetHostVersionString() { return g_sVersionString.String(); }
//-----------------------------------------------------------------------------
const char *GetHostProductString() { return g_sProductString.String(); }
int32 GetHostVersion() { return sHostVersion; }
//-----------------------------------------------------------------------------
int32 GetClientVersion() { // if we are running from perforce, we report 0 as version so checking isn't enforced
if ( g_bRunningFromPerforce ) { return 0; } return sClientVersion; }
//-----------------------------------------------------------------------------
int32 GetServerVersion() { // if we are running from perforce, we report 0 as version so checking isn't enforced
if ( g_bRunningFromPerforce ) { return 0; } return sServerVersion; }
const char *Sys_GetVersionString() { return g_sVersionString.String(); }
const char *Sys_GetProductString() { return g_sProductString; }
static bool ParseSteamInfFile( const char *szFileName, AppId_t &unSteamAppID ) { char *buffer; int bufsize = 0; FileHandle_t fp = NULL; const char *pbuf = NULL; const int numKeysExpected = 5; // number of expected keys
int gotKeys = 0;
// Mod's steam.inf is first option, the the steam.inf in the game GCF.
fp = g_pFileSystem->Open( szFileName, "r" ); if ( fp ) { bufsize = g_pFileSystem->Size( fp ); buffer = ( char * )stackalloc( bufsize + 1 ); Assert( buffer );
int iBytesRead = g_pFileSystem->Read( buffer, bufsize, fp ); g_pFileSystem->Close( fp );
buffer[iBytesRead] = '\0';
// Read
pbuf = buffer;
while ( 1 ) { pbuf = COM_Parse( pbuf ); if ( !pbuf ) break;
if ( Q_strlen( com_token ) <= 0 ) break;
if ( !Q_strnicmp( com_token, VERSION_KEY, Q_strlen( VERSION_KEY ) ) ) { char buf[ 256 ]; Q_strncpy( buf, com_token+Q_strlen( VERSION_KEY ), sizeof( buf ) - 1 ); buf[ sizeof( buf ) - 1 ] = '\0';
g_sVersionString = buf; sHostVersion = VerToInt( buf );
gotKeys++; continue; }
if ( !Q_strnicmp( com_token, CLIENT_VERSION_KEY, Q_strlen( CLIENT_VERSION_KEY ) ) ) { char buf[ 256 ]; Q_strncpy( buf, com_token+Q_strlen( CLIENT_VERSION_KEY ), sizeof( buf ) - 1 ); buf[ sizeof( buf ) - 1 ] = '\0';
sClientVersion = atoi( buf );
gotKeys++; continue; }
if ( !Q_strnicmp( com_token, SERVER_VERSION_KEY, Q_strlen( SERVER_VERSION_KEY ) ) ) { char buf[ 256 ]; Q_strncpy( buf, com_token+Q_strlen( SERVER_VERSION_KEY ), sizeof( buf ) - 1 ); buf[ sizeof( buf ) - 1 ] = '\0';
sServerVersion = atoi( buf );
gotKeys++; continue; }
if ( !Q_strnicmp( com_token, PRODUCT_KEY, Q_strlen( PRODUCT_KEY ) ) ) { char buf[ 256 ]; Q_strncpy( buf, com_token+Q_strlen( PRODUCT_KEY ), sizeof( buf ) - 1 ); buf[ sizeof( buf ) - 1 ] = '\0';
g_sProductString = buf;
gotKeys++; continue; }
// Steam reads the AppID out of steam_appid.txt
if ( !Q_strnicmp( com_token, APPID_KEY, Q_strlen( APPID_KEY ) ) ) { char szAppID[32]; Q_strncpy( szAppID, com_token + Q_strlen( APPID_KEY ), sizeof( szAppID ) - 1 ); unSteamAppID = atoi(szAppID); gotKeys++; continue; } } }
return gotKeys == numKeysExpected; }
//-----------------------------------------------------------------------------
static bool ParsePerforceInfFile( const char *szFileName, uint64 &unFileSystemMagicNumber ) { char *buffer; int bufsize = 0; FileHandle_t fp = NULL;
// Mod's steam.inf is first option, the the steam.inf in the game GCF.
fp = g_pFileSystem->Open( szFileName, "r" ); if ( fp ) { bufsize = g_pFileSystem->Size( fp ); buffer = ( char * )_alloca( bufsize + 1 ); Assert( buffer );
int iBytesRead = g_pFileSystem->Read( buffer, bufsize, fp ); g_pFileSystem->Close( fp );
buffer[iBytesRead] = '\0';
// Read
const char *pbuf = buffer;
while ( 1 ) { pbuf = COM_Parse( pbuf ); if ( !pbuf ) break;
if ( Q_strlen( com_token ) <= 0 ) break;
// Get the magic number that allows us to run without Steam internally. This magic number should only live in the Perforce.inf
// file which is never shipped.
if ( !Q_strnicmp( com_token, FS_MAGIC_NUM_KEY, Q_strlen( FS_MAGIC_NUM_KEY ) ) ) { char szFSKey[64]; Q_strncpy( szFSKey, com_token + Q_strlen( FS_MAGIC_NUM_KEY ), sizeof( szFSKey ) - 1 ); unFileSystemMagicNumber = atoi(szFSKey); return true; } } } return false; }
void Sys_Version( bool bDedicated ) { #if defined( _X360 )
// [Forrest] $FIXME Hack: The Xbox doesn't have a steam.inf file from which to load a patch version.
// However, if GetHostVersion doesn't match between the Xbox and the PC dedicated server then they can't connect.
// Perhaps the version checks should be removed when an Xbox is connected, but for now I'll just hard-code a matching version.
sHostVersion = 10040; #endif
#if !defined( _X360 )
g_sVersionString = VERSION_STRING; g_sProductString = PRODUCT_STRING;
uint64 unFSMagicNumber = 0;
if ( !ParseSteamInfFile( "steam.inf", g_unSteamAppID ) ) { Sys_Error( "Unable to load version from steam.inf" ); }
// if we aren't launched by Steam try reading a local perforce inf file
// this lets us tell the internal staging/main builds to use the right app ids
// if we arent launched by steam - we havent resolved our universe yet so we dont know
// what it is - so check perforce.inf always for now
if ( !g_pFileSystem->IsSteam() ) ParsePerforceInfFile( "perforce.inf", unFSMagicNumber );
// If the magic number is found in the perforce.inf then we are running from Perforce
g_bRunningFromPerforce = ( unFSMagicNumber == 2190015756ull / 2 );
if ( g_unSteamAppID != k_uAppIdInvalid && ( !g_pFileSystem->IsSteam() || bDedicated || g_bRunningFromPerforce ) ) { // steamclient.dll doesn't know about steam.inf files in mod folder,
// it excepts a steam_appid.txt in the root directory if the game is
// not started through Steam. So we create one there containing the
// current AppID
FILE *f = fopen( "steam_appid.txt", "wb" ); if ( f ) { char rgchAppID[256]; Q_snprintf( rgchAppID, sizeof(rgchAppID), "%u\n", g_unSteamAppID ); fwrite( rgchAppID, Q_strlen(rgchAppID)+1, 1, f ); fclose( f ); } }
#ifdef _WIN32
else { AssertMsg( !g_pFileSystem->FileExists( "perforce.inf" ), "<mod dir>\\perforce.inf included in a steam cache, remove it!" ); } #endif // _WIN32
#endif
}
#ifdef ENGINE_MANAGES_VJOBS
void LoadVjobsModule() { Assert( !g_pVjobsDllModule ); g_pVjobsDllModule = g_pFileSystem->LoadModule( "vjobs" DLL_EXT_STRING, "EXECUTABLE_PATH", false ); if( !g_pVjobsDllModule ) { Sys_Error( "Could not load vjobs library\n" ); } g_pfnVjobsFactory = Sys_GetFactory( g_pVjobsDllModule ); if( !g_pfnVjobsFactory ) { Sys_Error( "Could not get vjobs factory\n" ); } IVJobs * pVJobs = ( IVJobs* )( *g_pfnVjobsFactory )( VJOBS_INTERFACE_VERSION, NULL ); Assert( g_pVJobs == pVJobs || !g_pVJobs ); g_pVJobs = pVJobs; }
void ReloadDlls() { // if( g_bVjobsTest )
// {
// g_pVJobs->SetRunTarget( RUN_TARGET_SATELLITE_CPU );
// g_pVJobs->StartTest();
// g_pVJobs->SetRunTarget( RUN_TARGET_MAIN_CPU );
// g_pVJobs->StartTest();
// g_bVjobsTest = false;
// }
if( g_bVjobsReload ) { g_bVjobsReload = false; if( g_pVJobs ) { g_pVJobs->BeforeReload(); } if( g_pVjobsDllModule ) { g_pFileSystem->UnloadModule( g_pVjobsDllModule ); g_pVjobsDllModule = NULL; } LoadVjobsModule(); if( g_pVJobs ) { g_pVJobs->AfterReload(); } } }
#endif
//-----------------------------------------------------------------------------
// Instantiate all main libraries
//-----------------------------------------------------------------------------
bool CModAppSystemGroup::Create() { COM_TimestampedLog( "CModAppSystemGroup::Create() - Start" );
// If we're not running from Perforce check if we need to restart under Steam
if ( !g_bRunningFromPerforce && g_unSteamAppID != k_uAppIdInvalid && SteamAPI_RestartAppIfNecessary( g_unSteamAppID ) ) { Plat_ExitProcess( EXIT_SUCCESS ); } #ifdef ENGINE_MANAGES_VJOBS
//////////////////////////////////////////////////////////////////////////
//
// Vjobs
//
LoadVjobsModule(); AddSystem( g_pVJobs, VJOBS_INTERFACE_VERSION ); // this is done only once; g_pVJobs doesn't change even after multiple reloads of VJobs.prx
#endif
//////////////////////////////////////////////////////////////////////////
//
// Matchmaking
//
Assert ( !g_pMatchmakingDllModule );
// Check the signature on the client dll. If this fails we load it anyway but put this client
// into insecure mode so it won't connect to secure servers and get VAC banned
if ( !IsServerOnly() && !Host_AllowLoadModule( "matchmaking" DLL_EXT_STRING, "GAMEBIN", false ) ) { // not supposed to load this but we will anyway
Host_DisallowSecureServers(); }
// loads the matchmaking.dll
g_pMatchmakingDllModule = g_pFileSystem->LoadModule( IsServerOnly() ? ( "matchmaking_ds" DLL_EXT_STRING ) : ( "matchmaking" DLL_EXT_STRING ), "GAMEBIN", false );
if ( g_pMatchmakingDllModule ) { g_pfnMatchmakingFactory = Sys_GetFactory( g_pMatchmakingDllModule ); if ( g_pfnMatchmakingFactory ) { g_pIfaceMatchFramework = ( IMatchFramework * ) g_pfnMatchmakingFactory( IMATCHFRAMEWORK_VERSION_STRING, NULL );
if ( !g_pIfaceMatchFramework ) { if( IsPS3() ) return false; else Sys_Error( "Could not get matchmaking.dll interface from library matchmaking" ); } // matchmaking.dll wasn't loaded by the time tier2 libraries were connecting,
// set it up in engine now
g_pMatchFramework = g_pIfaceMatchFramework; } else { if( IsPS3() ) return false; else Sys_Error( "Could not find factory interface in library matchmaking" ); } } else { // library failed to load
if( IsPS3() ) return false; else Sys_Error( "Could not load library matchmaking" ); }
AddSystem( g_pIfaceMatchFramework, IMATCHFRAMEWORK_VERSION_STRING ); Host_SubscribeForProfileEvents( true );
//////////////////////////////////////////////////////////////////////////
//
// Client/server
//
#ifndef DEDICATED
if ( !IsServerOnly() ) { if ( !ClientDLL_Load() ) return false; ClientDLL_Connect(); } #endif
if ( !ServerDLL_Load( IsServerOnly() ) ) { #ifndef DEDICATED
if ( !IsServerOnly() ) { ClientDLL_Disconnect(); } #endif
return false; }
IClientDLLSharedAppSystems *clientSharedSystems = 0;
#ifndef DEDICATED
if ( !IsServerOnly() ) { clientSharedSystems = ( IClientDLLSharedAppSystems * )g_ClientFactory( CLIENT_DLL_SHARED_APPSYSTEMS, NULL ); if ( !clientSharedSystems ) return AddLegacySystems(); } #endif
IServerDLLSharedAppSystems *serverSharedSystems = ( IServerDLLSharedAppSystems * )g_ServerFactory( SERVER_DLL_SHARED_APPSYSTEMS, NULL ); if ( !serverSharedSystems ) { Assert( !"Expected both game and client .dlls to have or not have shared app systems interfaces!!!" ); return AddLegacySystems(); }
// Load game and client .dlls and build list then
CUtlVector< AppSystemInfo_t > systems;
int i; int serverCount = serverSharedSystems->Count(); for ( i = 0 ; i < serverCount; ++i ) { const char *dllName = serverSharedSystems->GetDllName( i ); const char *interfaceName = serverSharedSystems->GetInterfaceName( i );
AppSystemInfo_t info; info.m_pModuleName = dllName; info.m_pInterfaceName = interfaceName;
systems.AddToTail( info ); }
if ( !IsServerOnly() ) { int clientCount = clientSharedSystems->Count(); for ( i = 0 ; i < clientCount; ++i ) { const char *dllName = clientSharedSystems->GetDllName( i ); const char *interfaceName = clientSharedSystems->GetInterfaceName( i );
if ( ModuleAlreadyInList( systems, dllName, interfaceName ) ) continue;
AppSystemInfo_t info; info.m_pModuleName = dllName; info.m_pInterfaceName = interfaceName;
systems.AddToTail( info ); } }
AppSystemInfo_t info; info.m_pModuleName = ""; info.m_pInterfaceName = ""; systems.AddToTail( info );
if ( !AddSystems( systems.Base() ) ) return false;
#if !defined( _LINUX ) && !defined( _GAMECONSOLE )
// if ( CommandLine()->FindParm( "-tools" ) )
{ AppModule_t toolFrameworkModule = LoadModule( "engine" DLL_EXT_STRING );
if ( !AddSystem( toolFrameworkModule, VTOOLFRAMEWORK_INTERFACE_VERSION ) ) return false; } #endif
COM_TimestampedLog( "CModAppSystemGroup::Create() - Finish" );
return true; }
//-----------------------------------------------------------------------------
// Purpose: Fixme, we might need to verify if the interface names differ for the client versus the server
// Input : list -
// *moduleName -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CModAppSystemGroup::ModuleAlreadyInList( CUtlVector< AppSystemInfo_t >& list, const char *moduleName, const char *interfaceName ) { for ( int i = 0; i < list.Count(); ++i ) { if ( !Q_stricmp( list[ i ].m_pModuleName, moduleName ) ) { if ( Q_stricmp( list[ i ].m_pInterfaceName, interfaceName ) ) { Error( "Game and client .dlls requesting different versions '%s' vs. '%s' from '%s'\n", list[ i ].m_pInterfaceName, interfaceName, moduleName ); } return true; } }
return false; }
bool CModAppSystemGroup::PreInit() { return true; }
void SV_ShutdownGameDLL(); int CModAppSystemGroup::Main() { int nRunResult = RUN_OK;
if ( IsServerOnly() ) { // Start up the game engine
if ( eng->Load( true, host_parms.basedir ) ) { // If we're using STEAM, pass the map cycle list as resource hints...
#if LATER
if ( g_pFileSystem->IsSteam() ) { char *hints; if ( BuildMapCycleListHints(&hints) ) { g_pFileSystem->HintResourceNeed(hints, true); } if ( hints ) { free(hints); } } #endif
// Dedicated server drives frame loop manually
dedicated->RunServer();
SV_ShutdownGameDLL(); } } else { eng->SetQuitting( IEngine::QUIT_NOTQUITTING );
COM_TimestampedLog( "eng->Load" );
// Start up the game engine
if ( eng->Load( false, host_parms.basedir ) ) { #if !defined(DEDICATED)
toolframework->ServerInit( g_ServerFactory );
if ( s_EngineAPI.MainLoop() ) { nRunResult = RUN_RESTART; }
// unload systems
eng->Unload();
toolframework->ServerShutdown(); #endif
SV_ShutdownGameDLL(); } } return nRunResult; }
void CModAppSystemGroup::PostShutdown() { }
void CModAppSystemGroup::Destroy() { if ( g_pMatchFramework ) { TRACESHUTDOWN( g_pMatchFramework->Shutdown() ); g_pMatchFramework = NULL; }
// unload game and client .dlls
ServerDLL_Unload(); #ifndef DEDICATED
if ( !IsServerOnly() ) { ClientDLL_Unload(); } #endif
/// Matchmaking
Host_SubscribeForProfileEvents( false );
FileSystem_UnloadModule( g_pMatchmakingDllModule );
g_pIfaceMatchFramework = NULL; g_pMatchmakingDllModule = NULL; g_pfnMatchmakingFactory = NULL; g_pMatchFramework = NULL;
/// vjobs
#ifdef ENGINE_MANAGES_VJOBS
if( g_pVjobsDllModule ) { g_pFileSystem->UnloadModule( g_pVjobsDllModule ); g_pVjobsDllModule = NULL; g_pfnVjobsFactory = NULL; g_pVJobs = NULL; } #endif
}
//-----------------------------------------------------------------------------
// Console command to toggle back and forth between the engine running or not
//-----------------------------------------------------------------------------
#ifndef DEDICATED
void EditorToggle_f() { // Will switch back to the editor
bool bActive = (eng->GetState() != IEngine::DLL_PAUSED); s_EngineAPI.ActivateSimulation( !bActive ); } #endif // DEDICATED
//-----------------------------------------------------------------------------
//
// Purpose: Expose engine interface to launcher for dedicated servers
//
//-----------------------------------------------------------------------------
class CDedicatedServerAPI : public CTier3AppSystem< IDedicatedServerAPI > { typedef CTier3AppSystem< IDedicatedServerAPI > BaseClass;
public: CDedicatedServerAPI() : m_pDedicatedServer( 0 ) { } virtual bool Connect( CreateInterfaceFn factory ); virtual void Disconnect(); virtual void *QueryInterface( const char *pInterfaceName );
virtual bool ModInit( ModInfo_t &info ); virtual void ModShutdown( void );
virtual bool RunFrame( void );
virtual void AddConsoleText( char *text ); virtual void UpdateStatus(float *fps, int *nActive, int *nMaxPlayers, char *pszMap, int maxlen ); virtual void UpdateHostname(char *pszHostname, int maxlen);
virtual void SetSubProcessID( int nID, int nChildSocketHandle );
static void PreMinidumpCallback( void *pvContext ); void PreMinidumpCallbackImpl();
private: int BuildMapCycleListHints( char **hints );
CModAppSystemGroup *m_pDedicatedServer; };
void CDedicatedServerAPI::SetSubProcessID( int nId, int nChildSocketHandle ) { g_nForkID = nId; g_nSocketToParentProcess = nChildSocketHandle;
}
// Static method
void CDedicatedServerAPI::PreMinidumpCallback( void *pvContext ) { if ( !pvContext ) { return; } ((CDedicatedServerAPI *)pvContext)->PreMinidumpCallbackImpl(); }
void CDedicatedServerAPI::PreMinidumpCallbackImpl() { EndWatchdogTimer(); // Uploading the dump can take a while, turn off our watchdog
// Win32 dedicated servers build a minidump comment in the exception handler itself
#if defined( LINUX )
fprintf( stderr, "PreMinidumpCallback: updating dump comment\n" ); BuildMinidumpComment( NULL ); #endif
}
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
EXPOSE_SINGLE_INTERFACE( CDedicatedServerAPI, IDedicatedServerAPI, VENGINE_HLDS_API_VERSION );
bool g_bIsVGuiBasedDedicatedServer = false; // Assume use convar
//-----------------------------------------------------------------------------
// Connect, disconnect
//-----------------------------------------------------------------------------
bool CDedicatedServerAPI::Connect( CreateInterfaceFn factory ) { if ( CommandLine()->FindParm( "-sv_benchmark" ) != 0 ) { Plat_SetBenchmarkMode( true ); }
// Store off the app system factory...
g_AppSystemFactory = factory;
if ( !BaseClass::Connect( factory ) ) return false;
dedicated = ( IDedicatedExports * )factory( VENGINE_DEDICATEDEXPORTS_API_VERSION, NULL ); if ( !dedicated ) return false;
g_pFileSystem = g_pFullFileSystem;
#ifndef DBGFLAG_STRINGS_STRIP
g_pFileSystem->SetWarningFunc( Warning ); #endif
if ( !Shader_Connect( false ) ) return false;
if ( !g_pStudioRender ) { Sys_Error( "Unable to init studio render system version %s\n", STUDIO_RENDER_INTERFACE_VERSION ); return false; }
g_pPhysics = (IPhysics*)factory( VPHYSICS_INTERFACE_VERSION, NULL );
g_pSoundEmitterSystem = (ISoundEmitterSystemBase*)factory( SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL);
#if defined( DEDICATED )
if ( !g_pDataCache || !g_pPhysics || !g_pMDLCache ) #else
if ( !g_pDataCache || !g_pPhysics || !g_pMDLCache || !g_pSoundEmitterSystem) #endif
{ Warning( "Engine wasn't able to acquire required interfaces!\n" ); return false; }
ConnectMDLCacheNotify();
#ifndef DEDICATED
splitscreen->Init(); #endif
return true; }
void CDedicatedServerAPI::Disconnect() { #ifndef DEDICATED
splitscreen->Shutdown(); #endif
DisconnectMDLCacheNotify();
g_pPhysics = NULL; g_pSoundEmitterSystem = NULL;
Shader_Disconnect();
g_pFileSystem = NULL;
ConVar_Unregister();
dedicated = NULL;
BaseClass::Disconnect();
g_AppSystemFactory = NULL; }
//-----------------------------------------------------------------------------
// Query interface
//-----------------------------------------------------------------------------
void *CDedicatedServerAPI::QueryInterface( const char *pInterfaceName ) { // Loading the engine DLL mounts *all* engine interfaces
CreateInterfaceFn factory = Sys_GetFactoryThis(); // This silly construction is necessary
return factory( pInterfaceName, NULL ); // to prevent the LTCG compiler from crashing.
}
//-----------------------------------------------------------------------------
// Creates the hint list for a multiplayer map rotation from the map cycle.
// The map cycle message is a text string with CR/CRLF separated lines.
// -removes comments
// -removes arguments
//-----------------------------------------------------------------------------
const char *szCommonPreloads = "MP_Preloads"; const char *szReslistsBaseDir = "reslists2"; const char *szReslistsExt = ".lst";
int CDedicatedServerAPI::BuildMapCycleListHints(char **hints) { char szMap[ MAX_OSPATH + 2 ]; // room for one path plus <CR><LF>
unsigned int length; char szMod[MAX_OSPATH];
// Determine the mod directory.
Q_FileBase(com_gamedir, szMod, sizeof( szMod ) );
// Open mapcycle.txt
char cszMapCycleTxtFile[MAX_OSPATH]; Q_snprintf(cszMapCycleTxtFile, sizeof( cszMapCycleTxtFile ), "%s\\mapcycle.txt", szMod); FileHandle_t pFile = g_pFileSystem->Open(cszMapCycleTxtFile, "rb"); if ( pFile == FILESYSTEM_INVALID_HANDLE ) { ConMsg("Unable to open %s", cszMapCycleTxtFile); return 0; }
// Start off with the common preloads.
Q_snprintf(szMap, sizeof( szMap ), "%s\\%s\\%s%s\r\n", szReslistsBaseDir, szMod, szCommonPreloads, szReslistsExt); int hintsSize = strlen(szMap) + 1; *hints = (char*)malloc( hintsSize ); if ( *hints == NULL ) { ConMsg("Unable to allocate memory for map cycle hints list"); g_pFileSystem->Close( pFile ); return 0; } Q_strncpy( *hints, szMap, hintsSize ); // Read in and parse mapcycle.txt
length = g_pFileSystem->Size(pFile); if ( length ) { char *pStart = (char *)malloc(length); if ( pStart && ( 1 == g_pFileSystem->Read(pStart, length, pFile) ) ) { const char *pFileList = pStart;
while ( 1 ) { pFileList = COM_Parse( pFileList ); if ( strlen( com_token ) <= 0 ) break;
Q_strncpy(szMap, com_token, sizeof(szMap));
// Any more tokens on this line?
if ( COM_TokenWaiting( pFileList ) ) { pFileList = COM_Parse( pFileList ); }
char mapLine[sizeof(szMap)]; Q_snprintf(mapLine, sizeof(mapLine), "%s\\%s\\%s%s\r\n", szReslistsBaseDir, szMod, szMap, szReslistsExt); *hints = (char*)realloc(*hints, strlen(*hints) + 1 + strlen(mapLine) + 1); // count NULL string terminators
if ( *hints == NULL ) { ConMsg("Unable to reallocate memory for map cycle hints list"); g_pFileSystem->Close( pFile ); return 0; } Q_strncat(*hints, mapLine, hintsSize, COPY_ALL_CHARACTERS); } } }
g_pFileSystem->Close(pFile);
// Tack on <moddir>\mp_maps.txt to the end to make sure we load reslists for all multiplayer maps we know of
Q_snprintf(szMap, sizeof( szMap ), "%s\\%s\\mp_maps.txt\r\n", szReslistsBaseDir, szMod); *hints = (char*)realloc(*hints, strlen(*hints) + 1 + strlen(szMap) + 1); // count NULL string terminators
Q_strncat( *hints, szMap, hintsSize, COPY_ALL_CHARACTERS );
return 1; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : type - 0 == normal, 1 == dedicated server
// *instance -
// *basedir -
// *cmdline -
// launcherFactory -
//-----------------------------------------------------------------------------
AppId_t g_nDedicatedServerAppIdBreakpad = 0; bool CDedicatedServerAPI::ModInit( ModInfo_t &info ) { g_bIsVGuiBasedDedicatedServer = dedicated->IsGuiDedicatedServer(); s_bIsDedicatedServer = true;
//
// Configure breakpad
// this must be done after mod search path chain is configured
//
// Parse AppID from steam.inf file
Sys_Version( true );
#if !defined( NO_STEAM ) && !defined( _GAMECONSOLE )
if ( !CommandLine()->FindParm( "-nobreakpad" ) ) { bool bValveDS = false; if ( !CommandLine()->FindParm( "-novalveds" ) ) { char const *szDllFilename = "server_valve" DLL_EXT_STRING; if ( g_pFileSystem->FileExists( szDllFilename, "GAMEBIN" ) ) bValveDS = true; } // Override reporting AppID based on CS:GO depot mappings
switch ( g_unSteamAppID ) { case 710: // Trunk / debug (fake appids)
g_nDedicatedServerAppIdBreakpad = bValveDS ? 712 : 711; break; case 730: // Rel public / pcbeta
g_nDedicatedServerAppIdBreakpad = bValveDS ? 741 : 740; break; case 268440:// Staging
g_nDedicatedServerAppIdBreakpad = bValveDS ? 268480 : 268460; break; } if ( g_nDedicatedServerAppIdBreakpad ) // Override breakpad AppID
SteamAPI_SetBreakpadAppID( g_nDedicatedServerAppIdBreakpad );
// Build a custom version string
CFmtStr fmtServerVersion( "%d.%d.D%c", GetHostVersion(), GetServerVersion(), (bValveDS ? 'V' : 'C') ); Msg( "Using breakpad minidump system %u/%s\n", g_nDedicatedServerAppIdBreakpad ? g_nDedicatedServerAppIdBreakpad : g_unSteamAppID, fmtServerVersion.Access() ); SteamAPI_UseBreakpadCrashHandler( fmtServerVersion.Access(), __DATE__, __TIME__, false /*full_memory_dumps*/, &__g_CDedicatedServerAPI_singleton, &CDedicatedServerAPI::PreMinidumpCallback );
if ( g_nDedicatedServerAppIdBreakpad ) // Actually force breakpad interfaces to load
SteamAPI_SetBreakpadAppID( g_nDedicatedServerAppIdBreakpad ); } #endif // !NO_STEAM && !_GAMECONSOLE
eng->SetQuitting( IEngine::QUIT_NOTQUITTING );
// Set up the engineparms_t which contains global information about the mod
host_parms.basedir = const_cast<char*>(info.m_pBaseDirectory); host_parms.mod = const_cast<char*>(GetModDirFromPath(info.m_pInitialMod)); host_parms.game = const_cast<char*>(info.m_pInitialGame);
g_bTextMode = info.m_bTextMode;
TRACEINIT( COM_InitFilesystem( info.m_pInitialMod ), COM_ShutdownFileSystem() ); // set this up as early as possible, if the server isn't going to run pure, stop CRCing bits as we load them
// this happens even before the ConCommand's are processed, but we need to be sure to either CRC every file
// that is loaded, or not bother doing any
// Note that this mirrors g_sv_pure_mode from sv_main.cpp
int pure_mode = 1; // default to on, +sv_pure 0 or -sv_pure 0 will turn it off
if ( CommandLine()->CheckParm("+sv_pure") ) pure_mode = CommandLine()->ParmValue( "+sv_pure", 1 ); else if ( CommandLine()->CheckParm("-sv_pure") ) pure_mode = CommandLine()->ParmValue( "-sv_pure", 1 ); if ( pure_mode ) { // Mount all compatibility VPKs as well at the tail of the VPK search chain for verifying sv_pure clients
//
// See above:
// CEngineAPI::SetStartupInfo
// for how clients enable VPK content-shadowing
//
char const *szCompatibilityVPKs[] = { "lowviolence", "perfectworld" }; for ( int j = 0; j < Q_ARRAYSIZE( szCompatibilityVPKs ); ++ j ) { // Add in same order listed to tail
g_pFullFileSystem->AddSearchPath( szCompatibilityVPKs[ j ], "COMPAT:GAME", PATH_ADD_TO_TAIL ); } g_pFullFileSystem->EnableWhitelistFileTracking( true, true, CommandLine()->FindParm( "-sv_pure_verify_hashes" ) ? true : false ); } else g_pFullFileSystem->EnableWhitelistFileTracking( false, false, false );
materials->ModInit();
// Setup the material system config record, CreateGameWindow depends on it
// (when we're running stand-alone)
#ifndef DEDICATED
InitMaterialSystemConfig( true ); // !!should this be called standalone or not?
#endif
// Initialize general game stuff and create the main window
if ( game->Init( NULL ) ) { m_pDedicatedServer = new CModAppSystemGroup( true, info.m_pParentAppSystemGroup );
// Store off the app system factory...
g_AppSystemFactory = m_pDedicatedServer->GetFactory();
m_pDedicatedServer->Run(); return true; }
return false; }
void CDedicatedServerAPI::ModShutdown( void ) { if ( m_pDedicatedServer ) { delete m_pDedicatedServer; m_pDedicatedServer = NULL; }
g_AppSystemFactory = NULL;
// Unload GL, Sound, etc.
eng->Unload();
// Shut down memory, etc.
game->Shutdown();
materials->ModShutdown(); TRACESHUTDOWN( COM_ShutdownFileSystem() ); }
bool CDedicatedServerAPI::RunFrame( void ) { // Bail if someone wants to quit.
if ( eng->GetQuitting() != IEngine::QUIT_NOTQUITTING ) { return false; }
// Run engine frame
eng->Frame(); return true; }
void CDedicatedServerAPI::AddConsoleText( char *text ) { Cbuf_AddText( CBUF_SERVER, text ); }
void CDedicatedServerAPI::UpdateStatus(float *fps, int *nActive, int *nMaxPlayers, char *pszMap, int maxlen ) { Host_GetHostInfo( fps, nActive, nMaxPlayers, pszMap, maxlen ); }
void CDedicatedServerAPI::UpdateHostname(char *pszHostname, int maxlen) { if ( pszHostname && ( maxlen > 0 ) ) { Q_strncpy( pszHostname, sv.GetName(), maxlen ); } }
#ifndef DEDICATED
class CGameUIFuncs : public IGameUIFuncs { public: bool IsKeyDown( const char *keyname, bool& isdown ) { isdown = false; if ( !g_ClientDLL ) return false;
return g_ClientDLL->IN_IsKeyDown( keyname, isdown ); }
const char *GetBindingForButtonCode( ButtonCode_t code ) { return ::Key_BindingForKey( code ); }
virtual ButtonCode_t GetButtonCodeForBind( const char *bind, int userId ) { const char *pKeyName = Key_NameForBinding( bind , userId ); if ( !pKeyName ) return KEY_NONE; return g_pInputSystem->StringToButtonCode( pKeyName ) ; }
void GetVideoModes( struct vmode_s **ppListStart, int *pCount ) { if ( videomode ) { *pCount = videomode->GetModeCount(); *ppListStart = videomode->GetMode( 0 ); } else { *pCount = 0; *ppListStart = NULL; } }
void GetDesktopResolution( int &width, int &height ) { int refreshrate; game->GetDesktopInfo( width, height, refreshrate ); }
virtual void SetFriendsID( uint friendsID, const char *friendsName ) { GetLocalClient().SetFriendsID( friendsID, friendsName ); }
bool IsConnectedToVACSecureServer() { if ( GetBaseLocalClient().IsConnected() ) return Steam3Client().BGSSecure(); return false; } };
EXPOSE_SINGLE_INTERFACE( CGameUIFuncs, IGameUIFuncs, VENGINE_GAMEUIFUNCS_VERSION );
#endif
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