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667 lines
15 KiB
667 lines
15 KiB
//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include <stdio.h>
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#include <stdlib.h>
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#include "isys.h"
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#include "conproc.h"
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#include "dedicated.h"
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#include "engine_hlds_api.h"
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#include "checksum_md5.h"
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#include "mathlib/mathlib.h"
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#include "tier0/dbg.h"
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#include "tier1/strtools.h"
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#include "tier0/icommandline.h"
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#include "idedicatedexports.h"
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#include "vgui/vguihelpers.h"
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#include "appframework/AppFramework.h"
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#include "filesystem_init.h"
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#include "tier2/tier2.h"
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#include "dedicated.h"
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#include "vstdlib/cvar.h"
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#ifdef LINUX
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#include <mcheck.h>
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#endif
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#ifdef _WIN32
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#include <windows.h>
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#include <direct.h>
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#include "keyvalues.h"
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// filesystem_steam.cpp implements this useful function - mount all the caches for a given app ID.
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extern void MountDependencies( int iAppId, CUtlVector<unsigned int> &depList );
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#else
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#define _chdir chdir
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#include <unistd.h>
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#endif
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void* FileSystemFactory( const char *pName, int *pReturnCode );
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bool InitInstance( );
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void ProcessConsoleInput( void );
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const char *UTIL_GetExecutableDir( );
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bool NET_Init( void );
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void NET_Shutdown( void );
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const char *UTIL_GetBaseDir( void );
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bool g_bVGui = false;
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#if defined( CSTRIKE15 )
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const char *g_gameName = "csgo";
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#else
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const char *g_gameName = "hl2";
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#endif
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#if defined ( _WIN32 )
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#include "console/TextConsoleWin32.h"
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CTextConsoleWin32 console;
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#else
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#include "console/TextConsoleUnix.h"
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CTextConsoleUnix console;
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#endif
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extern char *gpszCvars;
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IDedicatedServerAPI *engine = NULL;
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int g_nSubProcessId = 0;
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#ifdef POSIX
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extern char g_szEXEName[ 256 ];
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#endif
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class CDedicatedServerLoggingListener : public ILoggingListener
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{
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public:
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virtual void Log( const LoggingContext_t *pContext, const tchar *pMessage )
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{
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if ( sys )
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{
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if ( g_nSubProcessId )
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{
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sys->Printf( " #%0x2d:%s", g_nSubProcessId, pMessage );
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}
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else
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{
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sys->Printf( "#%s", pMessage );
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}
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}
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#ifdef _WIN32
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Plat_DebugString( pMessage );
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#endif
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if ( pContext->m_Severity == LS_ERROR )
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{
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// In Windows vgui mode, make a message box or they won't ever see the error.
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#ifdef _WIN32
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if ( g_bVGui )
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{
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MessageBox( NULL, pMessage, "Error", MB_OK | MB_TASKMODAL );
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}
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TerminateProcess( GetCurrentProcess(), 1 );
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#elif POSIX
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fflush(stdout);
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_exit(1);
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#else
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#error "Implement me"
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#endif
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}
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}
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};
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#if defined(POSIX) && !defined(_PS3)
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#define MAX_LINUX_CMDLINE 2048
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static char linuxCmdline[ MAX_LINUX_CMDLINE +7 ]; // room for -steam
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void BuildCmdLine( int argc, char **argv )
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{
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int len;
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int i;
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for (len = 0, i = 0; i < argc; i++)
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{
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len += strlen(argv[i]);
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}
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if ( len > MAX_LINUX_CMDLINE )
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{
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printf( "command line too long, %i max\n", MAX_LINUX_CMDLINE );
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exit(-1);
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return;
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}
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linuxCmdline[0] = '\0';
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for ( i = 0; i < argc; i++ )
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{
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if ( i > 0 )
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{
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strcat( linuxCmdline, " " );
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}
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strcat( linuxCmdline, argv[ i ] );
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}
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strcat( linuxCmdline, " -steam" );
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}
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char *GetCommandLine()
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{
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return linuxCmdline;
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}
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#endif
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static CNonFatalLoggingResponsePolicy s_NonFatalLoggingResponsePolicy;
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static CDedicatedServerLoggingListener s_DedicatedServerLoggingListener;
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bool RunServerIteration( bool bSupressStdIOBecauseWeAreAForkedChild )
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{
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bool bDone = false;
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#if defined ( _WIN32 )
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MSG msg;
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while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
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{
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//if (!GetMessage( &msg, NULL, 0, 0))
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if ( msg.message == WM_QUIT )
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{
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bDone = true;
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break;
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}
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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if ( IsPC() )
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{
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// NOTE: Under some implementations of Win9x,
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// dispatching messages can cause the FPU control word to change
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SetupFPUControlWord();
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}
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if ( bDone /*|| gbAppHasBeenTerminated*/ )
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return bDone;
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#endif // _WIN32
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if ( g_bVGui )
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{
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#ifdef _WIN32
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RunVGUIFrame();
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#endif
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}
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else
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{
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if (! bSupressStdIOBecauseWeAreAForkedChild )
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{
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// Calling ProcessConsoleInput can cost about a tenth of a millisecond.
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// We used to call it up to 1,000 times a second. Even calling it once
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// a frame is wasteful since the console hardly needs that level of
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// responsiveness, and calling it too frequently is a waste of CPU time
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// and power.
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static int s_nProcessCount;
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// Don't set this too high since the users keystrokes are not reflected
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// until this ProcessConsoleInput is called.
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const int nConsoleInputFrames = 5;
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++s_nProcessCount;
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if ( s_nProcessCount > nConsoleInputFrames )
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{
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s_nProcessCount = 0;
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ProcessConsoleInput();
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}
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}
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}
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if ( !engine->RunFrame() )
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{
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bDone = true;
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}
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sys->UpdateStatus( 0 /* don't force */ );
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return bDone;
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}
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//-----------------------------------------------------------------------------
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//
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// Server loop
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//
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//-----------------------------------------------------------------------------
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void RunServer( bool bSupressStdIOBecauseWeAreAForkedChild )
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{
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#ifdef _WIN32
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if(gpszCvars)
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{
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engine->AddConsoleText(gpszCvars);
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}
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#endif
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// run 2 engine frames first to get the engine to load its resources
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if (g_bVGui)
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{
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#ifdef _WIN32
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RunVGUIFrame();
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#endif
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}
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if ( !engine->RunFrame() )
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{
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return;
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}
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if (g_bVGui)
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{
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#ifdef _WIN32
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RunVGUIFrame();
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#endif
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}
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if ( !engine->RunFrame() )
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{
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return;
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}
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if (g_bVGui)
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{
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#ifdef _WIN32
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VGUIFinishedConfig();
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RunVGUIFrame();
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#endif
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}
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bool bDone = false;
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while ( ! bDone )
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{
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bDone = RunServerIteration( bSupressStdIOBecauseWeAreAForkedChild );
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}
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}
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//-----------------------------------------------------------------------------
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//
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// initialize the console or wait for vgui to start the server
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//
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//-----------------------------------------------------------------------------
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bool ConsoleStartup( CreateInterfaceFn dedicatedFactory )
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{
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#ifdef _WIN32
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if ( g_bVGui )
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{
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StartVGUI( dedicatedFactory );
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RunVGUIFrame();
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// Run the config screen
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while (VGUIIsInConfig() && VGUIIsRunning())
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{
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RunVGUIFrame();
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}
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if ( VGUIIsStopping() )
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{
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return false;
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}
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}
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else
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#endif // _WIN32
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{
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if ( !console.Init() )
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{
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return false;
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}
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Instantiate all main libraries
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//-----------------------------------------------------------------------------
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bool CDedicatedAppSystemGroup::Create( )
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{
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// Hook the debug output stuff (override the spew func in the appframework)
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LoggingSystem_PushLoggingState();
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LoggingSystem_SetLoggingResponsePolicy( &s_NonFatalLoggingResponsePolicy );
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LoggingSystem_RegisterLoggingListener( &s_DedicatedServerLoggingListener );
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// Added the dedicated exports module for the engine to grab
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AppModule_t dedicatedModule = LoadModule( Sys_GetFactoryThis() );
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IAppSystem *pSystem = AddSystem( dedicatedModule, VENGINE_DEDICATEDEXPORTS_API_VERSION );
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if ( !pSystem )
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return false;
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return sys->LoadModules( this );
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}
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bool CDedicatedAppSystemGroup::PreInit( )
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{
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// A little hack needed because dedicated links directly to filesystem .cpp files
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g_pFullFileSystem = NULL;
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if ( !BaseClass::PreInit() )
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return false;
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CFSSteamSetupInfo steamInfo;
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steamInfo.m_pDirectoryName = NULL;
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steamInfo.m_bOnlyUseDirectoryName = false;
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steamInfo.m_bToolsMode = false;
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steamInfo.m_bSetSteamDLLPath = false;
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steamInfo.m_bSteam = g_pFullFileSystem->IsSteam();
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steamInfo.m_bNoGameInfo = steamInfo.m_bSteam;
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if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
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return false;
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CFSMountContentInfo fsInfo;
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fsInfo.m_pFileSystem = g_pFullFileSystem;
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fsInfo.m_bToolsMode = false;
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fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
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if ( FileSystem_MountContent( fsInfo ) != FS_OK )
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return false;
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if ( !NET_Init() )
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return false;
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// Needs to be done prior to init material system config
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CFSSearchPathsInit initInfo;
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initInfo.m_pFileSystem = g_pFullFileSystem;
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initInfo.m_pDirectoryName = CommandLine()->ParmValue( "-game" );
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// Load gameinfo.txt and setup all the search paths, just like the tools do.
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FileSystem_LoadSearchPaths( initInfo );
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#ifdef _WIN32
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if ( CommandLine()->CheckParm( "-console" ) )
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{
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g_bVGui = false;
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}
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else
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{
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g_bVGui = true;
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}
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#else
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// no VGUI under linux
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g_bVGui = false;
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#endif
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if ( !g_bVGui )
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{
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if ( !sys->CreateConsoleWindow() )
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return false;
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}
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return true;
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}
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int CDedicatedAppSystemGroup::Main( )
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{
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if ( !ConsoleStartup( GetFactory() ) )
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return -1;
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#ifdef _WIN32
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if ( g_bVGui )
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{
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RunVGUIFrame();
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}
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else
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{
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// mount the caches
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if (CommandLine()->CheckParm("-steam"))
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{
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// Add a search path for the base dir
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char fullLocationPath[MAX_PATH];
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if ( _getcwd( fullLocationPath, MAX_PATH ) )
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{
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g_pFullFileSystem->AddSearchPath( fullLocationPath, "MAIN" );
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}
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// Find the gameinfo.txt for our mod and mount it's caches
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char gameInfoFilename[MAX_PATH];
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Q_snprintf( gameInfoFilename, sizeof(gameInfoFilename) - 1, "%s\\gameinfo.txt", CommandLine()->ParmValue( "-game", g_gameName ) );
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KeyValues *gameData = new KeyValues( "GameInfo" );
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if ( gameData->LoadFromFile( g_pFullFileSystem, gameInfoFilename ) )
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{
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KeyValues *pFileSystem = gameData->FindKey( "FileSystem" );
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int iAppId = pFileSystem->GetInt( "SteamAppId" );
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if ( iAppId )
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{
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CUtlVector<unsigned int> depList;
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MountDependencies( iAppId, depList );
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}
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}
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gameData->deleteThis();
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// remove our base search path
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g_pFullFileSystem->RemoveSearchPaths( "MAIN" );
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}
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}
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#endif
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// Set up mod information
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ModInfo_t info;
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info.m_pInstance = GetAppInstance();
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info.m_pBaseDirectory = UTIL_GetBaseDir();
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info.m_pInitialMod = CommandLine()->ParmValue( "-game", g_gameName );
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info.m_pInitialGame = CommandLine()->ParmValue( "-defaultgamedir", g_gameName );
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info.m_pParentAppSystemGroup = this;
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info.m_bTextMode = CommandLine()->CheckParm( "-textmode" ) ? true : false;
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if ( engine->ModInit( info ) )
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{
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engine->ModShutdown();
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} // if engine->ModInit
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return 0;
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}
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void CDedicatedAppSystemGroup::PostShutdown()
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{
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#ifdef _WIN32
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if ( g_bVGui )
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{
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StopVGUI();
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}
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#endif
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sys->DestroyConsoleWindow();
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console.ShutDown();
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NET_Shutdown();
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BaseClass::PostShutdown();
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}
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void CDedicatedAppSystemGroup::Destroy()
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{
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LoggingSystem_PopLoggingState();
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}
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//-----------------------------------------------------------------------------
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// Gets the executable name
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//-----------------------------------------------------------------------------
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bool GetExecutableName( char *out, int nMaxLen )
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{
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#ifdef _WIN32
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if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, nMaxLen ) )
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{
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return false;
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}
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return true;
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#elif POSIX
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Q_strncpy( out, g_szEXEName, nMaxLen );
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return true;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the directory where this .exe is running from
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// Output : char
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//-----------------------------------------------------------------------------
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void UTIL_ComputeBaseDir( char *pBaseDir, int nMaxLen )
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{
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int j;
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char *pBuffer = NULL;
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pBaseDir[ 0 ] = 0;
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if ( GetExecutableName( pBaseDir, nMaxLen ) )
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{
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pBuffer = strrchr( pBaseDir, CORRECT_PATH_SEPARATOR );
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if ( pBuffer && *pBuffer )
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{
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*(pBuffer+1) = '\0';
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}
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j = strlen( pBaseDir );
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if (j > 0)
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{
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if ( ( pBaseDir[ j-1 ] == '\\' ) ||
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( pBaseDir[ j-1 ] == '/' ) )
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{
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pBaseDir[ j-1 ] = 0;
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}
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}
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}
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char const *pOverrideDir = CommandLine()->CheckParm( "-basedir" );
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if ( pOverrideDir )
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{
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strcpy( pBaseDir, pOverrideDir );
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}
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Q_strlower( pBaseDir );
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Q_FixSlashes( pBaseDir );
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}
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//-----------------------------------------------------------------------------
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// This class is a helper class used for steam-based applications.
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// It loads up the file system in preparation for using it to load other
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// required modules from steam.
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//
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// I couldn't use the one in appframework because the dedicated server
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// inlines all the filesystem code.
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//-----------------------------------------------------------------------------
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class CDedicatedSteamApplication : public CSteamApplication
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{
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public:
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CDedicatedSteamApplication( CSteamAppSystemGroup *pAppSystemGroup );
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virtual bool Create( );
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};
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|
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//-----------------------------------------------------------------------------
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// This class is a helper class used for steam-based applications.
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// It loads up the file system in preparation for using it to load other
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// required modules from steam.
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//
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// I couldn't use the one in appframework because the dedicated server
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// inlines all the filesystem code.
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//-----------------------------------------------------------------------------
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CDedicatedSteamApplication::CDedicatedSteamApplication( CSteamAppSystemGroup *pAppSystemGroup ) : CSteamApplication( pAppSystemGroup )
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{
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}
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//-----------------------------------------------------------------------------
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// Implementation of IAppSystemGroup
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//-----------------------------------------------------------------------------
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bool CDedicatedSteamApplication::Create( )
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{
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// Add in the cvar factory
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AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
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AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
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AppModule_t fileSystemModule = LoadModule( FileSystemFactory );
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m_pFileSystem = (IFileSystem*)AddSystem( fileSystemModule, FILESYSTEM_INTERFACE_VERSION );
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if ( !m_pFileSystem )
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{
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Warning( "Unable to load the file system!\n" );
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return false;
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}
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return true;
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}
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static bool s_GameInfoSuggestFN( CFSSteamSetupInfo const *pFsSteamSetupInfo, char *pchPathBuffer, int nBufferLength, bool *pbBubbleDirectories )
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{
|
|
V_strncpy( pchPathBuffer, "left4dead", nBufferLength );
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Main entry point for dedicated server, shared between win32 and linux
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int main(int argc, char **argv)
|
|
{
|
|
#if !defined( POSIX ) && !defined( _WIN64 )
|
|
_asm
|
|
{
|
|
fninit
|
|
}
|
|
#endif
|
|
|
|
SetupFPUControlWord();
|
|
|
|
#ifdef POSIX
|
|
strcpy(g_szEXEName, *argv);
|
|
// Store off command line for argument searching
|
|
BuildCmdLine(argc, argv);
|
|
#endif
|
|
|
|
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
|
|
|
|
// Store off command line for argument searching
|
|
CommandLine()->CreateCmdLine( GetCommandLine() );
|
|
#ifndef _WIN32
|
|
Plat_SetCommandLine( CommandLine()->GetCmdLine() );
|
|
#endif
|
|
|
|
#ifdef LINUX
|
|
if ( CommandLine()->CheckParm( "-mtrace" ) )
|
|
{
|
|
mtrace();
|
|
}
|
|
#ifndef DEDICATED
|
|
if ( CommandLine()->CheckParm( "-logmem" ) )
|
|
{
|
|
EnableMemoryLogging( true );
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
// Figure out the directory the executable is running from
|
|
// and make that be the current working directory
|
|
char pBasedir[ MAX_PATH ];
|
|
UTIL_ComputeBaseDir( pBasedir, MAX_PATH );
|
|
_chdir( pBasedir );
|
|
|
|
// Rehook the command line.
|
|
CommandLine()->CreateCmdLine( GetCommandLine() );
|
|
|
|
if ( !InitInstance() )
|
|
return -1;
|
|
|
|
SetSuggestGameInfoDirFn( s_GameInfoSuggestFN );
|
|
CDedicatedAppSystemGroup dedicatedSystems;
|
|
CDedicatedSteamApplication steamApplication( &dedicatedSystems );
|
|
int nRet = steamApplication.Run( );
|
|
|
|
#ifdef LINUX
|
|
#ifndef DEDICATED
|
|
|
|
EnableMemoryLogging( false );
|
|
|
|
if ( CommandLine()->CheckParm( "-mtrace" ) )
|
|
{
|
|
muntrace();
|
|
}
|
|
#endif
|
|
#endif
|
|
return nRet;
|
|
|
|
}
|