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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#define DISABLE_PROTECTED_THINGS
#if defined( USE_SDL )
#include "appframework/ilaunchermgr.h"
#endif
#if defined( _WIN32 ) && !defined( _X360 )
#include "winlite.h"
#include <Psapi.h>
#endif
#if defined( OSX )
#include <sys/sysctl.h>
#endif
#if defined( POSIX )
#include <setjmp.h>
#include <signal.h>
#endif
#include <stdarg.h>
#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 "tier0/etwprof.h"
#include "tier0/vcrmode.h"
#include "tier0/icommandline.h"
#include "tier0/minidump.h"
#include "engine_hlds_api.h"
#include "filesystem_engine.h"
#include "cl_main.h"
#include "client.h"
#include "tier3/tier3.h"
#include "MapReslistGenerator.h"
#include "toolframework/itoolframework.h"
#include "sourcevr/isourcevirtualreality.h"
#include "DevShotGenerator.h"
#include "gl_shader.h"
#include "l_studio.h"
#include "IHammer.h"
#include "sys_dll.h"
#include "materialsystem/materialsystem_config.h"
#include "server.h"
#include "video/ivideoservices.h"
#include "datacache/idatacache.h"
#include "vphysics_interface.h"
#include "inputsystem/iinputsystem.h"
#include "appframework/IAppSystemGroup.h"
#include "tier0/systeminformation.h"
#include "host_cmd.h"
#ifdef _WIN32
#include "VGuiMatSurface/IMatSystemSurface.h"
#endif
#ifdef GPROFILER
#include "gperftools/profiler.h"
#endif
// This is here just for legacy support of older .dlls!!!
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "eiface.h"
#include "tier1/fmtstr.h"
#include "steam/steam_api.h"
#ifndef SWDS
#include "sys_mainwind.h"
#include "vgui/ISystem.h"
#include "vgui_controls/Controls.h"
#include "IGameUIFuncs.h"
#include "cl_steamauth.h"
#endif // SWDS
#if defined(_WIN32)
#include <eh.h>
#endif
#if POSIX
#include <dlfcn.h>
#endif
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#else
#include "xbox/xboxstubs.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; ISourceVirtualReality *g_pSourceVR = NULL; #if defined( USE_SDL )
ILauncherMgr *g_pLauncherMgr = NULL; #endif
#ifndef SWDS
extern CreateInterfaceFn g_ClientFactory; #endif
static SteamInfVersionInfo_t g_SteamInfIDVersionInfo; const SteamInfVersionInfo_t& GetSteamInfIDVersionInfo() { Assert( g_SteamInfIDVersionInfo.AppID != k_uAppIdInvalid ); return g_SteamInfIDVersionInfo; }
int build_number( void ) { return GetSteamInfIDVersionInfo().ServerVersion; }
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
void Host_GetHostInfo(float *fps, int *nActive, int *nMaxPlayers, char *pszMap, int maxlen ); const char *Key_BindingForKey( int keynum ); void COM_ShutdownFileSystem( void ); void COM_InitFilesystem( const char *pFullModPath ); void Host_ReadPreStartupConfiguration();
//-----------------------------------------------------------------------------
// ConVars and console commands
//-----------------------------------------------------------------------------
#ifndef SWDS
//-----------------------------------------------------------------------------
// 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 // SWDS
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClearIOStates( void ) { #ifndef SWDS
if ( g_ClientDLL ) { g_ClientDLL->IN_ClearStates(); } #endif
}
//-----------------------------------------------------------------------------
// 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 SWDS
#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; };
#if defined( STAGING_ONLY )
CON_COMMAND( bigalloc, "huge alloc crash" ) { Msg( "pre-crash %d\n", MemAlloc_MemoryAllocFailed() ); // Alloc a bit less than UINT_MAX so there is room for heap headers in the malloc functions.
void *buf = malloc( UINT_MAX - 0x4000 ); Msg( "post-alloc %d. buf: %p\n", MemAlloc_MemoryAllocFailed(), buf ); *(int *)buf = 0; } #endif
extern void S_ClearBuffer(); extern char g_minidumpinfo[ 4096 ]; extern PAGED_POOL_INFO_t g_pagedpoolinfo; extern bool g_bUpdateMinidumpComment; void GetSpew( char *buf, size_t buflen );
extern int gHostSpawnCount; extern int g_nMapLoadCount; extern int g_HostServerAbortCount; extern int g_HostErrorCount; extern int g_HostEndDemo;
// Turn this to 1 to allow for expanded spew in minidump comments.
static ConVar sys_minidumpexpandedspew( "sys_minidumpexpandedspew", "1" );
#ifdef IS_WINDOWS_PC
extern "C" void __cdecl FailSafe( unsigned int uStructuredExceptionCode, struct _EXCEPTION_POINTERS * pExceptionInfo ) { // Nothing, this just catches a crash when creating the comment block
}
#endif
#if defined( POSIX )
static sigjmp_buf g_mark; static void posix_signal_handler( int i ) { siglongjmp( g_mark, -1 ); }
#define DO_TRY if ( sigsetjmp( g_mark, 1 ) == 0 )
#define DO_CATCH else
#if defined( OSX )
#define __sighandler_t sig_t
#endif
#else
#define DO_TRY try
#define DO_CATCH catch ( ... )
#endif // POSIX
//-----------------------------------------------------------------------------
// Purpose: Check whether any mods are loaded.
// Currently looks for metamod and sourcemod.
//-----------------------------------------------------------------------------
static bool IsSourceModLoaded() { #if defined( _WIN32 )
static const char *s_pFileNames[] = { "metamod.2.tf2.dll", "sourcemod.2.tf2.dll", "sdkhooks.ext.2.ep2v.dll", "sdkhooks.ext.2.tf2.dll" };
for ( size_t i = 0; i < Q_ARRAYSIZE( s_pFileNames ); i++ ) { // GetModuleHandle function returns a handle to a mapped module
// without incrementing its reference count.
if ( GetModuleHandleA( s_pFileNames[ i ] ) ) return true; } #else
FILE *fh = fopen( "/proc/self/maps", "r" );
if ( fh ) { char buf[ 1024 ]; static const char *s_pFileNames[] = { "metamod.2.tf2.so", "sourcemod.2.tf2.so", "sdkhooks.ext.2.ep2v.so", "sdkhooks.ext.2.tf2.so" };
while ( fgets( buf, sizeof( buf ), fh ) ) { for ( size_t i = 0; i < Q_ARRAYSIZE( s_pFileNames ); i++ ) { if ( strstr( buf, s_pFileNames[ i ] ) ) { fclose( fh ); return true; } } }
fclose( fh ); } #endif
return false; }
template< int _SIZE > class CErrorText { public: CErrorText() : m_bIsDedicatedServer( false ) {} ~CErrorText() {}
void Steam_SetMiniDumpComment() { #if !defined( NO_STEAM )
SteamAPI_SetMiniDumpComment( m_errorText ); #endif
}
void CommentCat( const char * str ) { V_strcat_safe( m_errorText, str ); }
void CommentPrintf( const char *fmt, ... ) { va_list args; va_start( args, fmt ); size_t len = strlen( m_errorText ); vsnprintf( m_errorText + len, sizeof( m_errorText ) - len - 1, fmt, args ); m_errorText[ sizeof( m_errorText ) - 1 ] = 0;
va_end( args ); }
void BuildComment( char const *pchSysErrorText, bool bRealCrash ) { // Try and detect whether this
bool bSourceModLoaded = false; if ( m_bIsDedicatedServer ) { bSourceModLoaded = IsSourceModLoaded(); if ( bSourceModLoaded ) { AppId_t AppId = GetSteamInfIDVersionInfo().ServerAppID; // Bump up the number and report the crash. This should be something
// like 232251 (instead of 232250). 232251 is for the TF2 Windows client,
// but we actually report those crashes under ID 440, so this should be ok.
SteamAPI_SetBreakpadAppID( AppId + 1 ); } }
#ifdef IS_WINDOWS_PC
// This warning only applies if you want to catch structured exceptions (crashes)
// using C++ exceptions. We do not want to do that so we can build with C++ exceptions
// completely disabled, and just suppress this warning.
// warning C4535: calling _set_se_translator() requires /EHa
#pragma warning( suppress : 4535 )
_se_translator_function curfilter = _set_se_translator( &FailSafe ); #elif defined( POSIX )
// Only need to worry about this function crashing when we're dealing with a real crash.
__sighandler_t curfilter = bRealCrash ? signal( SIGSEGV, posix_signal_handler ) : 0; #endif
DO_TRY { Q_memset( m_errorText, 0x00, sizeof( m_errorText ) );
if ( pchSysErrorText ) { CommentCat( "Sys_Error( " ); CommentCat( pchSysErrorText );
// Trim trailing \n.
int len = V_strlen( m_errorText ); if ( len > 0 && m_errorText[ len - 1 ] == '\n' ) m_errorText[ len - 1 ] = 0;
CommentCat( " )\n" ); } else { CommentCat( "Crash\n" ); } CommentPrintf( "Uptime( %f )\n", Plat_FloatTime() ); CommentPrintf( "SourceMod:%d,DS:%d,Crash:%d\n\n", bSourceModLoaded, m_bIsDedicatedServer, bRealCrash );
// Add g_minidumpinfo from CL_SetSteamCrashComment().
CommentCat( g_minidumpinfo );
// Latch in case extended stuff below crashes
Steam_SetMiniDumpComment();
// Add Memory Status
BuildCommentMemStatus();
// Spew out paged pool stuff, etc.
PAGED_POOL_INFO_t ppi_info; if ( Plat_GetPagedPoolInfo( &ppi_info ) != SYSCALL_UNSUPPORTED ) { CommentPrintf( "\nPaged Pool\nprev PP PAGES: used: %lu, free %lu\nfinal PP PAGES: used: %lu, free %lu\n", g_pagedpoolinfo.numPagesUsed, g_pagedpoolinfo.numPagesFree, ppi_info.numPagesUsed, ppi_info.numPagesFree ); }
CommentPrintf( "memallocfail? = %u\nActive: %s\nSpawnCount %d MapLoad Count %d\nError count %d, end demo %d, abort count %d\n", MemAlloc_MemoryAllocFailed(), ( game && game->IsActiveApp() ) ? "active" : "inactive", gHostSpawnCount, g_nMapLoadCount, g_HostErrorCount, g_HostEndDemo, g_HostServerAbortCount );
// Latch in case extended stuff below crashes
Steam_SetMiniDumpComment();
// Add user comment strings. 4096 is just a large sanity number we should
// never ever reach (currently our minidump supports 32 of these.)
for( int i = 0; i < 4096; i++ ) { const char *pUserStreamInfo = MinidumpUserStreamInfoGet( i ); if( !pUserStreamInfo ) break;
if ( pUserStreamInfo[ 0 ] ) CommentPrintf( "%s", pUserStreamInfo ); }
bool bExtendedSpew = sys_minidumpexpandedspew.GetBool(); if ( bExtendedSpew ) { BuildCommentExtended(); Steam_SetMiniDumpComment();
#if defined( LINUX )
if ( bRealCrash ) { // bRealCrash is set when we're actually making a comment for a dump or error.
AddFileToComment( "/proc/meminfo" ); AddFileToComment( "/proc/self/status" ); Steam_SetMiniDumpComment();
// Useful, but really big, so disable for now.
//$ AddFileToComment( "/proc/self/maps" );
} #endif
} } DO_CATCH { // Oh oh
} #ifdef IS_WINDOWS_PC
_set_se_translator( curfilter ); #elif defined( POSIX )
if ( bRealCrash ) signal( SIGSEGV, curfilter ); #endif
}
void BuildCommentMemStatus() { #ifdef _WIN32
const double MbDiv = 1024.0 * 1024.0;
MEMORYSTATUSEX memStat; ZeroMemory( &memStat, sizeof( MEMORYSTATUSEX ) ); memStat.dwLength = sizeof( MEMORYSTATUSEX );
if ( GlobalMemoryStatusEx( &memStat ) ) { CommentPrintf( "\nMemory\nmemusage( %d %% )\ntotalPhysical Mb(%.2f)\nfreePhysical Mb(%.2f)\ntotalPaging Mb(%.2f)\nfreePaging Mb(%.2f)\ntotalVirtualMem Mb(%.2f)\nfreeVirtualMem Mb(%.2f)\nextendedVirtualFree Mb(%.2f)\n", memStat.dwMemoryLoad, (double)memStat.ullTotalPhys / MbDiv, (double)memStat.ullAvailPhys / MbDiv, (double)memStat.ullTotalPageFile / MbDiv, (double)memStat.ullAvailPageFile / MbDiv, (double)memStat.ullTotalVirtual / MbDiv, (double)memStat.ullAvailVirtual / MbDiv, (double)memStat.ullAvailExtendedVirtual / MbDiv); }
HINSTANCE hInst = LoadLibrary( "Psapi.dll" ); if ( hInst ) { typedef BOOL (WINAPI *GetProcessMemoryInfoFn)(HANDLE, PPROCESS_MEMORY_COUNTERS, DWORD); GetProcessMemoryInfoFn fn = (GetProcessMemoryInfoFn)GetProcAddress( hInst, "GetProcessMemoryInfo" ); if ( fn ) { PROCESS_MEMORY_COUNTERS counters;
ZeroMemory( &counters, sizeof( PROCESS_MEMORY_COUNTERS ) ); counters.cb = sizeof( PROCESS_MEMORY_COUNTERS );
if ( fn( GetCurrentProcess(), &counters, sizeof( PROCESS_MEMORY_COUNTERS ) ) ) { CommentPrintf( "\nProcess Memory\nWorkingSetSize Mb(%.2f)\nQuotaPagedPoolUsage Mb(%.2f)\nQuotaNonPagedPoolUsage: Mb(%.2f)\nPagefileUsage: Mb(%.2f)\n", (double)counters.WorkingSetSize / MbDiv, (double)counters.QuotaPagedPoolUsage / MbDiv, (double)counters.QuotaNonPagedPoolUsage / MbDiv, (double)counters.PagefileUsage / MbDiv ); } }
FreeLibrary( hInst ); }
#elif defined( OSX )
static const struct { int ctl; const char *name; } s_ctl_names[] = { #define _XTAG( _x ) { _x, #_x }
_XTAG( HW_PHYSMEM ), _XTAG( HW_USERMEM ), _XTAG( HW_MEMSIZE ), _XTAG( HW_AVAILCPU ), #undef _XTAG
};
for ( size_t i = 0; i < Q_ARRAYSIZE( s_ctl_names ); i++ ) { uint64_t val = 0; size_t len = sizeof( val ); int mib[] = { CTL_HW, s_ctl_names[ i ].ctl };
if ( sysctl( mib, Q_ARRAYSIZE( mib ), &val, &len, NULL, 0 ) == 0 ) { CommentPrintf( " %s: %" PRIu64 "\n", s_ctl_names[ i ].name, val ); } }
#endif
}
void BuildCommentExtended() { try { CommentCat( "\nConVars (non-default)\n\n" ); CommentPrintf( "%s %s %s\n", "var", "value", "default" );
for ( const ConCommandBase *var = g_pCVar->GetCommands() ; var ; var = var->GetNext()) { if ( var->IsCommand() ) continue;
ConVar *pCvar = ( ConVar * )var; if ( pCvar->IsFlagSet( FCVAR_SERVER_CANNOT_QUERY | FCVAR_PROTECTED ) ) continue;
if ( !(pCvar->IsFlagSet( FCVAR_NEVER_AS_STRING ) ) ) { char var1[ MAX_OSPATH ]; char var2[ MAX_OSPATH ];
Q_strncpy( var1, Host_CleanupConVarStringValue( pCvar->GetString() ), sizeof( var1 ) ); Q_strncpy( var2, Host_CleanupConVarStringValue( pCvar->GetDefault() ), sizeof( var2 ) );
if ( !Q_stricmp( var1, var2 ) ) continue; } else { if ( pCvar->GetFloat() == Q_atof( pCvar->GetDefault() ) ) continue; }
if ( !(pCvar->IsFlagSet( FCVAR_NEVER_AS_STRING ) ) ) CommentPrintf( "%s '%s' '%s'\n", pCvar->GetName(), Host_CleanupConVarStringValue( pCvar->GetString() ), pCvar->GetDefault() ); else CommentPrintf( "%s '%f' '%f'\n", pCvar->GetName(), pCvar->GetFloat(), Q_atof( pCvar->GetDefault() ) ); }
CommentCat( "\nConsole History (reversed)\n\n" );
// Get console
int len = V_strlen( m_errorText ); if ( len < sizeof( m_errorText ) ) { GetSpew( m_errorText + len, sizeof( m_errorText ) - len - 1 ); m_errorText[ sizeof( m_errorText ) - 1 ] = 0; } } catch ( ... ) { CommentCat( "Exception thrown building console/convar history.\n" ); } }
#if defined( LINUX )
void AddFileToComment( const char *filename ) { CommentPrintf( "\n%s:\n", filename );
int nStart = Q_strlen( m_errorText ); int nMaxLen = sizeof( m_errorText ) - nStart - 1;
if ( nMaxLen > 0 ) { FILE *fh = fopen( filename, "r" );
if ( fh ) { size_t ret = fread( m_errorText + nStart, 1, nMaxLen, fh ); fclose( fh );
// Replace tab characters with spaces.
for ( size_t i = 0; i < ret; i++ ) { if ( m_errorText[ nStart + i ] == '\t' ) m_errorText[ nStart + i ] = ' '; } }
// Entire buffer should have been zeroed out, but just super sure...
m_errorText[ sizeof( m_errorText ) - 1 ] = 0; } }
#endif // LINUX
public: char m_errorText[ _SIZE ]; bool m_bIsDedicatedServer; };
#if defined( _X360 )
static CErrorText<3500> errorText; #else
static CErrorText<95000> errorText; #endif
void BuildMinidumpComment( char const *pchSysErrorText, bool bRealCrash ) { #if !defined(NO_STEAM)
/*
// Uncomment this code if you are testing max minidump comment length issues
// It allows you to asked for a dummy comment of a certain length
int nCommentLength = CommandLine()->ParmValue( "-commentlen", 0 ); if ( nCommentLength > 0 ) { nCommentLength = MIN( nCommentLength, 128*1024 ); char *cbuf = new char[ nCommentLength + 1 ]; for ( int i = 0; i < nCommentLength; ++i ) { cbuf[ i ] = (char)('0' + (i % 10)); } cbuf[ nCommentLength ] = 0; SteamAPI_SetMiniDumpComment( cbuf ); delete[] cbuf; return; } */ errorText.BuildComment( pchSysErrorText, bRealCrash ); #endif
}
#if defined( POSIX )
static void PosixPreMinidumpCallback( void *context ) { BuildMinidumpComment( NULL, true ); }
#endif
//-----------------------------------------------------------------------------
// Purpose: Attempt to initialize appid/steam.inf/minidump information. May only return partial information if called
// before Filesystem is ready.
//
// The desire is to be able to call this ASAP to init basic minidump and AppID info, then re-call later on when
// the filesystem is setup, so full version # information and such can be propagated to the minidump system.
// (Currently, SDK mods will generally only have partial information prior to filesystem init)
//-----------------------------------------------------------------------------
// steam.inf keys.
#define VERSION_KEY "PatchVersion="
#define PRODUCT_KEY "ProductName="
#define SERVER_VERSION_KEY "ServerVersion="
#define APPID_KEY "AppID="
#define SERVER_APPID_KEY "ServerAppID="
enum eSteamInfoInit { eSteamInfo_Uninitialized, eSteamInfo_Partial, eSteamInfo_Initialized }; static eSteamInfoInit Sys_TryInitSteamInfo( void *pvAPI, SteamInfVersionInfo_t& VerInfo, const char *pchMod, const char *pchBaseDir, bool bDedicated ) { static eSteamInfoInit initState = eSteamInfo_Uninitialized;
eSteamInfoInit previousInitState = initState;
//
//
// Initialize with some defaults.
VerInfo.ClientVersion = 0; VerInfo.ServerVersion = 0; V_strcpy_safe( VerInfo.szVersionString, "valve" ); V_strcpy_safe( VerInfo.szProductString, "1.0.1.0" ); VerInfo.AppID = k_uAppIdInvalid; VerInfo.ServerAppID = k_uAppIdInvalid;
// Filesystem may or may not be up
CUtlBuffer infBuf; bool bFoundInf = false; if ( g_pFileSystem ) { FileHandle_t fh; fh = g_pFileSystem->Open( "steam.inf", "rb", "GAME" ); bFoundInf = fh && g_pFileSystem->ReadToBuffer( fh, infBuf ); }
if ( !bFoundInf ) { // We may try to load the steam.inf BEFORE we turn on the filesystem, so use raw filesystem API's here.
char szFullPath[ MAX_PATH ] = { 0 }; char szModSteamInfPath[ MAX_PATH ] = { 0 }; V_ComposeFileName( pchMod, "steam.inf", szModSteamInfPath, sizeof( szModSteamInfPath ) ); V_MakeAbsolutePath( szFullPath, sizeof( szFullPath ), szModSteamInfPath, pchBaseDir );
// Try opening steam.inf
FILE *fp = fopen( szFullPath, "rb" ); if ( fp ) { // Read steam.inf data.
fseek( fp, 0, SEEK_END ); size_t bufsize = ftell( fp ); fseek( fp, 0, SEEK_SET );
infBuf.EnsureCapacity( bufsize + 1 );
size_t iBytesRead = fread( infBuf.Base(), 1, bufsize, fp ); ((char *)infBuf.Base())[iBytesRead] = 0; infBuf.SeekPut( CUtlBuffer::SEEK_CURRENT, iBytesRead + 1 ); fclose( fp );
bFoundInf = ( iBytesRead == bufsize ); } }
if ( bFoundInf ) { const char *pbuf = (const char*)infBuf.Base(); while ( 1 ) { pbuf = COM_Parse( pbuf ); if ( !pbuf || !com_token[ 0 ] ) break;
if ( !Q_strnicmp( com_token, VERSION_KEY, Q_strlen( VERSION_KEY ) ) ) { V_strcpy_safe( VerInfo.szVersionString, com_token + Q_strlen( VERSION_KEY ) ); VerInfo.ClientVersion = atoi( VerInfo.szVersionString ); } else if ( !Q_strnicmp( com_token, PRODUCT_KEY, Q_strlen( PRODUCT_KEY ) ) ) { V_strcpy_safe( VerInfo.szProductString, com_token + Q_strlen( PRODUCT_KEY ) ); } else if ( !Q_strnicmp( com_token, SERVER_VERSION_KEY, Q_strlen( SERVER_VERSION_KEY ) ) ) { VerInfo.ServerVersion = atoi( com_token + Q_strlen( SERVER_VERSION_KEY ) ); } else if ( !Q_strnicmp( com_token, APPID_KEY, Q_strlen( APPID_KEY ) ) ) { VerInfo.AppID = atoi( com_token + Q_strlen( APPID_KEY ) ); } else if ( !Q_strnicmp( com_token, SERVER_APPID_KEY, Q_strlen( SERVER_APPID_KEY ) ) ) { VerInfo.ServerAppID = atoi( com_token + Q_strlen( SERVER_APPID_KEY ) ); } }
// If we found a steam.inf we're as good as we're going to get, but don't tell callers we're fully initialized
// if it doesn't at least have an AppID
initState = ( VerInfo.AppID != k_uAppIdInvalid ) ? eSteamInfo_Initialized : eSteamInfo_Partial; } else if ( !bDedicated ) { // Opening steam.inf failed - try to open gameinfo.txt and read in just SteamAppId from that.
// (gameinfo.txt lacks the dedicated server steamid, so we'll just have to live until filesystem init to setup
// breakpad there when we hit this case)
char szModGameinfoPath[ MAX_PATH ] = { 0 }; char szFullPath[ MAX_PATH ] = { 0 }; V_ComposeFileName( pchMod, "gameinfo.txt", szModGameinfoPath, sizeof( szModGameinfoPath ) ); V_MakeAbsolutePath( szFullPath, sizeof( szFullPath ), szModGameinfoPath, pchBaseDir );
// Try opening gameinfo.txt
FILE *fp = fopen( szFullPath, "rb" ); if( fp ) { fseek( fp, 0, SEEK_END ); size_t bufsize = ftell( fp ); fseek( fp, 0, SEEK_SET );
char *buffer = ( char * )_alloca( bufsize + 1 );
size_t iBytesRead = fread( buffer, 1, bufsize, fp ); buffer[ iBytesRead ] = 0; fclose( fp );
KeyValuesAD pkvGameInfo( "gameinfo" ); if ( pkvGameInfo->LoadFromBuffer( "gameinfo.txt", buffer ) ) { VerInfo.AppID = (AppId_t)pkvGameInfo->GetInt( "FileSystem/SteamAppId", k_uAppIdInvalid ); } }
initState = eSteamInfo_Partial; }
// In partial state the ServerAppID might be unknown, but if we found the full steam.inf and it's not set, it shares AppID.
if ( initState == eSteamInfo_Initialized && VerInfo.ServerAppID == k_uAppIdInvalid ) VerInfo.ServerAppID = VerInfo.AppID;
#if !defined(_X360)
if ( VerInfo.AppID ) { // steamclient.dll doesn't know about steam.inf files in mod folder,
// it accepts 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 *fh = fopen( "steam_appid.txt", "wb" ); if ( fh ) { CFmtStrN< 128 > strAppID( "%u\n", VerInfo.AppID );
fwrite( strAppID.Get(), strAppID.Length() + 1, 1, fh ); fclose( fh ); } } #endif // !_X360
//
// Update minidump info if we have more information than before
//
#ifndef NO_STEAM
// If -nobreakpad was specified or we found metamod or sourcemod, don't register breakpad.
bool bUseBreakpad = !CommandLine()->FindParm( "-nobreakpad" ) && ( !bDedicated || !IsSourceModLoaded() ); AppId_t BreakpadAppId = bDedicated ? VerInfo.ServerAppID : VerInfo.AppID; Assert( BreakpadAppId != k_uAppIdInvalid || initState < eSteamInfo_Initialized ); if ( BreakpadAppId != k_uAppIdInvalid && initState > previousInitState && bUseBreakpad ) { void *pvMiniDumpContext = NULL; PFNPreMinidumpCallback pfnPreMinidumpCallback = NULL; bool bFullMemoryDump = !bDedicated && IsWindows() && CommandLine()->FindParm( "-full_memory_dumps" );
#if defined( POSIX )
// On Windows we're relying on the try/except to build the minidump comment. On Linux, we don't have that
// so we need to register the minidumpcallback handler here.
pvMiniDumpContext = pvAPI; pfnPreMinidumpCallback = PosixPreMinidumpCallback; #endif
CFmtStrN<128> pchVersion( "%d", build_number() ); Msg( "Using Breakpad minidump system. Version: %s AppID: %u\n", pchVersion.Get(), BreakpadAppId );
// We can filter various crash dumps differently in the Socorro backend code:
// Steam/min/web/crash_reporter/socorro/scripts/config/collectorconfig.py
SteamAPI_SetBreakpadAppID( BreakpadAppId ); SteamAPI_UseBreakpadCrashHandler( pchVersion, __DATE__, __TIME__, bFullMemoryDump, pvMiniDumpContext, pfnPreMinidumpCallback );
// Tell errorText class if this is dedicated server.
errorText.m_bIsDedicatedServer = bDedicated; } #endif // NO_STEAM
MinidumpUserStreamInfoSetHeader( "%sLaunching \"%s\"\n", ( bDedicated ? "DedicatedServerAPI " : "" ), CommandLine()->GetCmdLine() );
return initState; }
#ifndef SWDS
//-----------------------------------------------------------------------------
//
// 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 void 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();
int RunListenServer();
private:
// 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();
// Initializes, shuts down VR
bool InitVR(); void ShutdownVR();
// 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; bool m_bSupportsVR; 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;
g_pFileSystem->SetWarningFunc( Warning );
if ( !Shader_Connect( true ) ) return false;
g_pPhysics = (IPhysics*)factory( VPHYSICS_INTERFACE_VERSION, NULL );
if ( !g_pStudioRender || !g_pDataCache || !g_pPhysics || !g_pMDLCache || !g_pMatSystemSurface || !g_pInputSystem /* || !g_pVideo */ ) { 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 ); #endif
ConnectMDLCacheNotify();
return true; }
void CEngineAPI::Disconnect() { DisconnectMDLCacheNotify();
#if !defined( SWDS )
TRACESHUTDOWN( Steam3Client().Shutdown() ); #endif
g_pHammer = NULL; g_pPhysics = 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.
}
//-----------------------------------------------------------------------------
// Sets startup info
//-----------------------------------------------------------------------------
void CEngineAPI::SetStartupInfo( StartupInfo_t &info ) { // Setup and write out steam_appid.txt before we launch
bool bDedicated = false; // Dedicated comes through CDedicatedServerAPI
eSteamInfoInit steamInfo = Sys_TryInitSteamInfo( this, g_SteamInfIDVersionInfo, info.m_pInitialMod, info.m_pBaseDirectory, bDedicated );
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( SWDS )
// turn on the Steam3 API early so we can query app data up front
TRACEINIT( Steam3Client().Activate(), Steam3Client().Shutdown() ); #endif
// Needs to be done prior to init material system config
TRACEINIT( COM_InitFilesystem( m_StartupInfo.m_pInitialMod ), COM_ShutdownFileSystem() );
if ( steamInfo != eSteamInfo_Initialized ) { // Try again with filesystem available. This is commonly needed for SDK mods which need the filesystem to find
// their steam.inf, due to mounting SDK search paths.
steamInfo = Sys_TryInitSteamInfo( this, g_SteamInfIDVersionInfo, info.m_pInitialMod, info.m_pBaseDirectory, bDedicated ); Assert( steamInfo == eSteamInfo_Initialized ); if ( steamInfo != eSteamInfo_Initialized ) { Warning( "Failed to find steam.inf or equivalent steam info. May not have proper information to connect to Steam.\n" ); } }
m_bSupportsVR = false; if ( IsPC() ) { KeyValues *modinfo = new KeyValues("ModInfo"); if ( modinfo->LoadFromFile( g_pFileSystem, "gameinfo.txt" ) ) { // 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 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 ); }
m_bSupportsVR = modinfo->GetInt( "supportsvr" ) > 0 && CommandLine()->CheckParm( "-vr" ); if ( m_bSupportsVR ) { // This also has to happen before CreateGameWindow to know where to put
// the window and how big to make it
if ( InitVR() ) { if ( Steam3Client().SteamUtils() ) { if ( Steam3Client().SteamUtils()->IsSteamRunningInVR() && g_pSourceVR->IsHmdConnected() ) { int nForceVRAdapterIndex = g_pSourceVR->GetVRModeAdapter(); materials->SetAdapter( nForceVRAdapterIndex, 0 );
g_pSourceVR->SetShouldForceVRMode(); } } } }
} modinfo->deleteThis(); } }
//-----------------------------------------------------------------------------
// 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(WIN32) && !defined( SWDS ) && !defined( _X360 )
_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(); }
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 ) { Cbuf_AddText( 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( 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(); } }
static void MoveConsoleWindowToFront() { #ifdef _WIN32
// 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
}
//-----------------------------------------------------------------------------
// Purpose: Message pump when running stand-alone
//-----------------------------------------------------------------------------
void CEngineAPI::PumpMessages() { // This message pumping happens in SDL if SDL is enabled.
#if defined( PLATFORM_WINDOWS ) && !defined( USE_SDL )
MSG msg; while ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } #endif
#if defined( USE_SDL )
g_pLauncherMgr->PumpWindowsMessageLoop(); #endif
// Get input from attached devices
g_pInputSystem->PollInputState();
if ( IsX360() ) { // handle Xbox system messages
XBX_ProcessEvents(); }
// NOTE: Under some implementations of Win9x,
// dispatching messages can cause the FPU control word to change
if ( IsPC() ) { SetupFPUControlWord(); }
game->DispatchAllStoredGameMessages();
if ( IsPC() ) { static bool s_bFirstRun = true; if ( s_bFirstRun ) { s_bFirstRun = false; MoveConsoleWindowToFront(); } } }
//-----------------------------------------------------------------------------
// Purpose: Message pump when running stand-alone
//-----------------------------------------------------------------------------
void CEngineAPI::PumpMessagesEditMode( bool &bIdle, long &lIdleCount ) {
if ( bIdle && !g_pHammer->HammerOnIdle( lIdleCount++ ) ) { bIdle = false; }
// Get input from attached devices
g_pInputSystem->PollInputState();
#ifdef WIN32
MSG msg; while ( PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) ) { if ( msg.message == WM_QUIT ) { eng->SetQuitting( IEngine::QUIT_TODESKTOP ); break; }
if ( !g_pHammer->HammerPreTranslateMessage(&msg) ) { TranslateMessage(&msg); DispatchMessage(&msg); }
// Reset idle state after pumping idle message.
if ( g_pHammer->HammerIsIdleMessage(&msg) ) { bIdle = true; lIdleCount = 0; } } #elif defined( USE_SDL )
Error( "Not supported" ); #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 ); } }
#ifdef GPROFILER
static bool g_gprofiling = false;
CON_COMMAND( gprofilerstart, "Starts the gperftools profiler recording to the specified file." ) { if ( g_gprofiling ) { Msg( "Profiling is already started.\n" ); return; }
char buffer[500]; const char* profname = buffer; if ( args.ArgC() < 2 ) { static const char *s_pszHomeDir = getenv("HOME"); if ( !s_pszHomeDir ) { Msg( "Syntax: gprofile <outputfilename>\n" ); return; }
// Use the current date and time to create a unique file name.time_t t = time(NULL);
time_t t = time(NULL); struct tm tm = *localtime(&t);
V_sprintf_safe( buffer, "%s/valveprofile_%4d_%02d_%02d_%02d.%02d.%02d.prof", s_pszHomeDir, tm.tm_year + 1900, tm.tm_mon + 1, tm.tm_mday, tm.tm_hour, tm.tm_min, tm.tm_sec ); // profname already points to buffer.
} else { profname = args[1]; }
int result = ProfilerStart( profname ); if ( result ) { Msg( "Profiling started successfully. Recording to %s. Stop profiling with gprofilerstop.\n", profname ); g_gprofiling = true; } else { Msg( "Profiling to %s failed to start - errno = %d.\n", profname, errno ); } }
CON_COMMAND( gprofilerstop, "Stops the gperftools profiler." ) { if ( g_gprofiling ) { ProfilerStop(); Msg( "Stopped profiling.\n" ); g_gprofiling = false; } } #endif
void StopGProfiler() { #ifdef GPROFILER
gprofilerstop( CCommand() ); #endif
}
//-----------------------------------------------------------------------------
// 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 ) { // We have to explicitly stop the profiler since otherwise symbol
// resolution doesn't work correctly.
StopGProfiler(); if ( eng->GetQuitting() != IEngine::QUIT_TODESKTOP ) return true; return false; }
// Pump the message loop
if ( !InEditMode() ) { PumpMessages(); } else { PumpMessagesEditMode( bIdle, lIdleCount ); }
// Run engine frame + hammer frame
if ( !InEditMode() || m_hEditorHWnd ) { VCRSyncToken( "Frame" );
// 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( ); } }
//-----------------------------------------------------------------------------
// Initializes, shuts down VR (via sourcevr.dll)
//-----------------------------------------------------------------------------
bool CEngineAPI::InitVR() { if ( m_bSupportsVR ) { g_pSourceVR = (ISourceVirtualReality *)g_AppSystemFactory( SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL ); if ( g_pSourceVR ) { // make sure that the sourcevr DLL we loaded is secure. If not, don't
// let this client connect to secure servers.
if ( !Host_AllowLoadModule( "sourcevr" DLL_EXT_STRING, "EXECUTABLE_PATH", false ) ) { Warning( "Preventing connections to secure servers because sourcevr.dll is not signed.\n" ); Host_DisallowSecureServers(); } } } return true; }
void CEngineAPI::ShutdownVR() { }
//-----------------------------------------------------------------------------
// 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" );
// 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; }
// We need to access the registry to get various settings (specifically,
// InitMaterialSystemConfig requires it).
if ( !InitRegistry( pStartupModName ) ) { goto onStartupShutdownVideoMode; }
materials->ModInit();
// Setup the material system config record, CreateGameWindow depends on it
// (when we're running stand-alone)
InitMaterialSystemConfig( InEditMode() );
#if defined( _X360 )
XBX_NotifyCreateListener( XNOTIFY_SYSTEM|XNOTIFY_LIVE|XNOTIFY_XMP ); #endif
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(); }
ShutdownVR();
// Shut down the game
game->Shutdown();
materials->ModShutdown(); TRACESHUTDOWN( COM_ShutdownFileSystem() ); }
static bool IsValveMod( const char *pModName ) { // Figure out if we're running a Valve mod or not.
return ( Q_stricmp( GetCurrentMod(), "cstrike" ) == 0 || Q_stricmp( GetCurrentMod(), "dod" ) == 0 || Q_stricmp( GetCurrentMod(), "hl1mp" ) == 0 || Q_stricmp( GetCurrentMod(), "tf" ) == 0 || Q_stricmp( GetCurrentMod(), "tf_beta" ) == 0 || Q_stricmp( GetCurrentMod(), "hl2mp" ) == 0 ); }
//-----------------------------------------------------------------------------
// Initialization, shutdown of a mod.
//-----------------------------------------------------------------------------
bool CEngineAPI::ModInit( const char *pModName, const char *pGameDir ) { // 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.
cl.m_bRestrictServerCommands = IsValveMod( host_parms.mod ); cl.m_bRestrictClientCommands = cl.m_bRestrictServerCommands;
// 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
// Slam cvars based on mod/config.cfg
Host_ReadPreStartupConfiguration();
bool bWindowed = g_pMaterialSystemConfig->Windowed(); if( g_pMaterialSystemConfig->m_nVRModeAdapter != -1 ) { // at init time we never want to start up full screen
bWindowed = true; }
// 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, bWindowed ) ) { 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 );
// 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; }
static void StaticRunListenServer( void *arg ) { *(int *)arg = s_EngineAPI.RunListenServer(); }
// This function is set as the crash handler for unhandled exceptions and as the minidump
// handler for to be used by all of tier0's crash recording. This function
// adds a game-specific minidump comment and ensures that the SteamAPI function is
// used to save the minidump so that crashes are uploaded. SteamAPI has previously
// been configured to use breakpad by calling SteamAPI_UseBreakpadCrashHandler.
extern "C" void __cdecl WriteSteamMiniDumpWithComment( unsigned int uStructuredExceptionCode, struct _EXCEPTION_POINTERS * pExceptionInfo, const char *pszFilenameSuffix ) { // TODO: dynamically set the minidump comment from contextual info about the crash (i.e current VPROF node)?
#if !defined( NO_STEAM )
if ( g_bUpdateMinidumpComment ) { BuildMinidumpComment( NULL, true ); }
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
}
//-----------------------------------------------------------------------------
// Purpose: Main
//-----------------------------------------------------------------------------
int CEngineAPI::Run() { if ( CommandLine()->FindParm( "-insecure" ) || CommandLine()->FindParm( "-textmode" ) ) { 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 )
// Ensure that we crash when we do something naughty in a callback
// such as a window proc. Otherwise on a 64-bit OS the crashes will be
// silently swallowed.
EnableCrashingOnCrashes();
// Set the default minidump handling function. This is necessary so that Steam
// will upload crashes, with comments.
SetMiniDumpFunction( WriteSteamMiniDumpWithComment );
// Catch unhandled crashes. A normal __try/__except block will not work across
// the kernel callback boundary, but this does. To be clear, __try/__except
// and try/catch will usually not catch exceptions in a WindowProc or other
// callback that is called from kernel mode because 64-bit Windows cannot handle
// throwing exceptions across that boundary. See this article for details:
// http://blog.paulbetts.org/index.php/2010/07/20/the-case-of-the-disappearing-onload-exception-user-mode-callback-exceptions-in-x64/
// Note that the unhandled exception function is not called when running
// under a debugger, but that's fine because in that case we don't care about
// recording minidumps.
// The try/catch block still makes sense because it is a more reliable way
// of catching exceptions that aren't in callbacks.
// The unhandled exception filter will also catch crashes in threads that
// don't have a try/catch or __try/__except block.
bool noMinidumps = CommandLine()->FindParm( "-nominidumps"); if ( !noMinidumps ) MinidumpSetUnhandledExceptionFunction( WriteSteamMiniDumpWithComment );
if ( !Plat_IsInDebugSession() && !noMinidumps ) { int nRetVal = RUN_OK; CatchAndWriteMiniDumpForVoidPtrFn( StaticRunListenServer, &nRetVal, true ); return nRetVal; } else { return RunListenServer(); } #else
return RunListenServer(); #endif
} #endif // SWDS
bool g_bUsingLegacyAppSystems = false;
bool CModAppSystemGroup::AddLegacySystems() { g_bUsingLegacyAppSystems = true;
AppSystemInfo_t appSystems[] = { { "soundemittersystem", SOUNDEMITTERSYSTEM_INTERFACE_VERSION }, { "", "" } // Required to terminate the list
};
if ( !AddSystems( appSystems ) ) return false;
#if !defined( DEDICATED )
// if ( CommandLine()->FindParm( "-tools" ) )
{ AppModule_t toolFrameworkModule = LoadModule( "engine" DLL_EXT_STRING );
if ( !AddSystem( toolFrameworkModule, VTOOLFRAMEWORK_INTERFACE_VERSION ) ) return false; } #endif
return true; }
//-----------------------------------------------------------------------------
// Instantiate all main libraries
//-----------------------------------------------------------------------------
bool CModAppSystemGroup::Create() { #ifndef SWDS
if ( !IsServerOnly() ) { if ( !ClientDLL_Load() ) return false; } #endif
if ( !ServerDLL_Load( IsServerOnly() ) ) return false;
IClientDLLSharedAppSystems *clientSharedSystems = 0;
#ifndef SWDS
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( DEDICATED )
// if ( CommandLine()->FindParm( "-tools" ) )
{ AppModule_t toolFrameworkModule = LoadModule( "engine" DLL_EXT_STRING );
if ( !AddSystem( toolFrameworkModule, VTOOLFRAMEWORK_INTERFACE_VERSION ) ) return false; } #endif
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...
// 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
static const char engineLoadMessage[] = "Calling CEngine::Load"; int64 nStartTime = ETWBegin( engineLoadMessage ); if ( eng->Load( false, host_parms.basedir ) ) { #if !defined(SWDS)
ETWEnd( engineLoadMessage, nStartTime ); 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() { // unload game and client .dlls
ServerDLL_Unload(); #ifndef SWDS
if ( !IsServerOnly() ) { ClientDLL_Unload(); } #endif
}
//-----------------------------------------------------------------------------
//
// 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);
CModAppSystemGroup *m_pDedicatedServer; };
//-----------------------------------------------------------------------------
// Singleton
//-----------------------------------------------------------------------------
EXPOSE_SINGLE_INTERFACE( CDedicatedServerAPI, IDedicatedServerAPI, VENGINE_HLDS_API_VERSION );
#define LONG_TICK_TIME 0.12f // about 8/66ths of a second
#define MIN_TIME_BETWEEN_DUMPED_TICKS 5.0f;
#define MAX_DUMPS_PER_LONG_TICK 10
void Sys_Sleep ( int msec );
bool g_bLongTickWatcherThreadEnabled = false; bool g_bQuitLongTickWatcherThread = false; int g_bTotalDumps = 0;
DWORD __stdcall LongTickWatcherThread( void *voidPtr ) { int nLastTick = 0; double flWarnTickTime = 0.0f; double flNextPossibleDumpTime = Plat_FloatTime() + MIN_TIME_BETWEEN_DUMPED_TICKS; int nNumDumpsThisTick = 0;
while ( eng->GetQuitting() == IEngine::QUIT_NOTQUITTING && !g_bQuitLongTickWatcherThread ) { if ( sv.m_State == ss_active && sv.m_bSimulatingTicks ) { int curTick = sv.m_nTickCount; double curTime = Plat_FloatTime(); if ( nLastTick > 0 && nLastTick == curTick ) { if ( curTime > flNextPossibleDumpTime && curTime > flWarnTickTime && nNumDumpsThisTick < MAX_DUMPS_PER_LONG_TICK ) { nNumDumpsThisTick++; g_bTotalDumps++; Warning( "Long tick after tick %i. Writing minidump #%i (%i total).\n", nLastTick, nNumDumpsThisTick, g_bTotalDumps );
if ( nNumDumpsThisTick == MAX_DUMPS_PER_LONG_TICK ) { Msg( "Not writing any more minidumps for this tick.\n" ); }
// If you're debugging a minidump and you ended up here, you probably want to switch to the main thread.
WriteMiniDump( "longtick" ); } }
if ( nLastTick != curTick ) { if ( nNumDumpsThisTick ) { Msg( "Long tick lasted about %.1f seconds.\n", curTime - (flWarnTickTime - LONG_TICK_TIME) ); nNumDumpsThisTick = 0; flNextPossibleDumpTime = curTime + MIN_TIME_BETWEEN_DUMPED_TICKS; }
nLastTick = curTick; flWarnTickTime = curTime + LONG_TICK_TIME; } } else { nLastTick = 0; }
if ( nNumDumpsThisTick ) { // We'll write the next minidump 0.06 seconds from now.
Sys_Sleep( 60 ); } else { // Check tick progress every 1/100th of a second.
Sys_Sleep( 10 ); } }
g_bLongTickWatcherThreadEnabled = false; g_bQuitLongTickWatcherThread = false;
return 0; }
bool EnableLongTickWatcher() { bool bRet = false; if ( !g_bLongTickWatcherThreadEnabled ) { g_bQuitLongTickWatcherThread = false; g_bLongTickWatcherThreadEnabled = true;
DWORD nThreadID; VCRHook_CreateThread(NULL, 0, #ifdef POSIX
(void*) #endif
LongTickWatcherThread, NULL, 0, (unsigned long int *)&nThreadID );
bRet = true; } else if ( g_bQuitLongTickWatcherThread ) { Msg( "Cannot create a new long tick watcher while waiting for an old one to terminate.\n" ); } else { Msg( "The long tick watcher thread is already running.\n" ); }
return bRet; }
//-----------------------------------------------------------------------------
// Dedicated server entrypoint
//-----------------------------------------------------------------------------
bool CDedicatedServerAPI::Connect( CreateInterfaceFn factory ) { if ( CommandLine()->FindParm( "-sv_benchmark" ) != 0 ) { Plat_SetBenchmarkMode( true ); }
if ( CommandLine()->FindParm( "-dumplongticks" ) ) { Msg( "-dumplongticks found on command line. Activating long tick watcher thread.\n" ); EnableLongTickWatcher(); }
// 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; g_pFileSystem->SetWarningFunc( Warning );
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 );
if ( !g_pDataCache || !g_pPhysics || !g_pMDLCache ) { Warning( "Engine wasn't able to acquire required interfaces!\n" ); return false; }
ConnectMDLCacheNotify(); return true; }
void CDedicatedServerAPI::Disconnect() { DisconnectMDLCacheNotify();
g_pPhysics = 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.
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : type - 0 == normal, 1 == dedicated server
// *instance -
// *basedir -
// *cmdline -
// launcherFactory -
//-----------------------------------------------------------------------------
bool CDedicatedServerAPI::ModInit( ModInfo_t &info ) { // Setup and write out steam_appid.txt before we launch
bool bDedicated = true; eSteamInfoInit steamInfo = Sys_TryInitSteamInfo( this, g_SteamInfIDVersionInfo, info.m_pInitialMod, info.m_pBaseDirectory, bDedicated );
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() );
if ( steamInfo != eSteamInfo_Initialized ) { // Try again with filesystem available. This is commonly needed for SDK mods which need the filesystem to find
// their steam.inf, due to mounting SDK search paths.
steamInfo = Sys_TryInitSteamInfo( this, g_SteamInfIDVersionInfo, info.m_pInitialMod, info.m_pBaseDirectory, bDedicated ); Assert( steamInfo == eSteamInfo_Initialized ); if ( steamInfo != eSteamInfo_Initialized ) { Warning( "Failed to find steam.inf or equivalent steam info. May not have proper information to connect to Steam.\n" ); } }
// 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 ) 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 SWDS
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( 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 SWDS
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 ) { const char *pKeyName = Key_NameForBinding( bind ); 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 ) { cl.SetFriendsID( friendsID, friendsName ); }
bool IsConnectedToVACSecureServer() { if ( cl.IsConnected() ) return Steam3Client().BGSSecure(); return false; } };
EXPOSE_SINGLE_INTERFACE( CGameUIFuncs, IGameUIFuncs, VENGINE_GAMEUIFUNCS_VERSION );
#endif
CON_COMMAND( dumplongticks, "Enables generating minidumps on long ticks." ) { int enable = atoi( args[1] ); if ( args.ArgC() == 1 || enable ) { if ( EnableLongTickWatcher() ) { Msg( "Long tick watcher thread created. Use \"dumplongticks 0\" to disable.\n" ); } } else { // disable watcher thread if enabled
if ( g_bLongTickWatcherThreadEnabled && !g_bQuitLongTickWatcherThread ) { Msg( "Disabling the long tick watcher.\n" ); g_bQuitLongTickWatcherThread = true; } else { Msg( "The long tick watcher is already disabled.\n" ); } } }
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