Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines a group of app systems that all have the same lifetime
// that need to be connected/initialized, etc. in a well-defined order
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "appframework/IAppSystemGroup.h"
#include "appframework/IAppSystem.h"
#include "interface.h"
#include "filesystem.h"
#include "filesystem_init.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
//extern ILoggingListener *g_pDefaultLoggingListener;
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CAppSystemGroup::CAppSystemGroup( CAppSystemGroup *pAppSystemParent ) : m_SystemDict(false, 0, 16)
{
m_pParentAppSystem = pAppSystemParent;
}
//-----------------------------------------------------------------------------
// Actually loads a DLL
//-----------------------------------------------------------------------------
CSysModule *CAppSystemGroup::LoadModuleDLL( const char *pDLLName )
{
return Sys_LoadModule( pDLLName );
}
//-----------------------------------------------------------------------------
// Methods to load + unload DLLs
//-----------------------------------------------------------------------------
AppModule_t CAppSystemGroup::LoadModule( const char *pDLLName )
{
// Remove the extension when creating the name.
int nLen = Q_strlen( pDLLName ) + 1;
char *pModuleName = (char*)stackalloc( nLen );
Q_StripExtension( pDLLName, pModuleName, nLen );
// See if we already loaded it...
for ( int i = m_Modules.Count(); --i >= 0; )
{
if ( m_Modules[i].m_pModuleName )
{
if ( !Q_stricmp( pModuleName, m_Modules[i].m_pModuleName ) )
return i;
}
}
CSysModule *pSysModule = LoadModuleDLL( pDLLName );
if (!pSysModule)
{
Warning("AppFramework : Unable to load module %s!\n", pDLLName );
return APP_MODULE_INVALID;
}
int nIndex = m_Modules.AddToTail();
m_Modules[nIndex].m_pModule = pSysModule;
m_Modules[nIndex].m_Factory = 0;
m_Modules[nIndex].m_pModuleName = (char*)malloc( nLen );
Q_strncpy( m_Modules[nIndex].m_pModuleName, pModuleName, nLen );
return nIndex;
}
AppModule_t CAppSystemGroup::LoadModule( CreateInterfaceFn factory )
{
if (!factory)
{
Warning("AppFramework : Unable to load module %p!\n", factory );
return APP_MODULE_INVALID;
}
// See if we already loaded it...
for ( int i = m_Modules.Count(); --i >= 0; )
{
if ( m_Modules[i].m_Factory )
{
if ( m_Modules[i].m_Factory == factory )
return i;
}
}
int nIndex = m_Modules.AddToTail();
m_Modules[nIndex].m_pModule = NULL;
m_Modules[nIndex].m_Factory = factory;
m_Modules[nIndex].m_pModuleName = NULL;
return nIndex;
}
void CAppSystemGroup::UnloadAllModules()
{
// NOTE: Iterate in reverse order so they are unloaded in opposite order
// from loading
for (int i = m_Modules.Count(); --i >= 0; )
{
if ( m_Modules[i].m_pModule )
{
Sys_UnloadModule( m_Modules[i].m_pModule );
}
if ( m_Modules[i].m_pModuleName )
{
free( m_Modules[i].m_pModuleName );
}
}
m_Modules.RemoveAll();
}
//-----------------------------------------------------------------------------
// Methods to add/remove various global singleton systems
//-----------------------------------------------------------------------------
IAppSystem *CAppSystemGroup::AddSystem( AppModule_t module, const char *pInterfaceName )
{
if (module == APP_MODULE_INVALID)
return NULL;
Assert( (module >= 0) && (module < m_Modules.Count()) );
CreateInterfaceFn pFactory = m_Modules[module].m_pModule ? Sys_GetFactory( m_Modules[module].m_pModule ) : m_Modules[module].m_Factory;
int retval;
void *pSystem = pFactory( pInterfaceName, &retval );
if ((retval != IFACE_OK) || (!pSystem))
{
Warning("AppFramework : Unable to create system %s!\n", pInterfaceName );
return NULL;
}
IAppSystem *pAppSystem = static_cast<IAppSystem*>(pSystem);
int sysIndex = m_Systems.AddToTail( pAppSystem );
// Inserting into the dict will help us do named lookup later
MEM_ALLOC_CREDIT();
m_SystemDict.Insert( pInterfaceName, sysIndex );
return pAppSystem;
}
static char const *g_StageLookup[] =
{
"CREATION",
"CONNECTION",
"PREINITIALIZATION",
"INITIALIZATION",
"SHUTDOWN",
"POSTSHUTDOWN",
"DISCONNECTION",
"DESTRUCTION",
"NONE",
};
void CAppSystemGroup::ReportStartupFailure( int nErrorStage, int nSysIndex )
{
char const *pszStageDesc = "Unknown";
if ( nErrorStage >= 0 && nErrorStage < ARRAYSIZE( g_StageLookup ) )
{
pszStageDesc = g_StageLookup[ nErrorStage ];
}
char const *pszSystemName = "(Unknown)";
for ( int i = m_SystemDict.First(); i != m_SystemDict.InvalidIndex(); i = m_SystemDict.Next( i ) )
{
if ( m_SystemDict[ i ] != nSysIndex )
continue;
pszSystemName = m_SystemDict.GetElementName( i );
break;
}
// Walk the dictionary
Warning( "System (%s) failed during stage %s\n", pszSystemName, pszStageDesc );
}
void CAppSystemGroup::AddSystem( IAppSystem *pAppSystem, const char *pInterfaceName )
{
if ( !pAppSystem )
return;
int sysIndex = m_Systems.AddToTail( pAppSystem );
// Inserting into the dict will help us do named lookup later
MEM_ALLOC_CREDIT();
m_SystemDict.Insert( pInterfaceName, sysIndex );
}
void CAppSystemGroup::RemoveAllSystems()
{
// NOTE: There's no deallcation here since we don't really know
// how the allocation has happened. We could add a deallocation method
// to the code in interface.h; although when the modules are unloaded
// the deallocation will happen anyways
m_Systems.RemoveAll();
m_SystemDict.RemoveAll();
}
//-----------------------------------------------------------------------------
// Simpler method of doing the LoadModule/AddSystem thing.
//-----------------------------------------------------------------------------
bool CAppSystemGroup::AddSystems( AppSystemInfo_t *pSystemList )
{
while ( pSystemList->m_pModuleName[0] )
{
AppModule_t module = LoadModule( pSystemList->m_pModuleName );
IAppSystem *pSystem = AddSystem( module, pSystemList->m_pInterfaceName );
if ( !pSystem )
{
Warning( "Unable to load interface %s from %s\n", pSystemList->m_pInterfaceName, pSystemList->m_pModuleName );
return false;
}
++pSystemList;
}
return true;
}
//-----------------------------------------------------------------------------
// Methods to find various global singleton systems
//-----------------------------------------------------------------------------
void *CAppSystemGroup::FindSystem( const char *pSystemName )
{
unsigned short i = m_SystemDict.Find( pSystemName );
if (i != m_SystemDict.InvalidIndex())
return m_Systems[m_SystemDict[i]];
// If it's not an interface we know about, it could be an older
// version of an interface, or maybe something implemented by
// one of the instantiated interfaces...
// QUESTION: What order should we iterate this in?
// It controls who wins if multiple ones implement the same interface
for ( i = 0; i < m_Systems.Count(); ++i )
{
void *pInterface = m_Systems[i]->QueryInterface( pSystemName );
if (pInterface)
return pInterface;
}
if ( m_pParentAppSystem )
{
void* pInterface = m_pParentAppSystem->FindSystem( pSystemName );
if ( pInterface )
return pInterface;
}
// No dice..
return NULL;
}
//-----------------------------------------------------------------------------
// Gets at the parent appsystem group
//-----------------------------------------------------------------------------
CAppSystemGroup *CAppSystemGroup::GetParent()
{
return m_pParentAppSystem;
}
//-----------------------------------------------------------------------------
// Method to connect/disconnect all systems
//-----------------------------------------------------------------------------
bool CAppSystemGroup::ConnectSystems()
{
for (int i = 0; i < m_Systems.Count(); ++i )
{
IAppSystem *sys = m_Systems[i];
if (!sys->Connect( GetFactory() ))
{
ReportStartupFailure( CONNECTION, i );
return false;
}
}
return true;
}
void CAppSystemGroup::DisconnectSystems()
{
// Disconnect in reverse order of connection
for (int i = m_Systems.Count(); --i >= 0; )
{
m_Systems[i]->Disconnect();
}
}
//-----------------------------------------------------------------------------
// Method to initialize/shutdown all systems
//-----------------------------------------------------------------------------
InitReturnVal_t CAppSystemGroup::InitSystems()
{
for (int i = 0; i < m_Systems.Count(); ++i )
{
InitReturnVal_t nRetVal = m_Systems[i]->Init();
if ( nRetVal != INIT_OK )
{
ReportStartupFailure( INITIALIZATION, i );
return nRetVal;
}
}
return INIT_OK;
}
void CAppSystemGroup::ShutdownSystems()
{
// Shutdown in reverse order of initialization
for (int i = m_Systems.Count(); --i >= 0; )
{
m_Systems[i]->Shutdown();
}
}
//-----------------------------------------------------------------------------
// Returns the stage at which the app system group ran into an error
//-----------------------------------------------------------------------------
CAppSystemGroup::AppSystemGroupStage_t CAppSystemGroup::GetErrorStage() const
{
return m_nErrorStage;
}
//-----------------------------------------------------------------------------
// Gets at a factory that works just like FindSystem
//-----------------------------------------------------------------------------
// This function is used to make this system appear to the outside world to
// function exactly like the currently existing factory system
CAppSystemGroup *s_pCurrentAppSystem;
void *AppSystemCreateInterfaceFn(const char *pName, int *pReturnCode)
{
void *pInterface = s_pCurrentAppSystem->FindSystem( pName );
if ( pReturnCode )
{
*pReturnCode = pInterface ? IFACE_OK : IFACE_FAILED;
}
return pInterface;
}
//-----------------------------------------------------------------------------
// Gets at a class factory for the topmost appsystem group in an appsystem stack
//-----------------------------------------------------------------------------
CreateInterfaceFn CAppSystemGroup::GetFactory()
{
return AppSystemCreateInterfaceFn;
}
//-----------------------------------------------------------------------------
// Main application loop
//-----------------------------------------------------------------------------
int CAppSystemGroup::Run()
{
// The factory now uses this app system group
s_pCurrentAppSystem = this;
// Load, connect, init
int nRetVal = OnStartup();
if ( m_nErrorStage != NONE )
return nRetVal;
// Main loop implemented by the application
// FIXME: HACK workaround to avoid vgui porting
nRetVal = Main();
// Shutdown, disconnect, unload
OnShutdown();
// The factory now uses the parent's app system group
s_pCurrentAppSystem = GetParent();
return nRetVal;
}
//-----------------------------------------------------------------------------
// Virtual methods for override
//-----------------------------------------------------------------------------
int CAppSystemGroup::Startup()
{
return OnStartup();
}
void CAppSystemGroup::Shutdown()
{
return OnShutdown();
}
//-----------------------------------------------------------------------------
// Use this version in cases where you can't control the main loop and
// expect to be ticked
//-----------------------------------------------------------------------------
int CAppSystemGroup::OnStartup()
{
// The factory now uses this app system group
s_pCurrentAppSystem = this;
m_nErrorStage = NONE;
// Call an installed application creation function
if ( !Create() )
{
m_nErrorStage = CREATION;
return -1;
}
// Let all systems know about each other
if ( !ConnectSystems() )
{
m_nErrorStage = CONNECTION;
return -1;
}
// Allow the application to do some work before init
if ( !PreInit() )
{
m_nErrorStage = PREINITIALIZATION;
return -1;
}
// Call Init on all App Systems
int nRetVal = InitSystems();
if ( nRetVal != INIT_OK )
{
m_nErrorStage = INITIALIZATION;
return -1;
}
return nRetVal;
}
void CAppSystemGroup::OnShutdown()
{
// The factory now uses this app system group
s_pCurrentAppSystem = this;
switch( m_nErrorStage )
{
case NONE:
break;
case PREINITIALIZATION:
case INITIALIZATION:
goto disconnect;
case CREATION:
case CONNECTION:
goto destroy;
}
// Cal Shutdown on all App Systems
ShutdownSystems();
// Allow the application to do some work after shutdown
PostShutdown();
disconnect:
// Systems should disconnect from each other
DisconnectSystems();
destroy:
// Unload all DLLs loaded in the AppCreate block
RemoveAllSystems();
// Have to do this because the logging listeners & response policies may live in modules which are being unloaded
// @TODO: this seems like a bad legacy practice... app systems should unload their spew handlers gracefully.
// LoggingSystem_ResetCurrentLoggingState();
// Assert( g_pDefaultLoggingListener != NULL );
// LoggingSystem_RegisterLoggingListener( g_pDefaultLoggingListener );
UnloadAllModules();
// Call an installed application destroy function
Destroy();
}
//-----------------------------------------------------------------------------
//
// This class represents a group of app systems that are loaded through steam
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CSteamAppSystemGroup::CSteamAppSystemGroup( IFileSystem *pFileSystem, CAppSystemGroup *pAppSystemParent )
{
m_pFileSystem = pFileSystem;
m_pGameInfoPath[0] = 0;
}
//-----------------------------------------------------------------------------
// Used by CSteamApplication to set up necessary pointers if we can't do it in the constructor
//-----------------------------------------------------------------------------
void CSteamAppSystemGroup::Setup( IFileSystem *pFileSystem, CAppSystemGroup *pParentAppSystem )
{
m_pFileSystem = pFileSystem;
m_pParentAppSystem = pParentAppSystem;
}
//-----------------------------------------------------------------------------
// Loads the module from Steam
//-----------------------------------------------------------------------------
CSysModule *CSteamAppSystemGroup::LoadModuleDLL( const char *pDLLName )
{
return m_pFileSystem->LoadModule( pDLLName );
}
//-----------------------------------------------------------------------------
// Returns the game info path
//-----------------------------------------------------------------------------
const char *CSteamAppSystemGroup::GetGameInfoPath() const
{
return m_pGameInfoPath;
}
//-----------------------------------------------------------------------------
// Sets up the search paths
//-----------------------------------------------------------------------------
bool CSteamAppSystemGroup::SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool )
{
CFSSteamSetupInfo steamInfo;
steamInfo.m_pDirectoryName = pStartingDir;
steamInfo.m_bOnlyUseDirectoryName = bOnlyUseStartingDir;
steamInfo.m_bToolsMode = bIsTool;
steamInfo.m_bSetSteamDLLPath = true;
steamInfo.m_bSteam = m_pFileSystem->IsSteam();
if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
return false;
CFSMountContentInfo fsInfo;
fsInfo.m_pFileSystem = m_pFileSystem;
fsInfo.m_bToolsMode = bIsTool;
fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
if ( FileSystem_MountContent( fsInfo ) != FS_OK )
return false;
// Finally, load the search paths for the "GAME" path.
CFSSearchPathsInit searchPathsInit;
searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath;
searchPathsInit.m_pFileSystem = fsInfo.m_pFileSystem;
if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
return false;
FileSystem_AddSearchPath_Platform( fsInfo.m_pFileSystem, steamInfo.m_GameInfoPath );
Q_strncpy( m_pGameInfoPath, steamInfo.m_GameInfoPath, sizeof(m_pGameInfoPath) );
return true;
}