Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <unistd.h>
#include <string.h>
#include <dlfcn.h>
#include <stdarg.h>
#include <sys/types.h>
#include <sys/time.h>
#include <malloc.h>
#include <stdio.h>
#include <stdlib.h>
#include <dlfcn.h>
#include "isys.h"
#include "console/conproc.h"
#include "dedicated.h"
#include "engine_hlds_api.h"
#include "checksum_md5.h"
#include "idedicatedexports.h"
#include "tier0/vcrmode.h"
#include "tier0/dbg.h"
#include "mathlib/mathlib.h"
#include "interface.h"
#include "tier1/strtools.h"
#include "tier0/icommandline.h"
#include "materialsystem/imaterialsystem.h"
#include "istudiorender.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "datacache/idatacache.h"
#include "datacache/imdlcache.h"
#include "vphysics_interface.h"
#include "icvar.h"
#include "filesystem/IQueuedLoader.h"
#include "console/TextConsoleUnix.h"
bool InitInstance( );
char g_szEXEName[ MAX_PATH ];
extern CTextConsoleUnix console;
//-----------------------------------------------------------------------------
// Purpose: Implements OS Specific layer ( loosely )
//-----------------------------------------------------------------------------
class CSys : public ISys
{
public:
virtual ~CSys();
virtual bool LoadModules( CDedicatedAppSystemGroup *pAppSystemGroup );
void Sleep( int msec );
bool GetExecutableName( char *out );
void ErrorMessage( int level, const char *msg );
void WriteStatusText( char *szText );
void UpdateStatus( int force );
long LoadLibrary( char *lib );
void FreeLibrary( long library );
void *GetProcAddress( long library, const char *name );
bool CreateConsoleWindow( void );
void DestroyConsoleWindow( void );
void ConsoleOutput ( char *string );
char *ConsoleInput ( int index, char *buf, int buflen );
void Printf( const char *fmt, ...);
};
static CSys g_Sys;
ISys *sys = &g_Sys;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CSys::~CSys()
{
sys = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : msec
// Output :
//-----------------------------------------------------------------------------
void CSys::Sleep( int msec )
{
usleep(msec * 1000);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : handle, function name-
// Output : void *
//-----------------------------------------------------------------------------
void *CSys::GetProcAddress( long library, const char *name )
{
return dlsym( library, name );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *lib -
// Output : long
//-----------------------------------------------------------------------------
long CSys::LoadLibrary( char *lib )
{
void *hDll = NULL;
char cwd[1024];
char absolute_lib[1024];
if (!getcwd(cwd, sizeof(cwd)))
ErrorMessage(1, "Sys_LoadLibrary: Couldn't determine current directory.");
if (cwd[strlen(cwd)-1] == '/')
cwd[strlen(cwd)-1] = 0;
Q_snprintf(absolute_lib, sizeof( absolute_lib ), "%s/%s", cwd, lib);
hDll = dlopen( absolute_lib, RTLD_NOW );
if ( !hDll )
{
ErrorMessage( 1, dlerror() );
}
return (long)hDll;
}
void CSys::FreeLibrary( long library )
{
if ( !library )
return;
dlclose( (void *)library );
}
bool CSys::GetExecutableName( char *out )
{
char *name = strrchr(g_szEXEName, '/' );
if ( name )
{
strcpy( out, name + 1);
return true;
}
else
{
return false;
}
}
/*
==============
ErrorMessage
Engine is erroring out, display error in message box
==============
*/
void CSys::ErrorMessage( int level, const char *msg )
{
Error( "%s\n", msg );
exit( -1 );
}
void CSys::UpdateStatus( int force )
{
}
/*
================
ConsoleOutput
Print text to the dedicated console
================
*/
void CSys::ConsoleOutput (char *string)
{
console.Print(string);
}
/*
==============
Printf
Engine is printing to console
==============
*/
void CSys::Printf( const char *fmt, ...)
{
// Dump text to debugging console.
va_list argptr;
char szText[1024];
va_start (argptr, fmt);
Q_vsnprintf (szText, sizeof( szText ), fmt, argptr);
va_end (argptr);
// Get Current text and append it.
ConsoleOutput( szText );
}
/*
================
ConsoleInput
================
*/
char *CSys::ConsoleInput( int index, char *buf, int buflen )
{
return console.GetLine( index, buf, buflen );
}
/*
==============
WriteStatusText
==============
*/
void CSys::WriteStatusText( char *szText )
{
}
/*
==============
CreateConsoleWindow
Create console window ( overridable? )
==============
*/
bool CSys::CreateConsoleWindow( void )
{
return true;
}
/*
==============
DestroyConsoleWindow
==============
*/
void CSys::DestroyConsoleWindow( void )
{
}
/*
================
GameInit
================
*/
bool CSys::LoadModules( CDedicatedAppSystemGroup *pAppSystemGroup )
{
AppSystemInfo_t appSystems[] =
{
{ "engine" DLL_EXT_STRING, CVAR_QUERY_INTERFACE_VERSION },
{ "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION }, // loaded for backwards compatability, prevents crash on exit for old game dlls
{ "materialsystem" DLL_EXT_STRING, MATERIAL_SYSTEM_INTERFACE_VERSION },
{ "studiorender" DLL_EXT_STRING, STUDIO_RENDER_INTERFACE_VERSION },
{ "vphysics" DLL_EXT_STRING, VPHYSICS_INTERFACE_VERSION },
{ "datacache" DLL_EXT_STRING, DATACACHE_INTERFACE_VERSION },
{ "datacache" DLL_EXT_STRING, MDLCACHE_INTERFACE_VERSION },
{ "datacache" DLL_EXT_STRING, STUDIO_DATA_CACHE_INTERFACE_VERSION },
{ "dedicated" DLL_EXT_STRING, QUEUEDLOADER_INTERFACE_VERSION },
{ "engine" DLL_EXT_STRING, VENGINE_HLDS_API_VERSION },
{ "", "" } // Required to terminate the list
};
if ( !pAppSystemGroup->AddSystems( appSystems ) )
return false;
engine = (IDedicatedServerAPI *)pAppSystemGroup->FindSystem( VENGINE_HLDS_API_VERSION );
// obsolete i think SetCVarIF( (ICvar*)pAppSystemGroup->FindSystem( VENGINE_CVAR_INTERFACE_VERSION ) );
IMaterialSystem* pMaterialSystem = (IMaterialSystem*)pAppSystemGroup->FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
pMaterialSystem->SetShaderAPI( "shaderapiempty" DLL_EXT_STRING );
return true;
}
bool NET_Init()
{
return true;
}
void NET_Shutdown()
{
}
extern int main(int argc, char *argv[]);
DLL_EXPORT int DedicatedMain( int argc, char *argv[] );
int DedicatedMain( int argc, char *argv[] )
{
return main(argc,argv);
}