Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Handles running the OS commands for map compilation.
//
//=============================================================================
#include "stdafx.h"
#include <afxtempl.h>
#include "GameConfig.h"
#include "RunCommands.h"
#include "Options.h"
#include <process.h>
#include "ProcessWnd.h"
#include <io.h>
#include <direct.h>
#include "GlobalFunctions.h"
#include "hammer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
static bool s_bRunsCommands = false;
bool IsRunningCommands() { return s_bRunsCommands; }
static char *pszDocPath, *pszDocName, *pszDocExt;
CProcessWnd procWnd;
void FixGameVars(char *pszSrc, char *pszDst, BOOL bUseQuotes)
{
// run through the parms list and substitute $variable strings for
// the real thing
char *pSrc = pszSrc, *pDst = pszDst;
BOOL bInQuote = FALSE;
while(pSrc[0])
{
if(pSrc[0] == '$') // found a parm
{
if(pSrc[1] == '$') // nope, it's a single symbol
{
*pDst++ = '$';
++pSrc;
}
else
{
// figure out which parm it is ..
++pSrc;
if (!bInQuote && bUseQuotes)
{
// not in quote, and subbing a variable.. start quote
*pDst++ = '\"';
bInQuote = TRUE;
}
if(!strnicmp(pSrc, "file", 4))
{
pSrc += 4;
strcpy(pDst, pszDocName);
pDst += strlen(pDst);
}
else if(!strnicmp(pSrc, "ext", 3))
{
pSrc += 3;
strcpy(pDst, pszDocExt);
pDst += strlen(pDst);
}
else if(!strnicmp(pSrc, "path", 4))
{
pSrc += 4;
strcpy(pDst, pszDocPath);
pDst += strlen(pDst);
}
else if(!strnicmp(pSrc, "exedir", 6))
{
pSrc += 6;
strcpy(pDst, g_pGameConfig->m_szGameExeDir);
pDst += strlen(pDst);
}
else if(!strnicmp(pSrc, "bspdir", 6))
{
pSrc += 6;
strcpy(pDst, g_pGameConfig->szBSPDir);
pDst += strlen(pDst);
}
else if(!strnicmp(pSrc, "bsp_exe", 7))
{
pSrc += 7;
strcpy(pDst, g_pGameConfig->szBSP);
pDst += strlen(pDst);
}
else if(!strnicmp(pSrc, "vis_exe", 7))
{
pSrc += 7;
strcpy(pDst, g_pGameConfig->szVIS);
pDst += strlen(pDst);
}
else if(!strnicmp(pSrc, "light_exe", 9))
{
pSrc += 9;
strcpy(pDst, g_pGameConfig->szLIGHT);
pDst += strlen(pDst);
}
else if(!strnicmp(pSrc, "game_exe", 8))
{
pSrc += 8;
strcpy(pDst, g_pGameConfig->szExecutable);
pDst += strlen(pDst);
}
else if (!strnicmp(pSrc, "gamedir", 7))
{
pSrc += 7;
strcpy(pDst, g_pGameConfig->m_szModDir);
pDst += strlen(pDst);
}
}
}
else
{
if(*pSrc == ' ' && bInQuote)
{
bInQuote = FALSE;
*pDst++ = '\"'; // close quotes
}
// just copy the char into the destination buffer
*pDst++ = *pSrc++;
}
}
if(bInQuote)
{
bInQuote = FALSE;
*pDst++ = '\"'; // close quotes
}
pDst[0] = 0;
}
static void RemoveQuotes(char *pBuf)
{
if(pBuf[0] == '\"')
strcpy(pBuf, pBuf+1);
if(pBuf[strlen(pBuf)-1] == '\"')
pBuf[strlen(pBuf)-1] = 0;
}
LPCTSTR GetErrorString()
{
static char szBuf[200];
FormatMessage(FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), 0,
szBuf, 200, NULL);
char *p = strchr(szBuf, '\r'); // get rid of \r\n
if(p) p[0] = 0;
return szBuf;
}
bool RunCommands(CCommandArray& Commands, LPCTSTR pszOrigDocName)
{
s_bRunsCommands = true;
char szCurDir[MAX_PATH];
_getcwd(szCurDir, MAX_PATH);
procWnd.GetReady();
// cut up document name into file and extension components.
// create two sets of buffers - one set with the long filename
// and one set with the 8.3 format.
char szDocLongPath[MAX_PATH] = {0}, szDocLongName[MAX_PATH] = {0},
szDocLongExt[MAX_PATH] = {0};
char szDocShortPath[MAX_PATH] = {0}, szDocShortName[MAX_PATH] = {0},
szDocShortExt[MAX_PATH] = {0};
GetFullPathName(pszOrigDocName, MAX_PATH, szDocLongPath, NULL);
GetShortPathName(pszOrigDocName, szDocShortPath, MAX_PATH);
// split them up
char *p = strrchr(szDocLongPath, '.');
if(p && strrchr(szDocLongPath, '\\') < p && strrchr(szDocLongPath, '/') < p)
{
// got the extension
strcpy(szDocLongExt, p+1);
p[0] = 0;
}
p = strrchr(szDocLongPath, '\\');
if(!p)
p = strrchr(szDocLongPath, '/');
if(p)
{
// got the filepart
strcpy(szDocLongName, p+1);
p[0] = 0;
}
// split the short part up
p = strrchr(szDocShortPath, '.');
if(p && strrchr(szDocShortPath, '\\') < p && strrchr(szDocShortPath, '/') < p)
{
// got the extension
strcpy(szDocShortExt, p+1);
p[0] = 0;
}
p = strrchr(szDocShortPath, '\\');
if(!p)
p = strrchr(szDocShortPath, '/');
if(p)
{
// got the filepart
strcpy(szDocShortName, p+1);
p[0] = 0;
}
int iSize = Commands.GetSize(), i = 0;
char *ppParms[32];
while(iSize--)
{
CCOMMAND &cmd = Commands[i++];
// anything there?
if((!cmd.szRun[0] && !cmd.iSpecialCmd) || !cmd.bEnable)
continue;
// set name pointers for long filenames
pszDocExt = szDocLongExt;
pszDocName = szDocLongName;
pszDocPath = szDocLongPath;
char szNewParms[MAX_PATH*5], szNewRun[MAX_PATH*5];
// HACK: force the spawnv call for launching the game
if (!Q_stricmp(cmd.szRun, "$game_exe"))
{
cmd.bUseProcessWnd = FALSE;
}
FixGameVars(cmd.szRun, szNewRun, TRUE);
FixGameVars(cmd.szParms, szNewParms, TRUE);
CString strTmp;
strTmp.Format("\r\n"
"** Executing...\r\n"
"** Command: %s\r\n"
"** Parameters: %s\r\n\r\n", szNewRun, szNewParms);
procWnd.Append(strTmp);
// create a parameter list (not always required)
if(!cmd.bUseProcessWnd || cmd.iSpecialCmd)
{
p = szNewParms;
ppParms[0] = szNewRun;
int iArg = 1;
BOOL bDone = FALSE;
while(p[0])
{
ppParms[iArg++] = p;
while(p[0])
{
if(p[0] == ' ')
{
// found a space-separator
p[0] = 0;
p++;
// skip remaining white space
while (*p == ' ')
p++;
break;
}
// found the beginning of a quoted parameters
if(p[0] == '\"')
{
while(1)
{
p++;
if(p[0] == '\"')
{
// found the end
if(p[1] == 0)
bDone = TRUE;
p[1] = 0; // kick its ass
p += 2;
// skip remaining white space
while (*p == ' ')
p++;
break;
}
}
break;
}
// else advance p
++p;
}
if(!p[0] || bDone)
break; // done.
}
ppParms[iArg] = NULL;
if(cmd.iSpecialCmd)
{
BOOL bError = FALSE;
LPCTSTR pszError = "";
if(cmd.iSpecialCmd == CCCopyFile && iArg == 3)
{
RemoveQuotes(ppParms[1]);
RemoveQuotes(ppParms[2]);
// don't copy if we're already there
if (stricmp(ppParms[1], ppParms[2]) &&
(!CopyFile(ppParms[1], ppParms[2], FALSE)))
{
bError = TRUE;
pszError = GetErrorString();
}
}
else if(cmd.iSpecialCmd == CCDelFile && iArg == 2)
{
RemoveQuotes(ppParms[1]);
if(!DeleteFile(ppParms[1]))
{
bError = TRUE;
pszError = GetErrorString();
}
}
else if(cmd.iSpecialCmd == CCRenameFile && iArg == 3)
{
RemoveQuotes(ppParms[1]);
RemoveQuotes(ppParms[2]);
if(rename(ppParms[1], ppParms[2]))
{
bError = TRUE;
pszError = strerror(errno);
}
}
else if(cmd.iSpecialCmd == CCChangeDir && iArg == 2)
{
RemoveQuotes(ppParms[1]);
if(mychdir(ppParms[1]) == -1)
{
bError = TRUE;
pszError = strerror(errno);
}
}
if(bError)
{
CString str;
str.Format("The command failed. Windows reported the error:\r\n"
" \"%s\"\r\n", pszError);
procWnd.Append(str);
procWnd.SetForegroundWindow();
str += "\r\nDo you want to continue?";
if(AfxMessageBox(str, MB_YESNO) == IDNO)
break;
}
}
else
{
// Change to the game exe folder before spawning the engine.
// This is necessary for Steam to find the correct Steam DLL (it
// uses the current working directory to search).
char szDir[MAX_PATH];
Q_strncpy(szDir, szNewRun, sizeof(szDir));
Q_StripFilename(szDir);
mychdir(szDir);
// YWB Force asynchronous operation so that engine doesn't hang on
// exit??? Seems to work.
// spawnv doesn't like quotes
RemoveQuotes(szNewRun);
_spawnv(/*cmd.bNoWait ?*/ _P_NOWAIT /*: P_WAIT*/, szNewRun,
(const char *const *)ppParms);
}
}
else
{
procWnd.Execute(szNewRun, szNewParms);
}
// check for existence?
if(cmd.bEnsureCheck)
{
char szFile[MAX_PATH];
FixGameVars(cmd.szEnsureFn, szFile, FALSE);
if(GetFileAttributes(szFile) == 0xFFFFFFFF)
{
// not there!
CString str;
str.Format("The file '%s' was not built.\n"
"Do you want to continue?", szFile);
procWnd.SetForegroundWindow();
if(AfxMessageBox(str, MB_YESNO) == IDNO)
break; // outta here
}
}
}
mychdir(szCurDir);
s_bRunsCommands = false;
return TRUE;
}