Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Defines the entry point for the console application
//
//===============================================================================
//#include <sys/stat.h>
//#include <time.h>
#include <winsock2.h>
#include <ws2tcpip.h>
#include <conio.h >
#include "tier1/utlvector.h"
#include "tier0/icommandline.h"
#include "tier2/tier2.h"
#include "tier2/fileutils.h"
#include "../../dx9sdk/include/d3d9.h"
#include "../../dx9sdk/include/d3dx9.h"
#define DEFAULT_PORT "20000"
#define DEFAULT_SEND_BUF_LEN 40000
#define DEFAULT_RECV_BUF_LEN 40000
char g_pPathBase[MAX_PATH];
bool g_bPrintDisassembly;
// This guy just spins and compiles when a command comes in from the game
void ServerThread( void * )
{
WSADATA wsaData;
if( WSAStartup( 0x101, &wsaData ) != 0 )
return;
struct addrinfo *result = NULL, hints;
ZeroMemory( &hints, sizeof(hints) );
hints.ai_family = AF_INET;
hints.ai_socktype = SOCK_STREAM;
hints.ai_protocol = IPPROTO_TCP;
hints.ai_flags = AI_PASSIVE;
// Resolve the server address and port
int nResult = getaddrinfo( NULL, DEFAULT_PORT, &hints, &result );
if ( nResult != 0 )
{
printf( "getaddrinfo failed: %d\n", nResult );
WSACleanup();
return;
}
// Create a SOCKET for connecting to server
SOCKET ListenSocket = socket( result->ai_family, result->ai_socktype, result->ai_protocol );
if (ListenSocket == INVALID_SOCKET) {
printf("socket failed: %ld\n", WSAGetLastError());
freeaddrinfo(result);
WSACleanup();
return;
}
// Setup the TCP listening socket
nResult = bind( ListenSocket, result->ai_addr, (int)result->ai_addrlen );
if (nResult == SOCKET_ERROR)
{
printf("bind failed: %d\n", WSAGetLastError());
freeaddrinfo(result);
closesocket(ListenSocket);
WSACleanup();
return;
}
freeaddrinfo(result);
nResult = listen( ListenSocket, SOMAXCONN );
if ( nResult == SOCKET_ERROR )
{
printf( "listen failed: %d\n", WSAGetLastError() );
closesocket( ListenSocket );
WSACleanup();
return;
}
printf( "Waiting for initial connection...\n" );
// Accept a client socket
SOCKET ClientSocket = accept( ListenSocket, NULL, NULL );
if ( ClientSocket == INVALID_SOCKET )
{
printf( "accept failed: %d\n", WSAGetLastError() );
closesocket( ListenSocket );
WSACleanup();
return;
}
// First connection
printf( "Game connected\n" );
char pRecbuf[DEFAULT_RECV_BUF_LEN]; // Text in command file from game
uint32 pSendbuf[DEFAULT_SEND_BUF_LEN]; // Error string or binary shader blob in reply
while ( true )
{
nResult = recv( ClientSocket, pRecbuf, DEFAULT_RECV_BUF_LEN, 0 );
if ( nResult > 0 )
{
char *pShaderFilename = strtok ( pRecbuf, "\n");
char pFullFilename[MAX_PATH];
// If we took in a path on the commandline, we concatenate the incoming filenames with it
if ( V_strlen( g_pPathBase ) > 0 )
{
V_strncpy( pFullFilename, g_pPathBase, MAX_PATH ); // base path
V_strncat( pFullFilename, pShaderFilename, MAX_PATH );
pShaderFilename = pFullFilename;
}
char *pShaderModel = strtok ( NULL, "\n");
int nSendBufLen = 0;
// Only try to compile if we have a recognized profile
if ( !stricmp( pShaderModel, "vs_2_0" ) || !stricmp( pShaderModel, "ps_2_0" ) || !stricmp( pShaderModel, "ps_2_b" ) )
{
char *pNumMacros = strtok ( NULL, "\n");
int nNumMacros = atoi( pNumMacros );
// Read macros from the command file
CUtlVector<D3DXMACRO> macros;
D3DXMACRO macro;
for ( int i=0; i<nNumMacros-1; i++ ) // The last one is the (null) one, so don't bother reading it
{
// Allocate and populate strings
macro.Name = strtok( NULL, "\n");
macro.Definition = strtok( NULL, "\n");
macros.AddToTail( macro );
}
// Null macro at the end
macro.Name = NULL;
macro.Definition = NULL;
macros.AddToTail( macro );
LPD3DXBUFFER pShader, pErrorMessages;
// This is the shader compiler we use for pre-ps30 shaders.
// This utility needs to change if we want to do ps30 shaders (see logic in vertexshaderdx8.cpp)
HRESULT hr = D3DXCompileShaderFromFile( pShaderFilename, macros.Base(), NULL /* LPD3DXINCLUDE */, "main",
pShaderModel, 0, &pShader, &pErrorMessages,
NULL /* LPD3DXCONSTANTTABLE *ppConstantTable */ );
if ( hr != D3D_OK )
{
pSendbuf[0] = 0;
printf( "Compilation error in %s\n", pShaderFilename );
if ( pErrorMessages )
{
memcpy( pSendbuf+1, pErrorMessages->GetBufferPointer(), pErrorMessages->GetBufferSize() ); // Null-terminated string
printf("%s\n", (const char*)(pSendbuf + 1 ));
nSendBufLen = pErrorMessages->GetBufferSize() + 4; // account for uint32 at front of the buffer
}
else
{
((uint8*)(pSendbuf+1))[0] = '?';
((uint8*)(pSendbuf+1))[1] = '\0';
nSendBufLen = 2 + 4; // account for uint32 at front of the buffer
}
}
else // Success!
{
// printf( "Compiled %s\n", pShaderFilename );
pSendbuf[0] = pShader->GetBufferSize();
memcpy( pSendbuf+1, pShader->GetBufferPointer(), pShader->GetBufferSize() );
nSendBufLen = pShader->GetBufferSize() + 4; // account for uint32 at front of the buffer
if ( g_bPrintDisassembly )
{
printf( "Filename: %s\n", pShaderFilename );
printf( "Shader model: %s\n", pShaderModel );
printf( "Macros: " );
for ( int i = 0; i < nNumMacros - 1; i++ )
printf( " %s\n", macros[i].Name );
LPD3DXBUFFER pDisassembly = NULL;
D3DXDisassembleShader( (const DWORD*)pShader->GetBufferPointer(), FALSE, "", &pDisassembly );
if ( pDisassembly )
{
printf( "Disassembled shader:\n");
puts( (const char*)pDisassembly->GetBufferPointer() );
printf("\n");
pDisassembly->Release();
}
}
}
if (pErrorMessages)
{
pErrorMessages->Release();
}
if (pShader)
{
pShader->Release();
}
// Purge the macro buffer
macros.RemoveMultipleFromTail( nNumMacros );
}
else // Not a supported shader profile
{
pSendbuf[0] = 0;
char *pCharSendbuff = (char *) (pSendbuf+1);
V_snprintf( pCharSendbuff, DEFAULT_SEND_BUF_LEN, "Unsupported shader profile: %s\n", pShaderModel );
nSendBufLen = strlen( pCharSendbuff ) + 4; // account for uint32 at front of the buffer
}
// Send the compiled shader back to the game
int nSendResult = send( ClientSocket, (const char *)pSendbuf, nSendBufLen, 0 );
if ( nSendResult == SOCKET_ERROR )
{
printf( "send failed: %d\n", WSAGetLastError() );
closesocket( ClientSocket );
WSACleanup();
return;
}
}
else // We had a game talking to us but it went away
{
printf( "Game went away, waiting for new connection...\n" );
// Block again waiting to accept a connection
ClientSocket = accept( ListenSocket, NULL, NULL );
printf( "Game connected\n" );
if ( ClientSocket == INVALID_SOCKET )
{
printf( "accept failed: %d\n", WSAGetLastError() );
Assert( 0 );
closesocket( ListenSocket );
WSACleanup();
return;
}
}
}
nResult = shutdown( ClientSocket, SD_SEND );
if ( nResult == SOCKET_ERROR )
{
printf("shutdown failed: %d\n", WSAGetLastError());
closesocket( ClientSocket );
WSACleanup();
return;
}
// cleanup
closesocket( ClientSocket );
WSACleanup();
}
void CheckPath( char *pPath )
{
int len = V_strlen( pPath );
// If we don't have a path separator at the end of the path, put one there
if ( ( pPath[len-1] != '\\' ) && ( pPath[len-1] != '/' ) )
{
V_strncat( pPath, CORRECT_PATH_SEPARATOR_S, MAX_PATH );
}
}
int main(int argc, char* argv[])
{
if ( argc < 2 )
{
printf( "============================================================\n" );
printf( " Please provide full path to shader directory. For example:\n" );
printf( " U:\\piston\\staging\\src\\materialsystem\\stdshaders\\ \n");
printf( "============================================================\n" );
printf( " remoteshadercompiler will now exit!!! \n" );
printf( "============================================================\n" );
return 0;
}
printf( "========================================================\n");
printf( "Remote shader compiler is running. Press ESCAPE to exit\n" );
printf( "========================================================\n");
// If we have a path specified on the commandline, we expect
// that the remote machine is going to send base filenames only
// and that we'll want to strcat this path onto the filename from the worker.
//
// For example, if you have your shader source on your Windows machine, you can use something like this:
//
// U:\piston\staging\src\materialsystem\stdshaders\
//
strcpy( g_pPathBase, argv[1] );
if ( argc == 3 )
{
g_bPrintDisassembly = true;
}
CheckPath( g_pPathBase );
// Kick off compile server thread
_beginthread( ServerThread, 0, NULL );
// Spin until escape
while( _getch() != 27 )
;
return 0;
}