mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
531 lines
13 KiB
C++
531 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include <stdio.h>
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#include <stdlib.h>
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#include "isys.h"
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#include "console/conproc.h"
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#include "dedicated.h"
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#include "engine_hlds_api.h"
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#include "checksum_md5.h"
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#include "mathlib/mathlib.h"
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#include "tier0/vcrmode.h"
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#include "tier0/dbg.h"
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#include "tier1/strtools.h"
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#include "tier0/icommandline.h"
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#include "idedicatedexports.h"
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#include "vgui/vguihelpers.h"
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#include "appframework/AppFramework.h"
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#include "filesystem_init.h"
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#include "tier2/tier2.h"
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#include "dedicated.h"
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#include "vstdlib/cvar.h"
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#include "inputsystem/iinputsystem.h"
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#ifdef _WIN32
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#include <windows.h>
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#include <direct.h>
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#include "KeyValues.h"
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#else
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#define _chdir chdir
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#include <unistd.h>
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#endif
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void* FileSystemFactory( const char *pName, int *pReturnCode );
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bool InitInstance( );
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int ProcessConsoleInput( void );
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bool NET_Init( void );
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void NET_Shutdown( void );
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const char *UTIL_GetBaseDir( void );
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#ifdef _WIN32
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bool g_bVGui = false;
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#endif
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#if defined ( _WIN32 )
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#include "console/TextConsoleWin32.h"
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CTextConsoleWin32 console;
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#else
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#include "console/TextConsoleUnix.h"
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CTextConsoleUnix console;
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#endif
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#ifdef _WIN32
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extern char *gpszCvars;
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#endif
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IDedicatedServerAPI *engine = NULL;
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//-----------------------------------------------------------------------------
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// Implementation of IVCRHelpers.
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//-----------------------------------------------------------------------------
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class CVCRHelpers : public IVCRHelpers
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{
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public:
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virtual void ErrorMessage( const char *pMsg )
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{
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printf( "ERROR: %s\n", pMsg );
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}
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virtual void* GetMainWindow()
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{
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return 0;
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}
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};
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CVCRHelpers g_VCRHelpers;
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SpewRetval_t DedicatedSpewOutputFunc( SpewType_t spewType, char const *pMsg ); // in sys_common.cpp
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//-----------------------------------------------------------------------------
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// Run a single VGUI frame. if bFinished is true, run VGUIFinishedConfig() first.
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//-----------------------------------------------------------------------------
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static bool DoRunVGUIFrame( bool bFinished = false )
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{
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#ifdef _WIN32
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if ( g_bVGui )
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{
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if ( bFinished )
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VGUIFinishedConfig();
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RunVGUIFrame();
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return true;
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}
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#endif
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return false;
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}
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//-----------------------------------------------------------------------------
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// Handle the VCRHook PeekMessage loop.
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// Return true if WM_QUIT received.
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//-----------------------------------------------------------------------------
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static bool HandleVCRHook()
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{
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#if defined ( _WIN32 )
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MSG msg;
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bool bDone = false;
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while( VCRHook_PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
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{
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//if (!GetMessage( &msg, NULL, 0, 0))
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if ( msg.message == WM_QUIT )
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{
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bDone = true;
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break;
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}
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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if ( IsPC() )
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{
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// NOTE: Under some implementations of Win9x,
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// dispatching messages can cause the FPU control word to change
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SetupFPUControlWord();
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}
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if ( bDone /*|| gbAppHasBeenTerminated*/ )
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return true;
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#endif // _WIN32
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return false;
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}
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//-----------------------------------------------------------------------------
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//
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// Server loop
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//
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//-----------------------------------------------------------------------------
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void RunServer( void )
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{
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#ifdef _WIN32
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if(gpszCvars)
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{
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engine->AddConsoleText(gpszCvars);
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}
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#endif
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// Run 2 engine frames first to get the engine to load its resources.
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for ( int i = 0; i < 2; i++ )
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{
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DoRunVGUIFrame();
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if ( !engine->RunFrame() )
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return;
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}
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// Run final VGUI frame.
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DoRunVGUIFrame( true );
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int bDone = false;
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while ( !bDone )
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{
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// Check on VCRHook_PeekMessage...
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if ( HandleVCRHook() )
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break;
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if ( !DoRunVGUIFrame() )
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ProcessConsoleInput();
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if ( !engine->RunFrame() )
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bDone = true;
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sys->UpdateStatus( 0 /* don't force */ );
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}
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}
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//-----------------------------------------------------------------------------
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//
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// initialize the console or wait for vgui to start the server
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//
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//-----------------------------------------------------------------------------
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static bool ConsoleStartup( )
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{
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#ifdef _WIN32
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if ( g_bVGui )
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{
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RunVGUIFrame();
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// Run the config screen
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while (VGUIIsInConfig() && VGUIIsRunning())
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RunVGUIFrame();
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if ( VGUIIsStopping() )
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return false;
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return true;
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}
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else
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{
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if ( !console.Init() )
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{
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return false;
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}
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}
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#endif // _WIN32
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return true;
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}
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//-----------------------------------------------------------------------------
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// Instantiate all main libraries
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//-----------------------------------------------------------------------------
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bool CDedicatedAppSystemGroup::Create( )
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{
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#ifndef _WIN32
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if ( !console.Init() )
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return false;
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#endif
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// Hook the debug output stuff (override the spew func in the appframework)
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SpewOutputFunc( DedicatedSpewOutputFunc );
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// Added the dedicated exports module for the engine to grab
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AppModule_t dedicatedModule = LoadModule( Sys_GetFactoryThis() );
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IAppSystem *pSystem = AddSystem( dedicatedModule, VENGINE_DEDICATEDEXPORTS_API_VERSION );
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if ( !pSystem )
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return false;
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if ( sys->LoadModules( this ) )
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{
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// Find the input system and tell it to skip Steam Controller initialization (we have to set this flag before Init gets called on the
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// input system). Dedicated server should skip controller initialization to avoid initializing Steam, because we don't want the user to be
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// flagged as "playing" the game.
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auto inputsystem = ( IInputSystem* )FindSystem( INPUTSYSTEM_INTERFACE_VERSION );
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if ( inputsystem )
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{
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inputsystem->SetSkipControllerInitialization( true );
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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bool CDedicatedAppSystemGroup::PreInit( )
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{
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// A little hack needed because dedicated links directly to filesystem .cpp files
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g_pFullFileSystem = NULL;
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if ( !BaseClass::PreInit() )
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return false;
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CFSSteamSetupInfo steamInfo;
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steamInfo.m_pDirectoryName = NULL;
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steamInfo.m_bOnlyUseDirectoryName = false;
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steamInfo.m_bToolsMode = false;
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steamInfo.m_bSetSteamDLLPath = false;
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steamInfo.m_bSteam = g_pFullFileSystem->IsSteam();
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steamInfo.m_bNoGameInfo = steamInfo.m_bSteam;
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if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
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return false;
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CFSMountContentInfo fsInfo;
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fsInfo.m_pFileSystem = g_pFullFileSystem;
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fsInfo.m_bToolsMode = false;
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fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
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if ( FileSystem_MountContent( fsInfo ) != FS_OK )
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return false;
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if ( !NET_Init() )
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return false;
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#ifdef _WIN32
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g_bVGui = CommandLine()->CheckParm( "-vgui" );
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#endif
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CreateInterfaceFn factory = GetFactory();
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IInputSystem *inputsystem = (IInputSystem *)factory( INPUTSYSTEM_INTERFACE_VERSION, NULL );
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if ( inputsystem )
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{
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inputsystem->SetConsoleTextMode( true );
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}
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#ifdef _WIN32
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if ( g_bVGui )
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{
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StartVGUI( GetFactory() );
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}
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else
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#endif
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{
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if ( !sys->CreateConsoleWindow() )
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return false;
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}
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return true;
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}
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int CDedicatedAppSystemGroup::Main( )
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{
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if ( !ConsoleStartup() )
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return -1;
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#ifdef _WIN32
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if ( g_bVGui )
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RunVGUIFrame();
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#endif
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// Set up mod information
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ModInfo_t info;
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info.m_pInstance = GetAppInstance();
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info.m_pBaseDirectory = UTIL_GetBaseDir();
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info.m_pInitialMod = CommandLine()->ParmValue( "-game", "hl2" );
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info.m_pInitialGame = CommandLine()->ParmValue( "-defaultgamedir", "hl2" );
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info.m_pParentAppSystemGroup = this;
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info.m_bTextMode = CommandLine()->CheckParm( "-textmode" );
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if ( engine->ModInit( info ) )
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{
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engine->ModShutdown();
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} // if engine->ModInit
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return 0;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CDedicatedAppSystemGroup::PostShutdown()
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{
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#ifdef _WIN32
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if ( g_bVGui )
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StopVGUI();
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#endif
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sys->DestroyConsoleWindow();
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console.ShutDown();
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NET_Shutdown();
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BaseClass::PostShutdown();
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CDedicatedAppSystemGroup::Destroy()
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{
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}
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//-----------------------------------------------------------------------------
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// Gets the executable name
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//-----------------------------------------------------------------------------
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bool GetExecutableName( char *out, int nMaxLen )
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{
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#ifdef _WIN32
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if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, nMaxLen ) )
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return false;
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return true;
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#elif POSIX
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Q_strncpy( out, g_szEXEName, nMaxLen );
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return true;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the directory where this .exe is running from
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// Output : char
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//-----------------------------------------------------------------------------
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void UTIL_ComputeBaseDir( char *pBaseDir, int nMaxLen )
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{
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int j;
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char *pBuffer = NULL;
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pBaseDir[ 0 ] = 0;
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if ( GetExecutableName( pBaseDir, nMaxLen ) )
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{
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pBuffer = strrchr( pBaseDir, CORRECT_PATH_SEPARATOR );
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if ( pBuffer && *pBuffer )
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{
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*(pBuffer+1) = '\0';
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}
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j = strlen( pBaseDir );
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if (j > 0)
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{
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if ( ( pBaseDir[ j-1 ] == '\\' ) ||
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( pBaseDir[ j-1 ] == '/' ) )
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{
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pBaseDir[ j-1 ] = 0;
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}
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}
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}
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char const *pOverrideDir = CommandLine()->CheckParm( "-basedir" );
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if ( pOverrideDir )
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{
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strcpy( pBaseDir, pOverrideDir );
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}
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Q_strlower( pBaseDir );
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Q_FixSlashes( pBaseDir );
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}
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//-----------------------------------------------------------------------------
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// This class is a helper class used for steam-based applications.
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// It loads up the file system in preparation for using it to load other
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// required modules from steam.
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//
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// I couldn't use the one in appframework because the dedicated server
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// inlines all the filesystem code.
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//-----------------------------------------------------------------------------
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class CDedicatedSteamApplication : public CSteamApplication
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{
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public:
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CDedicatedSteamApplication( CSteamAppSystemGroup *pAppSystemGroup );
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virtual bool Create( );
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};
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//-----------------------------------------------------------------------------
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// This class is a helper class used for steam-based applications.
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// It loads up the file system in preparation for using it to load other
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// required modules from steam.
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//
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// I couldn't use the one in appframework because the dedicated server
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// inlines all the filesystem code.
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//-----------------------------------------------------------------------------
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CDedicatedSteamApplication::CDedicatedSteamApplication( CSteamAppSystemGroup *pAppSystemGroup ) : CSteamApplication( pAppSystemGroup )
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{
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}
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//-----------------------------------------------------------------------------
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// Implementation of IAppSystemGroup
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//-----------------------------------------------------------------------------
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bool CDedicatedSteamApplication::Create( )
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{
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// Add in the cvar factory
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AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
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AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
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AppModule_t fileSystemModule = LoadModule( FileSystemFactory );
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m_pFileSystem = (IFileSystem*)AddSystem( fileSystemModule, FILESYSTEM_INTERFACE_VERSION );
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if ( !m_pFileSystem )
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{
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Warning( "Unable to load the file system!\n" );
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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//
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// Main entry point for dedicated server, shared between win32 and linux
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//
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//-----------------------------------------------------------------------------
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int main(int argc, char **argv)
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{
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#if !defined( POSIX ) && !defined( PLATFORM_64BITS )
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_asm
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{
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fninit
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}
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#endif
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SetupFPUControlWord();
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#ifdef POSIX
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Q_strncpy( g_szEXEName, *argv, ARRAYSIZE( g_szEXEName ) );
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// Store off command line for argument searching
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BuildCmdLine( argc, argv );
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#endif
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MathLib_Init( 2.2f, 2.2f, 0.0f, 1.0f );
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// Store off command line for argument searching
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CommandLine()->CreateCmdLine( VCRHook_GetCommandLine() );
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#ifndef _WIN32
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Plat_SetCommandLine( CommandLine()->GetCmdLine() );
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#endif
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// Start VCR mode?
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const char *filename;
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if( CommandLine()->CheckParm( "-vcrrecord", &filename ) )
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{
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if ( !VCRStart( filename, true, &g_VCRHelpers ) )
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{
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Error( "-vcrrecord: can't open '%s' for writing.\n", filename );
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return -1;
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}
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}
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else if( CommandLine()->CheckParm( "-vcrplayback", &filename ) )
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{
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if ( !VCRStart( filename, false, &g_VCRHelpers ) )
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{
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Error( "-vcrplayback: can't open '%s' for reading.\n", filename );
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return -1;
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}
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}
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// Figure out the directory the executable is running from
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// and make that be the current working directory
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char pBasedir[ MAX_PATH ];
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UTIL_ComputeBaseDir( pBasedir, MAX_PATH );
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_chdir( pBasedir );
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// Rehook the command line through VCR mode.
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CommandLine()->CreateCmdLine( VCRHook_GetCommandLine() );
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if ( !InitInstance() )
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return -1;
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CDedicatedAppSystemGroup dedicatedSystems;
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CDedicatedSteamApplication steamApplication( &dedicatedSystems );
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return steamApplication.Run( );
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}
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