mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 06:06:50 +00:00
2fb712af66
* Fix macOS build * Fix *BSD build * Add missing *BSD include
303 lines
6.6 KiB
C++
303 lines
6.6 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 <unistd.h>
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#include <string.h>
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#include <dlfcn.h>
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#include <stdarg.h>
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#include <sys/types.h>
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#include <sys/time.h>
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#ifdef OSX
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#include <malloc/malloc.h>
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#else
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#include <malloc.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <dlfcn.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 "idedicatedexports.h"
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#include "tier0/vcrmode.h"
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#include "tier0/dbg.h"
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#include "mathlib/mathlib.h"
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#include "interface.h"
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#include "tier1/strtools.h"
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#include "tier0/icommandline.h"
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#include "materialsystem/imaterialsystem.h"
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#include "istudiorender.h"
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#include "SoundEmitterSystem/isoundemittersystembase.h"
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "vphysics_interface.h"
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#include "icvar.h"
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#include "filesystem/IQueuedLoader.h"
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#include "console/TextConsoleUnix.h"
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bool InitInstance( );
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char g_szEXEName[ MAX_PATH ];
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extern CTextConsoleUnix console;
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//-----------------------------------------------------------------------------
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// Purpose: Implements OS Specific layer ( loosely )
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//-----------------------------------------------------------------------------
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class CSys : public ISys
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{
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public:
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virtual ~CSys();
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virtual bool LoadModules( CDedicatedAppSystemGroup *pAppSystemGroup );
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void Sleep( int msec );
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bool GetExecutableName( char *out );
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void ErrorMessage( int level, const char *msg );
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void WriteStatusText( char *szText );
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void UpdateStatus( int force );
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long LoadLibrary( char *lib );
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void FreeLibrary( long library );
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void *GetProcAddress( long library, const char *name );
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bool CreateConsoleWindow( void );
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void DestroyConsoleWindow( void );
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void ConsoleOutput ( char *string );
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char *ConsoleInput ( int index, char *buf, int buflen );
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void Printf( const char *fmt, ...);
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};
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static CSys g_Sys;
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ISys *sys = &g_Sys;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CSys::~CSys()
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{
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sys = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : msec
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// Output :
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//-----------------------------------------------------------------------------
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void CSys::Sleep( int msec )
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{
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usleep(msec * 1000);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : handle, function name-
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// Output : void *
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//-----------------------------------------------------------------------------
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void *CSys::GetProcAddress( long library, const char *name )
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{
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return dlsym( library, name );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *lib -
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// Output : long
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//-----------------------------------------------------------------------------
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long CSys::LoadLibrary( char *lib )
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{
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void *hDll = NULL;
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char cwd[1024];
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char absolute_lib[1024];
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if (!getcwd(cwd, sizeof(cwd)))
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ErrorMessage(1, "Sys_LoadLibrary: Couldn't determine current directory.");
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if (cwd[strlen(cwd)-1] == '/')
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cwd[strlen(cwd)-1] = 0;
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Q_snprintf(absolute_lib, sizeof( absolute_lib ), "%s/%s", cwd, lib);
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hDll = dlopen( absolute_lib, RTLD_NOW );
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if ( !hDll )
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{
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ErrorMessage( 1, dlerror() );
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}
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return (long)hDll;
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}
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void CSys::FreeLibrary( long library )
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{
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if ( !library )
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return;
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dlclose( (void *)library );
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}
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bool CSys::GetExecutableName( char *out )
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{
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char *name = strrchr(g_szEXEName, '/' );
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if ( name )
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{
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strcpy( out, name + 1);
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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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/*
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==============
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ErrorMessage
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Engine is erroring out, display error in message box
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==============
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*/
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void CSys::ErrorMessage( int level, const char *msg )
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{
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Error( "%s\n", msg );
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exit( -1 );
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}
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void CSys::UpdateStatus( int force )
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{
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}
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/*
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================
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ConsoleOutput
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Print text to the dedicated console
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================
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*/
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void CSys::ConsoleOutput (char *string)
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{
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console.Print(string);
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}
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/*
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==============
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Printf
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Engine is printing to console
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==============
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*/
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void CSys::Printf( const char *fmt, ...)
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{
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// Dump text to debugging console.
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va_list argptr;
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char szText[1024];
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va_start (argptr, fmt);
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Q_vsnprintf (szText, sizeof( szText ), fmt, argptr);
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va_end (argptr);
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// Get Current text and append it.
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ConsoleOutput( szText );
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}
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/*
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================
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ConsoleInput
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================
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*/
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char *CSys::ConsoleInput( int index, char *buf, int buflen )
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{
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return console.GetLine( index, buf, buflen );
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}
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/*
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==============
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WriteStatusText
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==============
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*/
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void CSys::WriteStatusText( char *szText )
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{
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}
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/*
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==============
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CreateConsoleWindow
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Create console window ( overridable? )
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==============
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*/
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bool CSys::CreateConsoleWindow( void )
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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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DestroyConsoleWindow
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==============
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*/
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void CSys::DestroyConsoleWindow( void )
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{
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}
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/*
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================
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GameInit
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================
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*/
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bool CSys::LoadModules( CDedicatedAppSystemGroup *pAppSystemGroup )
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{
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AppSystemInfo_t appSystems[] =
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{
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{ "engine" DLL_EXT_STRING, CVAR_QUERY_INTERFACE_VERSION },
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{ "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION }, // loaded for backwards compatability, prevents crash on exit for old game dlls
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{ "materialsystem" DLL_EXT_STRING, MATERIAL_SYSTEM_INTERFACE_VERSION },
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{ "studiorender" DLL_EXT_STRING, STUDIO_RENDER_INTERFACE_VERSION },
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{ "vphysics" DLL_EXT_STRING, VPHYSICS_INTERFACE_VERSION },
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{ "datacache" DLL_EXT_STRING, DATACACHE_INTERFACE_VERSION },
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{ "datacache" DLL_EXT_STRING, MDLCACHE_INTERFACE_VERSION },
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{ "datacache" DLL_EXT_STRING, STUDIO_DATA_CACHE_INTERFACE_VERSION },
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{ "dedicated" DLL_EXT_STRING, QUEUEDLOADER_INTERFACE_VERSION },
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{ "engine" DLL_EXT_STRING, VENGINE_HLDS_API_VERSION },
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{ "", "" } // Required to terminate the list
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};
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if ( !pAppSystemGroup->AddSystems( appSystems ) )
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return false;
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engine = (IDedicatedServerAPI *)pAppSystemGroup->FindSystem( VENGINE_HLDS_API_VERSION );
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// obsolete i think SetCVarIF( (ICvar*)pAppSystemGroup->FindSystem( VENGINE_CVAR_INTERFACE_VERSION ) );
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IMaterialSystem* pMaterialSystem = (IMaterialSystem*)pAppSystemGroup->FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
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pMaterialSystem->SetShaderAPI( "shaderapiempty" DLL_EXT_STRING );
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return true;
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}
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bool NET_Init()
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{
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return true;
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}
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void NET_Shutdown()
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{
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}
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extern int main(int argc, char *argv[]);
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DLL_EXPORT int DedicatedMain( int argc, char *argv[] );
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int DedicatedMain( int argc, char *argv[] )
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{
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return main(argc,argv);
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}
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