mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
1585 lines
42 KiB
C++
1585 lines
42 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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// Defines the entry point for the application.
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//
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//===========================================================================//
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#if defined( _WIN32 ) && !defined( _X360 )
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#include <windows.h>
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#include "shlwapi.h" // registry stuff
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#include <direct.h>
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#elif defined ( LINUX ) || defined( OSX )
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#define O_EXLOCK 0
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <fcntl.h>
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#include <locale.h>
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#elif defined ( _X360 )
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#else
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#error
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#endif
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#include "appframework/ilaunchermgr.h"
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#include <stdio.h>
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#include "tier0/icommandline.h"
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#include "engine_launcher_api.h"
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#include "tier0/vcrmode.h"
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#include "ifilesystem.h"
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#include "tier1/interface.h"
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#include "tier0/dbg.h"
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#include "iregistry.h"
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#include "appframework/IAppSystem.h"
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#include "appframework/AppFramework.h"
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#include <vgui/VGUI.h>
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#include <vgui/ISurface.h>
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#include "tier0/platform.h"
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#include "tier0/memalloc.h"
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#include "filesystem.h"
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#include "tier1/utlrbtree.h"
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#include "materialsystem/imaterialsystem.h"
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#include "istudiorender.h"
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#include "vgui/IVGui.h"
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#include "IHammer.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 "filesystem_init.h"
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#include "vstdlib/iprocessutils.h"
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#include "video/ivideoservices.h"
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#include "tier1/tier1.h"
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#include "tier2/tier2.h"
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#include "tier3/tier3.h"
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#include "p4lib/ip4.h"
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#include "inputsystem/iinputsystem.h"
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#include "filesystem/IQueuedLoader.h"
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#include "reslistgenerator.h"
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#include "tier1/fmtstr.h"
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#include "sourcevr/isourcevirtualreality.h"
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#define VERSION_SAFE_STEAM_API_INTERFACES
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#include "steam/steam_api.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#include "xbox/xbox_console.h"
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#include "xbox/xbox_launch.h"
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#endif
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#if defined( USE_SDL )
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#include "SDL.h"
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#if !defined( _WIN32 )
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#define MB_OK 0x00000001
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#define MB_SYSTEMMODAL 0x00000002
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#define MB_ICONERROR 0x00000004
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int MessageBox( HWND hWnd, const char *message, const char *header, unsigned uType );
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#endif // _WIN32
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#endif // USE_SDL
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#if defined( POSIX )
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#define RELAUNCH_FILE "/tmp/hl2_relaunch"
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#endif
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#if defined ( ANDROID )
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#include <android/log.h>
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#include "jni.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define DEFAULT_HL2_GAMEDIR "hl2"
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#if defined( USE_SDL )
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extern void* CreateSDLMgr();
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#endif
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//-----------------------------------------------------------------------------
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// Modules...
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//-----------------------------------------------------------------------------
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static IEngineAPI *g_pEngineAPI;
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static IHammer *g_pHammer;
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bool g_bTextMode = false;
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static char g_szBasedir[MAX_PATH];
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static char g_szGamedir[MAX_PATH];
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// copied from sys.h
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struct FileAssociationInfo
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{
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char const *extension;
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char const *command_to_issue;
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};
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static FileAssociationInfo g_FileAssociations[] =
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{
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{ ".dem", "playdemo" },
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{ ".sav", "load" },
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{ ".bsp", "map" },
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};
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#ifdef _WIN32
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#pragma warning(disable:4073)
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#pragma init_seg(lib)
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#endif
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class CLeakDump
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{
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public:
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CLeakDump()
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: m_bCheckLeaks( false )
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{
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}
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~CLeakDump()
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{
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if ( m_bCheckLeaks )
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{
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MemAlloc_DumpStats();
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}
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}
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bool m_bCheckLeaks;
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} g_LeakDump;
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//-----------------------------------------------------------------------------
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// Spew function!
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//-----------------------------------------------------------------------------
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SpewRetval_t LauncherDefaultSpewFunc( SpewType_t spewType, char const *pMsg )
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{
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#ifndef _CERT
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#ifdef WIN32
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OutputDebugStringA( pMsg );
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#else
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fprintf( stderr, "%s", pMsg );
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#endif
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switch( spewType )
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{
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case SPEW_MESSAGE:
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case SPEW_LOG:
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return SPEW_CONTINUE;
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case SPEW_WARNING:
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if ( !stricmp( GetSpewOutputGroup(), "init" ) )
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{
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#if defined( WIN32 ) || defined( USE_SDL )
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::MessageBox( NULL, pMsg, "Warning!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR );
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#endif
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}
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return SPEW_CONTINUE;
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case SPEW_ASSERT:
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if ( !ShouldUseNewAssertDialog() )
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{
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#if defined( WIN32 ) || defined( USE_SDL )
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::MessageBox( NULL, pMsg, "Assert!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR );
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#endif
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}
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return SPEW_DEBUGGER;
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case SPEW_ERROR:
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default:
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#if defined( WIN32 ) || defined( USE_SDL )
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::MessageBox( NULL, pMsg, "Error!", MB_OK | MB_SYSTEMMODAL | MB_ICONERROR );
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#endif
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_exit( 1 );
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}
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#else
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if ( spewType != SPEW_ERROR)
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return SPEW_CONTINUE;
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_exit( 1 );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Implementation of VCRHelpers.
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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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#if defined( WIN32 ) || defined( LINUX )
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NOVCR( ::MessageBox( NULL, pMsg, "VCR Error", MB_OK ) );
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#endif
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}
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virtual void* GetMainWindow()
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{
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return NULL;
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}
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};
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static CVCRHelpers g_VCRHelpers;
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//-----------------------------------------------------------------------------
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// Purpose: Return the game directory
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// Output : char
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//-----------------------------------------------------------------------------
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char *GetGameDirectory( void )
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{
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return g_szGamedir;
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}
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void SetGameDirectory( const char *game )
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{
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Q_strncpy( g_szGamedir, game, sizeof(g_szGamedir) );
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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 outSize )
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{
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#ifdef WIN32
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if ( !::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), out, outSize ) )
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{
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return false;
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}
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return true;
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#else
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return false;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Return the base directory
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// Output : char
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//-----------------------------------------------------------------------------
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char *GetBaseDirectory( void )
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{
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#ifdef ANDROID
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return getenv("VALVE_GAME_PATH");
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#else
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return g_szBasedir;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Determine the directory where this .exe is running from
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//-----------------------------------------------------------------------------
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void UTIL_ComputeBaseDir()
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{
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g_szBasedir[0] = 0;
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if ( IsX360() )
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{
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char const *pBaseDir = CommandLine()->ParmValue( "-basedir" );
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if ( pBaseDir )
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{
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strcpy( g_szBasedir, pBaseDir );
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}
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}
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if ( !g_szBasedir[0] && GetExecutableName( g_szBasedir, sizeof( g_szBasedir ) ) )
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{
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char *pBuffer = strrchr( g_szBasedir, '\\' );
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if ( *pBuffer )
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{
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*(pBuffer+1) = '\0';
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}
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int j = strlen( g_szBasedir );
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if (j > 0)
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{
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if ( ( g_szBasedir[j-1] == '\\' ) ||
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( g_szBasedir[j-1] == '/' ) )
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{
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g_szBasedir[j-1] = 0;
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}
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}
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}
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if ( IsPC() )
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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( g_szBasedir, pOverrideDir );
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}
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}
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#ifdef WIN32
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Q_strlower( g_szBasedir );
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#endif
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Q_FixSlashes( g_szBasedir );
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}
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#ifdef WIN32
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BOOL WINAPI MyHandlerRoutine( DWORD dwCtrlType )
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{
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#if !defined( _X360 )
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TerminateProcess( GetCurrentProcess(), 2 );
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#endif
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return TRUE;
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}
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#endif
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void InitTextMode()
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{
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#ifdef WIN32
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#if !defined( _X360 )
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AllocConsole();
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SetConsoleCtrlHandler( MyHandlerRoutine, TRUE );
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freopen( "CONIN$", "rb", stdin ); // reopen stdin handle as console window input
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freopen( "CONOUT$", "wb", stdout ); // reopen stout handle as console window output
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freopen( "CONOUT$", "wb", stderr ); // reopen stderr handle as console window output
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#else
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XBX_Error( "%s %s: Not Supported", __FILE__, __LINE__ );
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#endif
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#endif
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}
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void SortResList( char const *pchFileName, char const *pchSearchPath );
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#define ALL_RESLIST_FILE "all.lst"
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#define ENGINE_RESLIST_FILE "engine.lst"
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// create file to dump out to
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class CLogAllFiles
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{
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public:
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CLogAllFiles();
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void Init();
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void Shutdown();
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void LogFile( const char *fullPathFileName, const char *options );
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private:
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static void LogAllFilesFunc( const char *fullPathFileName, const char *options );
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void LogToAllReslist( char const *line );
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bool m_bActive;
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char m_szCurrentDir[_MAX_PATH];
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// persistent across restarts
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CUtlRBTree< CUtlString, int > m_Logged;
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CUtlString m_sResListDir;
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CUtlString m_sFullGamePath;
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};
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static CLogAllFiles g_LogFiles;
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static bool AllLogLessFunc( CUtlString const &pLHS, CUtlString const &pRHS )
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{
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return CaselessStringLessThan( pLHS.Get(), pRHS.Get() );
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}
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CLogAllFiles::CLogAllFiles() :
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m_bActive( false ),
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m_Logged( 0, 0, AllLogLessFunc )
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{
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MEM_ALLOC_CREDIT();
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m_sResListDir = "reslists";
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}
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void CLogAllFiles::Init()
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{
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if ( IsX360() )
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{
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return;
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}
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// Can't do this in edit mode
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if ( CommandLine()->CheckParm( "-edit" ) )
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{
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return;
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}
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if ( !CommandLine()->CheckParm( "-makereslists" ) )
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{
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return;
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}
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m_bActive = true;
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char const *pszDir = NULL;
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if ( CommandLine()->CheckParm( "-reslistdir", &pszDir ) && pszDir )
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{
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char szDir[ MAX_PATH ];
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Q_strncpy( szDir, pszDir, sizeof( szDir ) );
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Q_StripTrailingSlash( szDir );
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#ifdef WIN32
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Q_strlower( szDir );
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#endif
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Q_FixSlashes( szDir );
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if ( Q_strlen( szDir ) > 0 )
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{
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m_sResListDir = szDir;
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}
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}
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// game directory has not been established yet, must derive ourselves
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char path[MAX_PATH];
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Q_snprintf( path, sizeof(path), "%s/%s", GetBaseDirectory(), CommandLine()->ParmValue( "-game", "hl2" ) );
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Q_FixSlashes( path );
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#ifdef WIN32
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Q_strlower( path );
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#endif
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m_sFullGamePath = path;
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// create file to dump out to
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char szDir[ MAX_PATH ];
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V_snprintf( szDir, sizeof( szDir ), "%s\\%s", m_sFullGamePath.String(), m_sResListDir.String() );
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g_pFullFileSystem->CreateDirHierarchy( szDir, "GAME" );
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g_pFullFileSystem->AddLoggingFunc( &LogAllFilesFunc );
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if ( !CommandLine()->FindParm( "-startmap" ) && !CommandLine()->FindParm( "-startstage" ) )
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{
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m_Logged.RemoveAll();
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g_pFullFileSystem->RemoveFile( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "GAME" );
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}
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#ifdef WIN32
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::GetCurrentDirectory( sizeof(m_szCurrentDir), m_szCurrentDir );
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Q_strncat( m_szCurrentDir, "\\", sizeof(m_szCurrentDir), 1 );
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_strlwr( m_szCurrentDir );
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#else
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getcwd( m_szCurrentDir, sizeof(m_szCurrentDir) );
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Q_strncat( m_szCurrentDir, "/", sizeof(m_szCurrentDir), 1 );
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#endif
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}
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void CLogAllFiles::Shutdown()
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{
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if ( !m_bActive )
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return;
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m_bActive = false;
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if ( CommandLine()->CheckParm( "-makereslists" ) )
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{
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g_pFullFileSystem->RemoveLoggingFunc( &LogAllFilesFunc );
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}
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// Now load and sort all.lst
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SortResList( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "GAME" );
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// Now load and sort engine.lst
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SortResList( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ENGINE_RESLIST_FILE ), "GAME" );
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m_Logged.Purge();
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}
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void CLogAllFiles::LogToAllReslist( char const *line )
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{
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// Open for append, write data, close.
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FileHandle_t fh = g_pFullFileSystem->Open( CFmtStr( "%s\\%s\\%s", m_sFullGamePath.String(), m_sResListDir.String(), ALL_RESLIST_FILE ), "at", "GAME" );
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if ( fh != FILESYSTEM_INVALID_HANDLE )
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{
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g_pFullFileSystem->Write("\"", 1, fh);
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g_pFullFileSystem->Write( line, Q_strlen(line), fh );
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g_pFullFileSystem->Write("\"\n", 2, fh);
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g_pFullFileSystem->Close( fh );
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}
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}
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void CLogAllFiles::LogFile(const char *fullPathFileName, const char *options)
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{
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if ( !m_bActive )
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{
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Assert( 0 );
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return;
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}
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// write out to log file
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Assert( fullPathFileName[1] == ':' );
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int idx = m_Logged.Find( fullPathFileName );
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if ( idx != m_Logged.InvalidIndex() )
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{
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return;
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}
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m_Logged.Insert( fullPathFileName );
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// make it relative to our root directory
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const char *relative = Q_stristr( fullPathFileName, GetBaseDirectory() );
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if ( relative )
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{
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relative += ( Q_strlen( GetBaseDirectory() ) + 1 );
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char rel[ MAX_PATH ];
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Q_strncpy( rel, relative, sizeof( rel ) );
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#ifdef WIN32
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Q_strlower( rel );
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#endif
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Q_FixSlashes( rel );
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LogToAllReslist( rel );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: callback function from filesystem
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//-----------------------------------------------------------------------------
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void CLogAllFiles::LogAllFilesFunc(const char *fullPathFileName, const char *options)
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{
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g_LogFiles.LogFile( fullPathFileName, options );
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}
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//-----------------------------------------------------------------------------
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// Purpose: This is a bit of a hack because it appears
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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static bool IsWin98OrOlder()
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{
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bool retval = false;
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#if defined( WIN32 ) && !defined( _X360 )
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OSVERSIONINFOEX osvi;
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ZeroMemory(&osvi, sizeof(OSVERSIONINFOEX));
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osvi.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
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BOOL bOsVersionInfoEx = GetVersionEx ((OSVERSIONINFO *) &osvi);
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if( !bOsVersionInfoEx )
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{
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// If OSVERSIONINFOEX doesn't work, try OSVERSIONINFO.
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osvi.dwOSVersionInfoSize = sizeof (OSVERSIONINFO);
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if ( !GetVersionEx ( (OSVERSIONINFO *) &osvi) )
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{
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Error( "IsWin98OrOlder: Unable to get OS version information" );
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}
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}
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switch (osvi.dwPlatformId)
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{
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case VER_PLATFORM_WIN32_NT:
|
|
// NT, XP, Win2K, etc. all OK for SSE
|
|
break;
|
|
case VER_PLATFORM_WIN32_WINDOWS:
|
|
// Win95, 98, Me can't do SSE
|
|
retval = true;
|
|
break;
|
|
case VER_PLATFORM_WIN32s:
|
|
// Can't really run this way I don't think...
|
|
retval = true;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
return retval;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Figure out if Steam is running, then load the GameOverlayRenderer.dll
|
|
//-----------------------------------------------------------------------------
|
|
void TryToLoadSteamOverlayDLL()
|
|
{
|
|
#if defined( WIN32 ) && !defined( _X360 )
|
|
// First, check if the module is already loaded, perhaps because we were run from Steam directly
|
|
HMODULE hMod = GetModuleHandle( "GameOverlayRenderer" DLL_EXT_STRING );
|
|
if ( hMod )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( 0 == GetEnvironmentVariableA( "SteamGameId", NULL, 0 ) )
|
|
{
|
|
// Initializing the Steam client API has the side effect of setting up the AppId
|
|
// which is immediately queried in GameOverlayRenderer.dll's DllMain entry point
|
|
if( SteamAPI_InitSafe() )
|
|
{
|
|
const char *pchSteamInstallPath = SteamAPI_GetSteamInstallPath();
|
|
if ( pchSteamInstallPath )
|
|
{
|
|
char rgchSteamPath[MAX_PATH];
|
|
V_ComposeFileName( pchSteamInstallPath, "GameOverlayRenderer" DLL_EXT_STRING, rgchSteamPath, Q_ARRAYSIZE(rgchSteamPath) );
|
|
// This could fail, but we can't fix it if it does so just ignore failures
|
|
LoadLibrary( rgchSteamPath );
|
|
|
|
}
|
|
|
|
SteamAPI_Shutdown();
|
|
}
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inner loop: initialize, shutdown main systems, load steam to
|
|
//-----------------------------------------------------------------------------
|
|
class CSourceAppSystemGroup : public CSteamAppSystemGroup
|
|
{
|
|
public:
|
|
// Methods of IApplication
|
|
virtual bool Create();
|
|
virtual bool PreInit();
|
|
virtual int Main();
|
|
virtual void PostShutdown();
|
|
virtual void Destroy();
|
|
|
|
private:
|
|
const char *DetermineDefaultMod();
|
|
const char *DetermineDefaultGame();
|
|
|
|
bool m_bEditMode;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// The dirty disk error report function
|
|
//-----------------------------------------------------------------------------
|
|
void ReportDirtyDiskNoMaterialSystem()
|
|
{
|
|
#ifdef _X360
|
|
for ( int i = 0; i < 4; ++i )
|
|
{
|
|
if ( XUserGetSigninState( i ) != eXUserSigninState_NotSignedIn )
|
|
{
|
|
XShowDirtyDiscErrorUI( i );
|
|
return;
|
|
}
|
|
}
|
|
XShowDirtyDiscErrorUI( 0 );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Instantiate all main libraries
|
|
//-----------------------------------------------------------------------------
|
|
bool CSourceAppSystemGroup::Create()
|
|
{
|
|
IFileSystem *pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION );
|
|
pFileSystem->InstallDirtyDiskReportFunc( ReportDirtyDiskNoMaterialSystem );
|
|
|
|
#ifdef WIN32
|
|
CoInitialize( NULL );
|
|
#endif
|
|
|
|
// Are we running in edit mode?
|
|
m_bEditMode = CommandLine()->CheckParm( "-edit" );
|
|
|
|
double st = Plat_FloatTime();
|
|
|
|
AppSystemInfo_t appSystems[] =
|
|
{
|
|
{ "engine" DLL_EXT_STRING, CVAR_QUERY_INTERFACE_VERSION }, // NOTE: This one must be first!!
|
|
{ "inputsystem" DLL_EXT_STRING, INPUTSYSTEM_INTERFACE_VERSION },
|
|
{ "materialsystem" DLL_EXT_STRING, MATERIAL_SYSTEM_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 },
|
|
{ "studiorender" DLL_EXT_STRING, STUDIO_RENDER_INTERFACE_VERSION },
|
|
{ "vphysics" DLL_EXT_STRING, VPHYSICS_INTERFACE_VERSION },
|
|
{ "video_services" DLL_EXT_STRING, VIDEO_SERVICES_INTERFACE_VERSION },
|
|
|
|
// NOTE: This has to occur before vgui2.dll so it replaces vgui2's surface implementation
|
|
{ "vguimatsurface" DLL_EXT_STRING, VGUI_SURFACE_INTERFACE_VERSION },
|
|
{ "vgui2" DLL_EXT_STRING, VGUI_IVGUI_INTERFACE_VERSION },
|
|
{ "engine" DLL_EXT_STRING, VENGINE_LAUNCHER_API_VERSION },
|
|
|
|
{ "", "" } // Required to terminate the list
|
|
};
|
|
|
|
#if defined( USE_SDL )
|
|
AddSystem( (IAppSystem *)CreateSDLMgr(), SDLMGR_INTERFACE_VERSION );
|
|
#endif
|
|
|
|
if ( !AddSystems( appSystems ) )
|
|
return false;
|
|
|
|
// This will be NULL for games that don't support VR. That's ok. Just don't load the DLL
|
|
AppModule_t sourceVRModule = LoadModule( "sourcevr" DLL_EXT_STRING );
|
|
if( sourceVRModule != APP_MODULE_INVALID )
|
|
{
|
|
AddSystem( sourceVRModule, SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION );
|
|
}
|
|
|
|
// pull in our filesystem dll to pull the queued loader from it, we need to do it this way due to the
|
|
// steam/stdio split for our steam filesystem
|
|
char pFileSystemDLL[MAX_PATH];
|
|
bool bSteam;
|
|
if ( FileSystem_GetFileSystemDLLName( pFileSystemDLL, MAX_PATH, bSteam ) != FS_OK )
|
|
return false;
|
|
|
|
AppModule_t fileSystemModule = LoadModule( pFileSystemDLL );
|
|
AddSystem( fileSystemModule, QUEUEDLOADER_INTERFACE_VERSION );
|
|
|
|
// Hook in datamodel and p4 control if we're running with -tools
|
|
if ( IsPC() && ( ( CommandLine()->FindParm( "-tools" ) && !CommandLine()->FindParm( "-nop4" ) ) || CommandLine()->FindParm( "-p4" ) ) )
|
|
{
|
|
#ifdef STAGING_ONLY
|
|
AppModule_t p4libModule = LoadModule( "p4lib" DLL_EXT_STRING );
|
|
IP4 *p4 = (IP4*)AddSystem( p4libModule, P4_INTERFACE_VERSION );
|
|
|
|
// If we are running with -steam then that means the tools are being used by an SDK user. Don't exit in this case!
|
|
if ( !p4 && !CommandLine()->FindParm( "-steam" ) )
|
|
{
|
|
return false;
|
|
}
|
|
#endif // STAGING_ONLY
|
|
|
|
AppModule_t vstdlibModule = LoadModule( "vstdlib" DLL_EXT_STRING );
|
|
IProcessUtils *processUtils = ( IProcessUtils* )AddSystem( vstdlibModule, PROCESS_UTILS_INTERFACE_VERSION );
|
|
if ( !processUtils )
|
|
return false;
|
|
}
|
|
|
|
// Connect to iterfaces loaded in AddSystems that we need locally
|
|
IMaterialSystem *pMaterialSystem = (IMaterialSystem*)FindSystem( MATERIAL_SYSTEM_INTERFACE_VERSION );
|
|
if ( !pMaterialSystem )
|
|
return false;
|
|
|
|
g_pEngineAPI = (IEngineAPI*)FindSystem( VENGINE_LAUNCHER_API_VERSION );
|
|
|
|
// Load the hammer DLL if we're in editor mode
|
|
#if defined( _WIN32 ) && defined( STAGING_ONLY )
|
|
if ( m_bEditMode )
|
|
{
|
|
AppModule_t hammerModule = LoadModule( "hammer_dll" DLL_EXT_STRING );
|
|
g_pHammer = (IHammer*)AddSystem( hammerModule, INTERFACEVERSION_HAMMER );
|
|
if ( !g_pHammer )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
#endif // defined( _WIN32 ) && defined( STAGING_ONLY )
|
|
|
|
// Load up the appropriate shader DLL
|
|
// This has to be done before connection.
|
|
char const* pDLLName = "shaderapidx9" DLL_EXT_STRING;
|
|
if ( CommandLine()->FindParm( "-noshaderapi" ) )
|
|
{
|
|
pDLLName = "shaderapiempty" DLL_EXT_STRING;
|
|
}
|
|
|
|
pMaterialSystem->SetShaderAPI( pDLLName );
|
|
|
|
double elapsed = Plat_FloatTime() - st;
|
|
COM_TimestampedLog( "LoadAppSystems: Took %.4f secs to load libraries and get factories.", (float)elapsed );
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CSourceAppSystemGroup::PreInit()
|
|
{
|
|
CreateInterfaceFn factory = GetFactory();
|
|
ConnectTier1Libraries( &factory, 1 );
|
|
ConVar_Register( );
|
|
ConnectTier2Libraries( &factory, 1 );
|
|
ConnectTier3Libraries( &factory, 1 );
|
|
|
|
if ( !g_pFullFileSystem || !g_pMaterialSystem )
|
|
return false;
|
|
|
|
CFSSteamSetupInfo steamInfo;
|
|
steamInfo.m_bToolsMode = false;
|
|
steamInfo.m_bSetSteamDLLPath = false;
|
|
steamInfo.m_bSteam = g_pFullFileSystem->IsSteam();
|
|
steamInfo.m_bOnlyUseDirectoryName = true;
|
|
steamInfo.m_pDirectoryName = DetermineDefaultMod();
|
|
if ( !steamInfo.m_pDirectoryName )
|
|
{
|
|
steamInfo.m_pDirectoryName = DetermineDefaultGame();
|
|
if ( !steamInfo.m_pDirectoryName )
|
|
{
|
|
Error( "FileSystem_LoadFileSystemModule: no -defaultgamedir or -game specified." );
|
|
}
|
|
}
|
|
if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
|
|
return false;
|
|
|
|
CFSMountContentInfo fsInfo;
|
|
fsInfo.m_pFileSystem = g_pFullFileSystem;
|
|
fsInfo.m_bToolsMode = m_bEditMode;
|
|
fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
|
|
if ( FileSystem_MountContent( fsInfo ) != FS_OK )
|
|
return false;
|
|
|
|
if ( IsPC() || !IsX360() )
|
|
{
|
|
fsInfo.m_pFileSystem->AddSearchPath( "platform", "PLATFORM" );
|
|
}
|
|
else
|
|
{
|
|
// 360 needs absolute paths
|
|
FileSystem_AddSearchPath_Platform( g_pFullFileSystem, steamInfo.m_GameInfoPath );
|
|
}
|
|
|
|
if ( IsPC() )
|
|
{
|
|
// This will get called multiple times due to being here, but only the first one will do anything
|
|
reslistgenerator->Init( GetBaseDirectory(), CommandLine()->ParmValue( "-game", "hl2" ) );
|
|
|
|
// This will also get called each time, but will actually fix up the command line as needed
|
|
reslistgenerator->SetupCommandLine();
|
|
}
|
|
|
|
// FIXME: Logfiles is mod-specific, needs to move into the engine.
|
|
g_LogFiles.Init();
|
|
|
|
// Required to run through the editor
|
|
if ( m_bEditMode )
|
|
{
|
|
g_pMaterialSystem->EnableEditorMaterials();
|
|
}
|
|
|
|
StartupInfo_t info;
|
|
info.m_pInstance = GetAppInstance();
|
|
info.m_pBaseDirectory = GetBaseDirectory();
|
|
info.m_pInitialMod = DetermineDefaultMod();
|
|
info.m_pInitialGame = DetermineDefaultGame();
|
|
info.m_pParentAppSystemGroup = this;
|
|
info.m_bTextMode = g_bTextMode;
|
|
|
|
g_pEngineAPI->SetStartupInfo( info );
|
|
|
|
return true;
|
|
}
|
|
|
|
int CSourceAppSystemGroup::Main()
|
|
{
|
|
return g_pEngineAPI->Run();
|
|
}
|
|
|
|
void CSourceAppSystemGroup::PostShutdown()
|
|
{
|
|
// FIXME: Logfiles is mod-specific, needs to move into the engine.
|
|
g_LogFiles.Shutdown();
|
|
|
|
reslistgenerator->Shutdown();
|
|
|
|
DisconnectTier3Libraries();
|
|
DisconnectTier2Libraries();
|
|
ConVar_Unregister( );
|
|
DisconnectTier1Libraries();
|
|
}
|
|
|
|
void CSourceAppSystemGroup::Destroy()
|
|
{
|
|
g_pEngineAPI = NULL;
|
|
g_pMaterialSystem = NULL;
|
|
g_pHammer = NULL;
|
|
|
|
#ifdef WIN32
|
|
CoUninitialize();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Determines the initial mod to use at load time.
|
|
// We eventually (hopefully) will be able to switch mods at runtime
|
|
// because the engine/hammer integration really wants this feature.
|
|
//-----------------------------------------------------------------------------
|
|
const char *CSourceAppSystemGroup::DetermineDefaultMod()
|
|
{
|
|
if ( !m_bEditMode )
|
|
{
|
|
return CommandLine()->ParmValue( "-game", DEFAULT_HL2_GAMEDIR );
|
|
}
|
|
return g_pHammer->GetDefaultMod();
|
|
}
|
|
|
|
const char *CSourceAppSystemGroup::DetermineDefaultGame()
|
|
{
|
|
if ( !m_bEditMode )
|
|
{
|
|
return CommandLine()->ParmValue( "-defaultgamedir", DEFAULT_HL2_GAMEDIR );
|
|
}
|
|
return g_pHammer->GetDefaultGame();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// MessageBox for SDL/OSX
|
|
//-----------------------------------------------------------------------------
|
|
#if defined( USE_SDL ) && !defined( _WIN32 )
|
|
|
|
int MessageBox( HWND hWnd, const char *message, const char *header, unsigned uType )
|
|
{
|
|
SDL_ShowSimpleMessageBox( 0, header, message, GetAssertDialogParent() );
|
|
return 0;
|
|
}
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Allow only one windowed source app to run at a time
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef WIN32
|
|
HANDLE g_hMutex = NULL;
|
|
#elif defined(POSIX)
|
|
int g_lockfd = -1;
|
|
char g_lockFilename[MAX_PATH];
|
|
#endif
|
|
bool GrabSourceMutex()
|
|
{
|
|
#ifdef WIN32
|
|
if ( IsPC() )
|
|
{
|
|
// don't allow more than one instance to run
|
|
g_hMutex = ::CreateMutex(NULL, FALSE, TEXT("hl2_singleton_mutex"));
|
|
|
|
unsigned int waitResult = ::WaitForSingleObject(g_hMutex, 0);
|
|
|
|
// Here, we have the mutex
|
|
if (waitResult == WAIT_OBJECT_0 || waitResult == WAIT_ABANDONED)
|
|
return true;
|
|
|
|
// couldn't get the mutex, we must be running another instance
|
|
::CloseHandle(g_hMutex);
|
|
|
|
return false;
|
|
}
|
|
#elif defined(POSIX)
|
|
|
|
// Under OSX use flock in /tmp/source_engine_<game>.lock, create the file if it doesn't exist
|
|
const char *pchGameParam = CommandLine()->ParmValue( "-game", DEFAULT_HL2_GAMEDIR );
|
|
CRC32_t gameCRC;
|
|
CRC32_Init(&gameCRC);
|
|
CRC32_ProcessBuffer( &gameCRC, (void *)pchGameParam, Q_strlen( pchGameParam ) );
|
|
CRC32_Final( &gameCRC );
|
|
|
|
#ifdef ANDROID
|
|
return true;
|
|
#elif defined (LINUX)
|
|
/*
|
|
* Linux
|
|
*/
|
|
|
|
// Check TMPDIR environment variable for temp directory.
|
|
char *tmpdir = getenv( "TMPDIR" );
|
|
|
|
// If it's NULL, or it doesn't exist, or it isn't a directory, fallback to /tmp.
|
|
struct stat buf;
|
|
if( !tmpdir || stat( tmpdir, &buf ) || !S_ISDIR ( buf.st_mode ) )
|
|
tmpdir = "/tmp";
|
|
|
|
V_snprintf( g_lockFilename, sizeof(g_lockFilename), "%s/source_engine_%u.lock", tmpdir, gameCRC );
|
|
|
|
g_lockfd = open( g_lockFilename, O_WRONLY | O_CREAT, 0666 );
|
|
if ( g_lockfd == -1 )
|
|
{
|
|
printf( "open(%s) failed\n", g_lockFilename );
|
|
return false;
|
|
}
|
|
|
|
struct flock fl;
|
|
fl.l_type = F_WRLCK;
|
|
fl.l_whence = SEEK_SET;
|
|
fl.l_start = 0;
|
|
fl.l_len = 1;
|
|
|
|
if ( fcntl ( g_lockfd, F_SETLK, &fl ) == -1 )
|
|
{
|
|
printf( "fcntl(%d) for %s failed\n", g_lockfd, g_lockFilename );
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
#else
|
|
/*
|
|
* OSX
|
|
*/
|
|
V_snprintf( g_lockFilename, sizeof(g_lockFilename), "/tmp/source_engine_%u.lock", gameCRC );
|
|
|
|
g_lockfd = open( g_lockFilename, O_CREAT | O_WRONLY | O_EXLOCK | O_NONBLOCK | O_TRUNC, 0777 );
|
|
if (g_lockfd >= 0)
|
|
{
|
|
// make sure we give full perms to the file, we only one instance per machine
|
|
fchmod( g_lockfd, 0777 );
|
|
|
|
// we leave the file open, under unix rules when we die we'll automatically close and remove the locks
|
|
return true;
|
|
}
|
|
|
|
// We were unable to open the file, it should be because we are unable to retain a lock
|
|
if ( errno != EWOULDBLOCK)
|
|
{
|
|
fprintf( stderr, "unexpected error %d trying to exclusively lock %s\n", errno, g_lockFilename );
|
|
}
|
|
|
|
return false;
|
|
#endif // OSX
|
|
|
|
#endif // POSIX
|
|
return true;
|
|
}
|
|
|
|
void ReleaseSourceMutex()
|
|
{
|
|
#ifdef WIN32
|
|
if ( IsPC() && g_hMutex )
|
|
{
|
|
::ReleaseMutex( g_hMutex );
|
|
::CloseHandle( g_hMutex );
|
|
g_hMutex = NULL;
|
|
}
|
|
#elif defined(POSIX)
|
|
if ( g_lockfd != -1 )
|
|
{
|
|
close( g_lockfd );
|
|
g_lockfd = -1;
|
|
unlink( g_lockFilename );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Remove all but the last -game parameter.
|
|
// This is for mods based off something other than Half-Life 2 (like HL2MP mods).
|
|
// The Steam UI does 'steam -applaunch 320 -game c:\steam\steamapps\sourcemods\modname', but applaunch inserts
|
|
// its own -game parameter, which would supercede the one we really want if we didn't intercede here.
|
|
void RemoveSpuriousGameParameters()
|
|
{
|
|
// Find the last -game parameter.
|
|
int nGameArgs = 0;
|
|
char lastGameArg[MAX_PATH];
|
|
for ( int i=0; i < CommandLine()->ParmCount()-1; i++ )
|
|
{
|
|
if ( Q_stricmp( CommandLine()->GetParm( i ), "-game" ) == 0 )
|
|
{
|
|
Q_snprintf( lastGameArg, sizeof( lastGameArg ), "\"%s\"", CommandLine()->GetParm( i+1 ) );
|
|
++nGameArgs;
|
|
++i;
|
|
}
|
|
}
|
|
|
|
// We only care if > 1 was specified.
|
|
if ( nGameArgs > 1 )
|
|
{
|
|
CommandLine()->RemoveParm( "-game" );
|
|
CommandLine()->AppendParm( "-game", lastGameArg );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
va
|
|
|
|
does a varargs printf into a temp buffer, so I don't need to have
|
|
varargs versions of all text functions.
|
|
============
|
|
*/
|
|
static char *va( char *format, ... )
|
|
{
|
|
va_list argptr;
|
|
static char string[8][512];
|
|
static int curstring = 0;
|
|
|
|
curstring = ( curstring + 1 ) % 8;
|
|
|
|
va_start (argptr, format);
|
|
Q_vsnprintf( string[curstring], sizeof( string[curstring] ), format, argptr );
|
|
va_end (argptr);
|
|
|
|
return string[curstring];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *param -
|
|
// Output : static char const
|
|
//-----------------------------------------------------------------------------
|
|
static char const *Cmd_TranslateFileAssociation(char const *param )
|
|
{
|
|
static char sz[ 512 ];
|
|
char *retval = NULL;
|
|
|
|
char temp[ 512 ];
|
|
Q_strncpy( temp, param, sizeof( temp ) );
|
|
Q_FixSlashes( temp );
|
|
#ifdef WIN32
|
|
Q_strlower( temp );
|
|
#endif
|
|
const char *extension = V_GetFileExtension(temp);
|
|
// must have an extension to map
|
|
if (!extension)
|
|
return retval;
|
|
extension--; // back up so we have the . in the extension
|
|
|
|
int c = ARRAYSIZE( g_FileAssociations );
|
|
for ( int i = 0; i < c; i++ )
|
|
{
|
|
FileAssociationInfo& info = g_FileAssociations[ i ];
|
|
|
|
if ( ! Q_strcmp( extension, info.extension ) &&
|
|
! CommandLine()->FindParm(va( "+%s", info.command_to_issue ) ) )
|
|
{
|
|
// Translate if haven't already got one of these commands
|
|
Q_strncpy( sz, temp, sizeof( sz ) );
|
|
Q_FileBase( sz, temp, sizeof( sz ) );
|
|
|
|
Q_snprintf( sz, sizeof( sz ), "%s %s", info.command_to_issue, temp );
|
|
retval = sz;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// return null if no translation, otherwise return commands
|
|
return retval;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Converts all the convar args into a convar command
|
|
// Input : none
|
|
// Output : const char * series of convars
|
|
//-----------------------------------------------------------------------------
|
|
static const char *BuildCommand()
|
|
{
|
|
static CUtlBuffer build( 0, 0, CUtlBuffer::TEXT_BUFFER );
|
|
build.Clear();
|
|
|
|
// arg[0] is the executable name
|
|
for ( int i=1; i < CommandLine()->ParmCount(); i++ )
|
|
{
|
|
const char *szParm = CommandLine()->GetParm(i);
|
|
if (!szParm) continue;
|
|
|
|
if (szParm[0] == '-')
|
|
{
|
|
// skip -XXX options and eat their args
|
|
const char *szValue = CommandLine()->ParmValue(szParm);
|
|
if ( szValue ) i++;
|
|
continue;
|
|
}
|
|
if (szParm[0] == '+')
|
|
{
|
|
// convert +XXX options and stuff them into the build buffer
|
|
const char *szValue = CommandLine()->ParmValue(szParm);
|
|
if (szValue)
|
|
{
|
|
build.PutString(va("%s %s;", szParm+1, szValue));
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
build.PutString(szParm+1);
|
|
build.PutChar(';');
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// singleton values, convert to command
|
|
char const *translated = Cmd_TranslateFileAssociation( CommandLine()->GetParm( i ) );
|
|
if (translated)
|
|
{
|
|
build.PutString(translated);
|
|
build.PutChar(';');
|
|
}
|
|
}
|
|
}
|
|
|
|
build.PutChar( '\0' );
|
|
|
|
return (const char *)build.Base();
|
|
}
|
|
|
|
extern void InitGL4ES();
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: The real entry point for the application
|
|
// Input : hInstance -
|
|
// hPrevInstance -
|
|
// lpCmdLine -
|
|
// nCmdShow -
|
|
// Output : int APIENTRY
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef WIN32
|
|
extern "C" __declspec(DLL_EXPORT) int LauncherMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow )
|
|
#else
|
|
DLL_EXPORT int LauncherMain( int argc, char **argv )
|
|
#endif
|
|
{
|
|
#if defined LINUX && !defined ANDROID
|
|
// Temporary fix to stop us from crashing in printf/sscanf functions that don't expect
|
|
// localization to mess with your "." and "," float seperators. Mac OSX also sets LANG
|
|
// to en_US.UTF-8 before starting up (in info.plist I believe).
|
|
// We need to double check that localization for libcef is handled correctly
|
|
// when we slam things to en_US.UTF-8.
|
|
// Also check if C.UTF-8 exists and use it? This file: /usr/lib/locale/C.UTF-8.
|
|
// It looks like it's only installed on Debian distros right now though.
|
|
const char en_US[] = "en_US.UTF-8";
|
|
|
|
setenv( "LC_ALL", en_US, 1 );
|
|
setlocale( LC_ALL, en_US );
|
|
|
|
const char *CurrentLocale = setlocale( LC_ALL, NULL );
|
|
if ( Q_stricmp( CurrentLocale, en_US ) )
|
|
{
|
|
Msg( "WARNING: setlocale('%s') failed, using locale:'%s'. International characters may not work.\n", en_US, CurrentLocale );
|
|
}
|
|
|
|
#endif // LINUX
|
|
|
|
#if defined LINUX && defined USE_SDL && defined TOGLES && !defined ANDROID
|
|
SDL_SetHint(SDL_HINT_VIDEO_X11_FORCE_EGL, "1");
|
|
#endif
|
|
|
|
#ifdef WIN32
|
|
SetAppInstance( hInstance );
|
|
#elif defined( POSIX )
|
|
// Store off command line for argument searching
|
|
Plat_SetCommandLine( BuildCmdLine( argc, argv, false ) );
|
|
|
|
if( CommandLine()->CheckParm( "-sleepatstartup" ) )
|
|
{
|
|
// When launching from Steam, it can be difficult to get a debugger attached when you're
|
|
// crashing quickly at startup. So add a -sleepatstartup command line and sleep for 5
|
|
// seconds which should allow time to attach a debugger.
|
|
sleep( 5 );
|
|
}
|
|
#endif
|
|
|
|
// Hook the debug output stuff.
|
|
SpewOutputFunc( LauncherDefaultSpewFunc );
|
|
|
|
if ( 0 && IsWin98OrOlder() )
|
|
{
|
|
Error( "This build does not currently run under Windows 98/Me." );
|
|
return -1;
|
|
}
|
|
|
|
// Quickly check the hardware key, essentially a warning shot.
|
|
if ( !Plat_VerifyHardwareKeyPrompt() )
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
const char *filename;
|
|
#ifdef WIN32
|
|
CommandLine()->CreateCmdLine( IsPC() ? VCRHook_GetCommandLine() : lpCmdLine );
|
|
#else
|
|
CommandLine()->CreateCmdLine( argc, argv );
|
|
#endif
|
|
|
|
// No -dxlevel or +mat_hdr_level allowed on POSIX
|
|
#ifdef POSIX
|
|
CommandLine()->RemoveParm( "-dxlevel" );
|
|
CommandLine()->RemoveParm( "+mat_hdr_level" );
|
|
CommandLine()->RemoveParm( "+mat_dxlevel" );
|
|
#endif
|
|
|
|
// If we're using -default command line parameters, get rid of DX8 settings.
|
|
if ( CommandLine()->CheckParm( "-default" ) )
|
|
{
|
|
CommandLine()->RemoveParm( "-dxlevel" );
|
|
CommandLine()->RemoveParm( "-maxdxlevel" );
|
|
CommandLine()->RemoveParm( "+mat_dxlevel" );
|
|
}
|
|
|
|
// Figure out the directory the executable is running from
|
|
UTIL_ComputeBaseDir();
|
|
|
|
#if defined( _X360 )
|
|
bool bSpewDllInfo = CommandLine()->CheckParm( "-dllinfo" );
|
|
bool bWaitForConsole = CommandLine()->CheckParm( "-vxconsole" );
|
|
XboxConsoleInit();
|
|
XBX_InitConsoleMonitor( bWaitForConsole || bSpewDllInfo );
|
|
#endif
|
|
|
|
|
|
#if defined( _X360 )
|
|
if ( bWaitForConsole )
|
|
COM_TimestampedLog( "LauncherMain: Application Start - %s", CommandLine()->GetCmdLine() );
|
|
if ( bSpewDllInfo )
|
|
{
|
|
XBX_DumpDllInfo( GetBaseDirectory() );
|
|
Error( "Stopped!\n" );
|
|
}
|
|
|
|
int storageID = XboxLaunch()->GetStorageID();
|
|
if ( storageID != XBX_INVALID_STORAGE_ID && storageID != XBX_STORAGE_DECLINED )
|
|
{
|
|
// Validate the storage device
|
|
XDEVICE_DATA deviceData;
|
|
DWORD ret = XContentGetDeviceData( storageID, &deviceData );
|
|
if ( ret != ERROR_SUCCESS )
|
|
{
|
|
// Device was removed
|
|
storageID = XBX_INVALID_STORAGE_ID;
|
|
XBX_QueueEvent( XEV_LISTENER_NOTIFICATION, WM_SYS_STORAGEDEVICESCHANGED, 0, 0 );
|
|
}
|
|
}
|
|
XBX_SetStorageDeviceId( storageID );
|
|
|
|
int userID = XboxLaunch()->GetUserID();
|
|
if ( !IsRetail() && userID == XBX_INVALID_USER_ID )
|
|
{
|
|
// didn't come from appchooser, try find a valid user id for dev purposes
|
|
XUSER_SIGNIN_INFO info;
|
|
for ( int i = 0; i < 4; ++i )
|
|
{
|
|
if ( ERROR_NO_SUCH_USER != XUserGetSigninInfo( i, 0, &info ) )
|
|
{
|
|
userID = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
XBX_SetPrimaryUserId( userID );
|
|
#endif // defined( _X360 )
|
|
|
|
#ifdef POSIX
|
|
{
|
|
struct stat st;
|
|
if ( stat( RELAUNCH_FILE, &st ) == 0 )
|
|
{
|
|
unlink( RELAUNCH_FILE );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// This call is to emulate steam's injection of the GameOverlay DLL into our process if we
|
|
// are running from the command line directly, this allows the same experience the user gets
|
|
// to be present when running from perforce, the call has no effect on X360
|
|
TryToLoadSteamOverlayDLL();
|
|
|
|
// Start VCR mode?
|
|
if ( CommandLine()->CheckParm( "-vcrrecord", &filename ) )
|
|
{
|
|
if ( !VCRStart( filename, true, &g_VCRHelpers ) )
|
|
{
|
|
Error( "-vcrrecord: can't open '%s' for writing.\n", filename );
|
|
return -1;
|
|
}
|
|
}
|
|
else if ( CommandLine()->CheckParm( "-vcrplayback", &filename ) )
|
|
{
|
|
if ( !VCRStart( filename, false, &g_VCRHelpers ) )
|
|
{
|
|
Error( "-vcrplayback: can't open '%s' for reading.\n", filename );
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
// See the function for why we do this.
|
|
RemoveSpuriousGameParameters();
|
|
|
|
#ifdef WIN32
|
|
if ( IsPC() )
|
|
{
|
|
// initialize winsock
|
|
WSAData wsaData;
|
|
int nError = ::WSAStartup( MAKEWORD(2,0), &wsaData );
|
|
if ( nError )
|
|
{
|
|
Msg( "Warning! Failed to start Winsock via WSAStartup = 0x%x.\n", nError);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Run in text mode? (No graphics or sound).
|
|
if ( CommandLine()->CheckParm( "-textmode" ) )
|
|
{
|
|
g_bTextMode = true;
|
|
InitTextMode();
|
|
}
|
|
#ifdef WIN32
|
|
else
|
|
{
|
|
int retval = -1;
|
|
// Can only run one windowed source app at a time
|
|
if ( !GrabSourceMutex() )
|
|
{
|
|
// Allow the user to explicitly say they want to be able to run multiple instances of the source mutex.
|
|
// Useful for side-by-side comparisons of different renderers.
|
|
bool multiRun = CommandLine()->CheckParm( "-multirun" ) != NULL;
|
|
|
|
// We're going to hijack the existing session and load a new savegame into it. This will mainly occur when users click on links in Bugzilla that will automatically copy saves and load them
|
|
// directly from the web browser. The -hijack command prevents the launcher from objecting that there is already an instance of the game.
|
|
if (CommandLine()->CheckParm( "-hijack" ))
|
|
{
|
|
HWND hwndEngine = FindWindow( "Valve001", NULL );
|
|
|
|
// Can't find the engine
|
|
if ( hwndEngine == NULL )
|
|
{
|
|
::MessageBox( NULL, "The modified entity keyvalues could not be sent to the Source Engine because the engine does not appear to be running.", "Source Engine Not Running", MB_OK | MB_ICONEXCLAMATION );
|
|
}
|
|
else
|
|
{
|
|
const char *szCommand = BuildCommand();
|
|
|
|
//
|
|
// Fill out the data structure to send to the engine.
|
|
//
|
|
COPYDATASTRUCT copyData;
|
|
copyData.cbData = strlen( szCommand ) + 1;
|
|
copyData.dwData = 0;
|
|
copyData.lpData = ( void * )szCommand;
|
|
|
|
if ( !::SendMessage( hwndEngine, WM_COPYDATA, 0, (LPARAM)©Data ) )
|
|
{
|
|
::MessageBox( NULL, "The Source Engine was found running, but did not accept the request to load a savegame. It may be an old version of the engine that does not support this functionality.", "Source Engine Declined Request", MB_OK | MB_ICONEXCLAMATION );
|
|
}
|
|
else
|
|
{
|
|
retval = 0;
|
|
}
|
|
|
|
free((void *)szCommand);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (!multiRun) {
|
|
::MessageBox(NULL, "Only one instance of the game can be running at one time.", "Source - Warning", MB_ICONINFORMATION | MB_OK);
|
|
}
|
|
}
|
|
|
|
if (!multiRun) {
|
|
return retval;
|
|
}
|
|
}
|
|
}
|
|
#elif defined( POSIX )
|
|
else
|
|
{
|
|
if ( !GrabSourceMutex() )
|
|
{
|
|
::MessageBox(NULL, "Only one instance of the game can be running at one time.", "Source - Warning", 0 );
|
|
return -1;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#ifdef WIN32
|
|
// Make low priority?
|
|
if ( CommandLine()->CheckParm( "-low" ) )
|
|
{
|
|
SetPriorityClass( GetCurrentProcess(), IDLE_PRIORITY_CLASS );
|
|
}
|
|
else if ( CommandLine()->CheckParm( "-high" ) )
|
|
{
|
|
SetPriorityClass( GetCurrentProcess(), HIGH_PRIORITY_CLASS );
|
|
}
|
|
#endif
|
|
|
|
// If game is not run from Steam then add -insecure in order to avoid client timeout message
|
|
if ( NULL == CommandLine()->CheckParm( "-steam" ) )
|
|
{
|
|
CommandLine()->AppendParm( "-insecure", NULL );
|
|
}
|
|
|
|
// Figure out the directory the executable is running from
|
|
// and make that be the current working directory
|
|
|
|
_chdir( GetBaseDirectory() );
|
|
|
|
g_LeakDump.m_bCheckLeaks = CommandLine()->CheckParm( "-leakcheck" ) ? true : false;
|
|
|
|
bool bRestart = true;
|
|
while ( bRestart )
|
|
{
|
|
bRestart = false;
|
|
|
|
CSourceAppSystemGroup sourceSystems;
|
|
CSteamApplication steamApplication( &sourceSystems );
|
|
int nRetval = steamApplication.Run();
|
|
if ( steamApplication.GetErrorStage() == CSourceAppSystemGroup::INITIALIZATION )
|
|
{
|
|
bRestart = (nRetval == INIT_RESTART);
|
|
}
|
|
else if ( nRetval == RUN_RESTART )
|
|
{
|
|
bRestart = true;
|
|
}
|
|
|
|
bool bReslistCycle = false;
|
|
if ( !bRestart )
|
|
{
|
|
bReslistCycle = reslistgenerator->ShouldContinue();
|
|
bRestart = bReslistCycle;
|
|
}
|
|
|
|
if ( !bReslistCycle )
|
|
{
|
|
// Remove any overrides in case settings changed
|
|
CommandLine()->RemoveParm( "-w" );
|
|
CommandLine()->RemoveParm( "-h" );
|
|
CommandLine()->RemoveParm( "-width" );
|
|
CommandLine()->RemoveParm( "-height" );
|
|
CommandLine()->RemoveParm( "-sw" );
|
|
CommandLine()->RemoveParm( "-startwindowed" );
|
|
CommandLine()->RemoveParm( "-windowed" );
|
|
CommandLine()->RemoveParm( "-window" );
|
|
CommandLine()->RemoveParm( "-full" );
|
|
CommandLine()->RemoveParm( "-fullscreen" );
|
|
CommandLine()->RemoveParm( "-dxlevel" );
|
|
CommandLine()->RemoveParm( "-autoconfig" );
|
|
CommandLine()->RemoveParm( "+mat_hdr_level" );
|
|
}
|
|
}
|
|
|
|
#ifdef WIN32
|
|
if ( IsPC() )
|
|
{
|
|
// shutdown winsock
|
|
int nError = ::WSACleanup();
|
|
if ( nError )
|
|
{
|
|
Msg( "Warning! Failed to complete WSACleanup = 0x%x.\n", nError );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Allow other source apps to run
|
|
ReleaseSourceMutex();
|
|
|
|
#if defined( WIN32 ) && !defined( _X360 )
|
|
|
|
// Now that the mutex has been released, check HKEY_CURRENT_USER\Software\Valve\Source\Relaunch URL. If there is a URL here, exec it.
|
|
// This supports the capability of immediately re-launching the the game via Steam in a different audio language
|
|
HKEY hKey;
|
|
if ( RegOpenKeyEx( HKEY_CURRENT_USER, "Software\\Valve\\Source", NULL, KEY_ALL_ACCESS, &hKey) == ERROR_SUCCESS )
|
|
{
|
|
char szValue[MAX_PATH];
|
|
DWORD dwValueLen = MAX_PATH;
|
|
|
|
if ( RegQueryValueEx( hKey, "Relaunch URL", NULL, NULL, (unsigned char*)szValue, &dwValueLen ) == ERROR_SUCCESS )
|
|
{
|
|
ShellExecute (0, "open", szValue, 0, 0, SW_SHOW);
|
|
RegDeleteValue( hKey, "Relaunch URL" );
|
|
}
|
|
|
|
RegCloseKey(hKey);
|
|
}
|
|
|
|
#elif defined( OSX ) || defined( LINUX )
|
|
struct stat st;
|
|
if ( stat( RELAUNCH_FILE, &st ) == 0 )
|
|
{
|
|
FILE *fp = fopen( RELAUNCH_FILE, "r" );
|
|
if ( fp )
|
|
{
|
|
char szCmd[256];
|
|
int nChars = fread( szCmd, 1, sizeof(szCmd), fp );
|
|
if ( nChars > 0 )
|
|
{
|
|
if ( nChars > (sizeof(szCmd)-1) )
|
|
{
|
|
nChars = (sizeof(szCmd)-1);
|
|
}
|
|
szCmd[nChars] = 0;
|
|
char szOpenLine[ MAX_PATH ];
|
|
#if defined( LINUX )
|
|
Q_snprintf( szOpenLine, sizeof(szOpenLine), "xdg-open \"%s\"", szCmd );
|
|
#else
|
|
Q_snprintf( szOpenLine, sizeof(szOpenLine), "open \"%s\"", szCmd );
|
|
#endif
|
|
system( szOpenLine );
|
|
}
|
|
fclose( fp );
|
|
unlink( RELAUNCH_FILE );
|
|
}
|
|
}
|
|
#elif defined( _X360 )
|
|
#else
|
|
#error
|
|
#endif
|
|
|
|
return 0;
|
|
}
|