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574 lines
16 KiB
C++
574 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines a group of app systems that all have the same lifetime
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// that need to be connected/initialized, etc. in a well-defined order
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#include "appframework/IAppSystemGroup.h"
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#include "appframework/IAppSystem.h"
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#include "interface.h"
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#include "filesystem.h"
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#include "filesystem_init.h"
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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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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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//extern ILoggingListener *g_pDefaultLoggingListener;
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CAppSystemGroup::CAppSystemGroup( CAppSystemGroup *pAppSystemParent ) : m_SystemDict(false, 0, 16)
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{
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m_pParentAppSystem = pAppSystemParent;
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}
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//-----------------------------------------------------------------------------
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// Actually loads a DLL
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//-----------------------------------------------------------------------------
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CSysModule *CAppSystemGroup::LoadModuleDLL( const char *pDLLName )
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{
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return Sys_LoadModule( pDLLName );
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}
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//-----------------------------------------------------------------------------
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// Methods to load + unload DLLs
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//-----------------------------------------------------------------------------
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AppModule_t CAppSystemGroup::LoadModule( const char *pDLLName )
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{
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// Remove the extension when creating the name.
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int nLen = Q_strlen( pDLLName ) + 1;
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char *pModuleName = (char*)stackalloc( nLen );
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Q_StripExtension( pDLLName, pModuleName, nLen );
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// See if we already loaded it...
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for ( int i = m_Modules.Count(); --i >= 0; )
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{
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if ( m_Modules[i].m_pModuleName )
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{
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if ( !Q_stricmp( pModuleName, m_Modules[i].m_pModuleName ) )
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return i;
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}
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}
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CSysModule *pSysModule = LoadModuleDLL( pDLLName );
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if (!pSysModule)
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{
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Warning("AppFramework : Unable to load module %s!\n", pDLLName );
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return APP_MODULE_INVALID;
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}
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int nIndex = m_Modules.AddToTail();
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m_Modules[nIndex].m_pModule = pSysModule;
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m_Modules[nIndex].m_Factory = 0;
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m_Modules[nIndex].m_pModuleName = (char*)malloc( nLen );
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Q_strncpy( m_Modules[nIndex].m_pModuleName, pModuleName, nLen );
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return nIndex;
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}
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AppModule_t CAppSystemGroup::LoadModule( CreateInterfaceFn factory )
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{
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if (!factory)
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{
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Warning("AppFramework : Unable to load module %p!\n", factory );
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return APP_MODULE_INVALID;
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}
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// See if we already loaded it...
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for ( int i = m_Modules.Count(); --i >= 0; )
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{
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if ( m_Modules[i].m_Factory )
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{
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if ( m_Modules[i].m_Factory == factory )
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return i;
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}
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}
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int nIndex = m_Modules.AddToTail();
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m_Modules[nIndex].m_pModule = NULL;
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m_Modules[nIndex].m_Factory = factory;
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m_Modules[nIndex].m_pModuleName = NULL;
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return nIndex;
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}
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void CAppSystemGroup::UnloadAllModules()
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{
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// NOTE: Iterate in reverse order so they are unloaded in opposite order
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// from loading
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for (int i = m_Modules.Count(); --i >= 0; )
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{
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if ( m_Modules[i].m_pModule )
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{
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Sys_UnloadModule( m_Modules[i].m_pModule );
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}
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if ( m_Modules[i].m_pModuleName )
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{
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free( m_Modules[i].m_pModuleName );
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}
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}
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m_Modules.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Methods to add/remove various global singleton systems
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//-----------------------------------------------------------------------------
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IAppSystem *CAppSystemGroup::AddSystem( AppModule_t module, const char *pInterfaceName )
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{
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if (module == APP_MODULE_INVALID)
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return NULL;
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Assert( (module >= 0) && (module < m_Modules.Count()) );
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CreateInterfaceFn pFactory = m_Modules[module].m_pModule ? Sys_GetFactory( m_Modules[module].m_pModule ) : m_Modules[module].m_Factory;
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int retval;
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void *pSystem = pFactory( pInterfaceName, &retval );
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if ((retval != IFACE_OK) || (!pSystem))
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{
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Warning("AppFramework : Unable to create system %s!\n", pInterfaceName );
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return NULL;
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}
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IAppSystem *pAppSystem = static_cast<IAppSystem*>(pSystem);
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int sysIndex = m_Systems.AddToTail( pAppSystem );
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// Inserting into the dict will help us do named lookup later
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MEM_ALLOC_CREDIT();
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m_SystemDict.Insert( pInterfaceName, sysIndex );
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return pAppSystem;
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}
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static char const *g_StageLookup[] =
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{
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"CREATION",
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"CONNECTION",
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"PREINITIALIZATION",
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"INITIALIZATION",
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"SHUTDOWN",
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"POSTSHUTDOWN",
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"DISCONNECTION",
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"DESTRUCTION",
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"NONE",
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};
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void CAppSystemGroup::ReportStartupFailure( int nErrorStage, int nSysIndex )
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{
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char const *pszStageDesc = "Unknown";
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if ( nErrorStage >= 0 && nErrorStage < ARRAYSIZE( g_StageLookup ) )
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{
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pszStageDesc = g_StageLookup[ nErrorStage ];
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}
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char const *pszSystemName = "(Unknown)";
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for ( int i = m_SystemDict.First(); i != m_SystemDict.InvalidIndex(); i = m_SystemDict.Next( i ) )
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{
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if ( m_SystemDict[ i ] != nSysIndex )
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continue;
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pszSystemName = m_SystemDict.GetElementName( i );
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break;
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}
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// Walk the dictionary
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Warning( "System (%s) failed during stage %s\n", pszSystemName, pszStageDesc );
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}
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void CAppSystemGroup::AddSystem( IAppSystem *pAppSystem, const char *pInterfaceName )
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{
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if ( !pAppSystem )
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return;
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int sysIndex = m_Systems.AddToTail( pAppSystem );
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// Inserting into the dict will help us do named lookup later
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MEM_ALLOC_CREDIT();
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m_SystemDict.Insert( pInterfaceName, sysIndex );
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}
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void CAppSystemGroup::RemoveAllSystems()
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{
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// NOTE: There's no deallcation here since we don't really know
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// how the allocation has happened. We could add a deallocation method
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// to the code in interface.h; although when the modules are unloaded
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// the deallocation will happen anyways
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m_Systems.RemoveAll();
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m_SystemDict.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Simpler method of doing the LoadModule/AddSystem thing.
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//-----------------------------------------------------------------------------
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bool CAppSystemGroup::AddSystems( AppSystemInfo_t *pSystemList )
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{
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while ( pSystemList->m_pModuleName[0] )
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{
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AppModule_t module = LoadModule( pSystemList->m_pModuleName );
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IAppSystem *pSystem = AddSystem( module, pSystemList->m_pInterfaceName );
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if ( !pSystem )
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{
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Warning( "Unable to load interface %s from %s\n", pSystemList->m_pInterfaceName, pSystemList->m_pModuleName );
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return false;
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}
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++pSystemList;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Methods to find various global singleton systems
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//-----------------------------------------------------------------------------
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void *CAppSystemGroup::FindSystem( const char *pSystemName )
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{
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unsigned short i = m_SystemDict.Find( pSystemName );
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if (i != m_SystemDict.InvalidIndex())
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return m_Systems[m_SystemDict[i]];
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// If it's not an interface we know about, it could be an older
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// version of an interface, or maybe something implemented by
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// one of the instantiated interfaces...
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// QUESTION: What order should we iterate this in?
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// It controls who wins if multiple ones implement the same interface
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for ( i = 0; i < m_Systems.Count(); ++i )
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{
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void *pInterface = m_Systems[i]->QueryInterface( pSystemName );
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if (pInterface)
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return pInterface;
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}
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if ( m_pParentAppSystem )
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{
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void* pInterface = m_pParentAppSystem->FindSystem( pSystemName );
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if ( pInterface )
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return pInterface;
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}
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// No dice..
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Gets at the parent appsystem group
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//-----------------------------------------------------------------------------
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CAppSystemGroup *CAppSystemGroup::GetParent()
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{
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return m_pParentAppSystem;
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}
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//-----------------------------------------------------------------------------
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// Method to connect/disconnect all systems
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//-----------------------------------------------------------------------------
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bool CAppSystemGroup::ConnectSystems()
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{
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for (int i = 0; i < m_Systems.Count(); ++i )
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{
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IAppSystem *sys = m_Systems[i];
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if (!sys->Connect( GetFactory() ))
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{
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ReportStartupFailure( CONNECTION, i );
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return false;
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}
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}
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return true;
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}
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void CAppSystemGroup::DisconnectSystems()
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{
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// Disconnect in reverse order of connection
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for (int i = m_Systems.Count(); --i >= 0; )
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{
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m_Systems[i]->Disconnect();
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}
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}
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//-----------------------------------------------------------------------------
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// Method to initialize/shutdown all systems
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//-----------------------------------------------------------------------------
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InitReturnVal_t CAppSystemGroup::InitSystems()
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{
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for (int i = 0; i < m_Systems.Count(); ++i )
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{
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InitReturnVal_t nRetVal = m_Systems[i]->Init();
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if ( nRetVal != INIT_OK )
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{
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ReportStartupFailure( INITIALIZATION, i );
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return nRetVal;
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}
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}
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return INIT_OK;
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}
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void CAppSystemGroup::ShutdownSystems()
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{
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// Shutdown in reverse order of initialization
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for (int i = m_Systems.Count(); --i >= 0; )
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{
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m_Systems[i]->Shutdown();
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}
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}
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//-----------------------------------------------------------------------------
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// Returns the stage at which the app system group ran into an error
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//-----------------------------------------------------------------------------
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CAppSystemGroup::AppSystemGroupStage_t CAppSystemGroup::GetErrorStage() const
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{
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return m_nErrorStage;
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}
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//-----------------------------------------------------------------------------
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// Gets at a factory that works just like FindSystem
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//-----------------------------------------------------------------------------
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// This function is used to make this system appear to the outside world to
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// function exactly like the currently existing factory system
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CAppSystemGroup *s_pCurrentAppSystem;
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void *AppSystemCreateInterfaceFn(const char *pName, int *pReturnCode)
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{
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void *pInterface = s_pCurrentAppSystem->FindSystem( pName );
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if ( pReturnCode )
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{
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*pReturnCode = pInterface ? IFACE_OK : IFACE_FAILED;
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}
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return pInterface;
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}
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//-----------------------------------------------------------------------------
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// Gets at a class factory for the topmost appsystem group in an appsystem stack
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//-----------------------------------------------------------------------------
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CreateInterfaceFn CAppSystemGroup::GetFactory()
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{
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return AppSystemCreateInterfaceFn;
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}
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//-----------------------------------------------------------------------------
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// Main application loop
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//-----------------------------------------------------------------------------
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int CAppSystemGroup::Run()
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{
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// The factory now uses this app system group
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s_pCurrentAppSystem = this;
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// Load, connect, init
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int nRetVal = OnStartup();
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if ( m_nErrorStage != NONE )
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return nRetVal;
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// Main loop implemented by the application
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// FIXME: HACK workaround to avoid vgui porting
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nRetVal = Main();
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// Shutdown, disconnect, unload
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OnShutdown();
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// The factory now uses the parent's app system group
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s_pCurrentAppSystem = GetParent();
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return nRetVal;
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}
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//-----------------------------------------------------------------------------
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// Virtual methods for override
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//-----------------------------------------------------------------------------
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int CAppSystemGroup::Startup()
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{
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return OnStartup();
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}
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void CAppSystemGroup::Shutdown()
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{
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return OnShutdown();
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}
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//-----------------------------------------------------------------------------
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// Use this version in cases where you can't control the main loop and
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// expect to be ticked
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//-----------------------------------------------------------------------------
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int CAppSystemGroup::OnStartup()
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{
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// The factory now uses this app system group
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s_pCurrentAppSystem = this;
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m_nErrorStage = NONE;
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// Call an installed application creation function
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if ( !Create() )
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{
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m_nErrorStage = CREATION;
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return -1;
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}
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// Let all systems know about each other
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if ( !ConnectSystems() )
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{
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m_nErrorStage = CONNECTION;
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return -1;
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}
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// Allow the application to do some work before init
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if ( !PreInit() )
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{
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m_nErrorStage = PREINITIALIZATION;
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return -1;
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}
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// Call Init on all App Systems
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int nRetVal = InitSystems();
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if ( nRetVal != INIT_OK )
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{
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m_nErrorStage = INITIALIZATION;
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return -1;
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}
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return nRetVal;
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}
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void CAppSystemGroup::OnShutdown()
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{
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// The factory now uses this app system group
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s_pCurrentAppSystem = this;
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switch( m_nErrorStage )
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{
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case NONE:
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break;
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case PREINITIALIZATION:
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case INITIALIZATION:
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goto disconnect;
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case CREATION:
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case CONNECTION:
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goto destroy;
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}
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// Cal Shutdown on all App Systems
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ShutdownSystems();
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// Allow the application to do some work after shutdown
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PostShutdown();
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disconnect:
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// Systems should disconnect from each other
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DisconnectSystems();
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destroy:
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// Unload all DLLs loaded in the AppCreate block
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RemoveAllSystems();
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// Have to do this because the logging listeners & response policies may live in modules which are being unloaded
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// @TODO: this seems like a bad legacy practice... app systems should unload their spew handlers gracefully.
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// LoggingSystem_ResetCurrentLoggingState();
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// Assert( g_pDefaultLoggingListener != NULL );
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// LoggingSystem_RegisterLoggingListener( g_pDefaultLoggingListener );
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UnloadAllModules();
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// Call an installed application destroy function
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Destroy();
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}
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//-----------------------------------------------------------------------------
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//
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// This class represents a group of app systems that are loaded through steam
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CSteamAppSystemGroup::CSteamAppSystemGroup( IFileSystem *pFileSystem, CAppSystemGroup *pAppSystemParent )
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{
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m_pFileSystem = pFileSystem;
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m_pGameInfoPath[0] = 0;
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}
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//-----------------------------------------------------------------------------
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// Used by CSteamApplication to set up necessary pointers if we can't do it in the constructor
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//-----------------------------------------------------------------------------
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void CSteamAppSystemGroup::Setup( IFileSystem *pFileSystem, CAppSystemGroup *pParentAppSystem )
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{
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m_pFileSystem = pFileSystem;
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m_pParentAppSystem = pParentAppSystem;
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}
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//-----------------------------------------------------------------------------
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// Loads the module from Steam
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//-----------------------------------------------------------------------------
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CSysModule *CSteamAppSystemGroup::LoadModuleDLL( const char *pDLLName )
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{
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return m_pFileSystem->LoadModule( pDLLName );
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}
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//-----------------------------------------------------------------------------
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// Returns the game info path
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//-----------------------------------------------------------------------------
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const char *CSteamAppSystemGroup::GetGameInfoPath() const
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{
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return m_pGameInfoPath;
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}
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//-----------------------------------------------------------------------------
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// Sets up the search paths
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//-----------------------------------------------------------------------------
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bool CSteamAppSystemGroup::SetupSearchPaths( const char *pStartingDir, bool bOnlyUseStartingDir, bool bIsTool )
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{
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CFSSteamSetupInfo steamInfo;
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steamInfo.m_pDirectoryName = pStartingDir;
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steamInfo.m_bOnlyUseDirectoryName = bOnlyUseStartingDir;
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steamInfo.m_bToolsMode = bIsTool;
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steamInfo.m_bSetSteamDLLPath = true;
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steamInfo.m_bSteam = m_pFileSystem->IsSteam();
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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 = m_pFileSystem;
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fsInfo.m_bToolsMode = bIsTool;
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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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// Finally, load the search paths for the "GAME" path.
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CFSSearchPathsInit searchPathsInit;
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searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath;
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searchPathsInit.m_pFileSystem = fsInfo.m_pFileSystem;
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if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
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return false;
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FileSystem_AddSearchPath_Platform( fsInfo.m_pFileSystem, steamInfo.m_GameInfoPath );
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Q_strncpy( m_pGameInfoPath, steamInfo.m_GameInfoPath, sizeof(m_pGameInfoPath) );
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return true;
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}
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