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/*
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lib_common.c - common dynamic library code
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Copyright (C) 2018 Flying With Gauss
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "library.h"
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#include "filesystem.h"
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#include "server.h"
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static char s_szLastError[1024] = "";
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const char *COM_GetLibraryError( void )
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{
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return s_szLastError;
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}
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void COM_ResetLibraryError( void )
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{
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s_szLastError[0] = 0;
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}
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void COM_PushLibraryError( const char *error )
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{
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Q_strncat( s_szLastError, error, sizeof( s_szLastError ) );
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Q_strncat( s_szLastError, "\n", sizeof( s_szLastError ) );
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}
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void *COM_FunctionFromName_SR( void *hInstance, const char *pName )
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{
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#ifdef XASH_ALLOW_SAVERESTORE_OFFSETS
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if( !Q_memcmp( pName, "ofs:",4 ) )
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return svgame.dllFuncs.pfnGameInit + Q_atoi(pName + 4);
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#endif
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return COM_FunctionFromName( hInstance, pName );
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}
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const char *COM_OffsetNameForFunction( void *function )
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{
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static string sname;
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Q_snprintf( sname, MAX_STRING, "ofs:%d", (size_t)((byte*)function - (byte*)svgame.dllFuncs.pfnGameInit) );
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Con_Reportf( "COM_OffsetNameForFunction %s\n", sname );
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return sname;
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}
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/*
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=============================================================================
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LIBRARY NAMING(see Documentation/library-naming.md for more info)
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=============================================================================
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*/
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static void COM_GenerateCommonLibraryName( const char *name, const char *ext, char *out, size_t size )
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{
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#if ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
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Q_snprintf( out, size, "%s.%s", name, ext );
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#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE )
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Q_snprintf( out, size, "%s_%s.%s", name, Q_buildarch(), ext );
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#else
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Q_snprintf( out, size, "%s_%s_%s.%s", name, Q_buildos(), Q_buildarch(), ext );
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#endif
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}
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/*
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==============
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COM_GenerateClientLibraryPath
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Generates platform-unique and compatible name for client libraries
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==============
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*/
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static void COM_GenerateClientLibraryPath( const char *name, char *out, size_t size )
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{
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#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
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Q_strncpy( out, name, size );
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#else
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string dllpath;
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// we don't have any library prefixes, so we can safely append dll_path here
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Q_snprintf( dllpath, sizeof( dllpath ), "%s/%s", GI->dll_path, name );
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COM_GenerateCommonLibraryName( dllpath, OS_LIB_EXT, out, size );
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#endif
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}
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/*
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==============
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COM_GenerateServerLibraryPath
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Generates platform-unique and compatible name for server library
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==============
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*/
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static void COM_GenerateServerLibraryPath( char *out, size_t size )
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{
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#ifdef XASH_INTERNAL_GAMELIBS // assuming library loader knows where to get libraries
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Q_strncpy( out, "server", size );
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#elif ( XASH_WIN32 || XASH_LINUX || XASH_APPLE ) && XASH_X86
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#if XASH_WIN32
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Q_strncpy( out, GI->game_dll, size );
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#elif XASH_APPLE
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Q_strncpy( out, GI->game_dll_osx, size );
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#else // XASH_LINUX
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Q_strncpy( out, GI->game_dll_linux, size );
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#endif
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#else
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string dllpath;
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char *ext;
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#if XASH_WIN32
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Q_strncpy( dllpath, GI->game_dll, sizeof( dllpath ) );
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#elif XASH_APPLE
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Q_strncpy( dllpath, GI->game_dll_osx, sizeof( dllpath ) );
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#else // XASH_APPLE
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Q_strncpy( dllpath, GI->game_dll_linux, sizeof( dllpath ) );
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#endif
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ext = COM_FileExtension( dllpath );
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COM_StripExtension( dllpath );
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COM_GenerateCommonLibraryName( dllpath, ext, out, size );
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#endif
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}
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/*
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==============
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COM_GetCommonLibraryPath
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Generates platform-unique and compatible name for server library
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==============
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*/
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void COM_GetCommonLibraryPath( ECommonLibraryType eLibType, char *out, size_t size )
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{
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switch( eLibType )
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{
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case LIBRARY_GAMEUI:
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COM_GenerateClientLibraryPath( "menu", out, size );
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break;
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case LIBRARY_CLIENT:
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if( SI.clientlib[0] )
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{
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Q_strncpy( out, SI.clientlib, size );
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}
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else
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{
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COM_GenerateClientLibraryPath( "client", out, size );
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}
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break;
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case LIBRARY_SERVER:
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if( SI.gamedll[0] )
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{
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Q_strncpy( out, SI.gamedll, size );
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}
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else
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{
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COM_GenerateServerLibraryPath( out, size );
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}
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break;
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default:
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ASSERT( true );
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out[0] = 0;
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break;
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}
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}
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